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Designing the Lore: Reasonable Expectations
By: Magi, Posted at: Fri, Jan 26th 8:35 PM 2007, Last Edited: Tue, Oct 27th 1:22 PM 2009
Rated 5.00 by 4 people

One of the more troubling posts I witness on message forums for pre-release games concern unrealistic expectations. This kind of post has become all the worse since the successful launch of World of Warcraft. It would seem that every new title that is being developed is the next “World of Warcraft Killer.” Though even before that, it was troublesome as well – so many people proclaim expectations that are either too grandiose or simply wrong. This is detrimental to current and potential players, never mind healthy discussion.

It is simply unhealthy to sustain such discussion because it gives everyone inaccurate information and results in discussion broadening needlessly. Would it not be in our interest to focus discussion on elements that will make it into the game? Certainly it will, and it goes without saying this will benefit all players, even those who will not participate in the game at all. In the interest of an idealistic hope that this will be attained – or at least a more concrete understanding of what form the game will manifest in – I wish to discuss what the game will deliver on, why, and how it is absurd to suggest it will be a World of Warcraft Killer.

It is prudent to begin with a preliminary discussion on the philosophy of the Lord of the Rings Online. The philosophy is what largely determines what game systems are not only feasible, but where the focus will be for each one. To put it rather simply then, the philosophy of the Lord of the Rings Online (at this time) is thus: solo & group friendly player versus environment, enhanced social dynamics and slight player versus player. I would like to make note, however, that game mechanics such as crafting and raiding fall under the player versus environment umbrella.

How could I ascertain this statement of philosophy? It is contrived primarily from what the developers have stated and avoided telling us. It is beyond question that most of the development resources have been focused on the player versus environment elements: questing, enemy artificial intelligence, crafting, raiding and the like. Further, it has been stated profusely that both solo and group play will be feasible. That is the first aspect of the philosophy determined. Secondly (and thirdly) it was noted that enhanced social dynamics will be prevalent in addition to slight player versus player. These aspects are more difficult to define thanks to developer concentration on player versus environment. Yet there have been hints and suggestions that the developers will be taking some advice from Star Wars Galaxies, and place significant emphasis on social dynamics. How is this strong, then? I admit, it is more speculation on my own part; a hunch if you will. As far as player versus player is concerned, there is a whole discussion on Monster Play that supports a slight distinction. Yet does this mean anything?

It means a number of things that may be obvious to the observant eyes, yet others not. First, it defines what our game will focus on: player versus environment primarily. If you do not enjoy such player versus environment intensive titles like EverQuest II and Dungeons and Dragons Online, you may want to back away on principle. Secondly, it provides us with a thorough understanding of which dynamics will not be included in concentrated amounts. The most obvious case is through player versus player – even though the dynamic will be available, it is simply there to satisfy the needs of such players, and not provide a definitive alternative to [player versus player] intensive titles. Lastly, and most importantly, it tells us why it will not be a World of Warcraft Killer.

I will be perfectly blunt: I abhor the term “Killer” in this sense, especially when you add World of Warcraft before it. My disdain is so prevalent because it is often riddled in a chronic misunderstanding of why World of Warcraft is so successful. It is not, prior to popular belief, because the Warcraft name is so well known and their millions of fans have flocked to it. No, it is for a far more complex and definitive reason: the game is not only the best designed title, but offers something for every single player. It matters not if your primary interest is solo or grouping, player versus environment or player versus player, hardcore raiding or casual player versus player, guild participation or disdain for such groups, there is simply something for everyone. Not only that, but each of these intriguing dynamics is done incredibly well and that only continues.

We have then two reasons why many titles, including the Lord of the Rings Online, will not be a World of Warcraft Killer: our title does not offer something for everyone and the amount of content available for those playstyles will be greatly inferior. That is not to say that the Lord of the Rings Online will be a failure or be a poorly designed game – no. Certainly the title will attract many player versus environment fans from other games – World of Warcraft included – but it is simply improbable to think it will kill [World of Warcraft]. Even if the Lord of the Rings Online steals all the player versus environment fans from World of Warcraft, the player versus player advocates will not be swayed and thus a killing cannot be done.

Yet if some players still insist on using the “Killer” term, then I will allow for a very specific usage: towards other player versus environment games. Three come to mind: Final Fantasy XI, EverQuest II and Dungeons and Dragons Online. The first title I mentioned – Final Fantasy XI – is virtually safe because of the strong Japanese fan base supporting it. Alternatively, the other two are not, but that is certainly a stretch. This is because EverQuest II endorses a strong forced grouping model (something that the Lord of the Rings Online doesn’t have) and Dungeons and Dragons Online focuses on dungeon crawling (again, something our title won’t focus on). So even though the Lord of the Rings Online could “kill” these titles on stringent player versus environment elements, the task cannot be completed: the specific appeals are far too prevalent.

I ask then, two simple things of our community at large: to stop mis-interpreting the philosophy of the Lord of the Rings Online and, more importantly, cease the insistence that our title will “kill” World of Warcraft or other games. As for the former, I can guarantee we will be player versus environment focused and will not produce a title that shakes the foundation of raid-intensive games or player versus player concentrated ones – so stop suggesting that! Instead, let us focus our energies on the strengths the Lord of the Rings Online will advocate. In addition, our title will not kill anything – the appeals are simply not the same.

Let us drink to healthy discussion!

 

LOTR: Editorial: Designing the Lore: Reasonable Expectations, by Magi

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