Building Middle-earth: ‘The Lord of the Rings’
Online

The Lord of the Rings Online:
Shadows of Angmar hopes to balance Tolkien’s details with gamers’ needs.
January 24, 2007
In 1955, shortly after
"The Lord of the Rings" was published, J.R.R. Tolkien began to worry
his creation had become a "vast game" for some readers. This was not
good, he wrote, even "for me, who find that kind of thing only too fatally
attractive."
Now, Tolkien's "Lord of the Rings" and the imaginary setting he
painstakingly built, Middle-earth, has become that "vast game."
On Thursday in Las Vegas, Turbine Inc. of Westwood, Mass., is to announce an
April 24 release date for "The Lord of the Rings Online: Shadows of Angmar,"
the year's most anticipated massively multiplayer online game, or MMO. A
digital Middle-earth will open its gates to thousands of virtual characters
embarking on quests, plumbing subterranean realms and slaughtering plenty of
goblins and trolls.
"Expectations are fairly high for this game," said Michael Goodman,
digital entertainment program manager for the consumer research division of the
Yankee Group, a consulting firm. "This is literally a franchise with a
brand that spans the globe. There aren't a lot of those around."
Some 200 million copies of "The Lord of the Rings" have been
published in 39 languages. The 2001-03 Peter Jackson film trilogy amassed gross
revenues of more than $3 billion worldwide.
Yet for the online "Rings" to succeed, Turbine cannot depend on
existing gamers alone. It also needs to lure Tolkien devotees who don't play
video games by making it "accessible to just about anyone," Andrew
Park, senior editor at GameSpot, an online gaming news and review site, said in
an e-mail interview.
"From what I gather, Turbine is targeting two different audiences for this
game: hard-core online game players," Park said, "and more-casual or
nongame-players who are fans of Tolkien's works."
But visualizing hobbit villages and evil armies for Tolkien's Middle-earth, an
already meticulously detailed and plotted world, is complicated. Fans expect
its parameters — the languages, geographies, histories, races, nomenclature,
mythologies and what Tolkien called the legendarium — to be strictly obeyed.
"Basically, the main challenge of creating an authentic Tolkien experience
is building something that won't make Tolkien's many fans angry by straying too
far away from the original works," Park said. Sticklers for detail will be
quick to point out any inconsistencies. Even a character's eye color, Park
said, can't be off, not by a "nanometer."
A further challenge is that immersive MMO worlds must entertain for hours,
days, even years of play. They have to be infinitely detailed and vast enough
that tens of thousands of players can interact with one another at the same
time.
Since September some 300,000 users have beta-tested the fates of elvish lore
masters and hobbit burglars in a 50-million-square-meter Middle-earth still
under construction (and giving the game great advance word of mouth). Most
players expect "creative leaps" to adapt a reading experience into
compelling play, said Larry Curtis of TheOneRing.net, a Tolkien fan site.
"You've got to have a good game," he added. "It's not an easy
balance."
Many readers of the novels feared their dumbing-down when the films were first
released, Curtis said. To head off such criticism of the game, Turbine hired
"Rings" experts to ensure that any ideas or inventions were
consistent with the rules of Middle-earth.
The consultants "would write back with notes on a script: 'an elf might
not do that,' or, 'if you're looking for a more dwarven name, this might work
as a family tree,"' recounted Jeffrey Anderson, Turbine's chief executive.
His team also worked closely with Tolkien Enterprises, which manages
"Ring" merchandising and film rights, seeking its approval for any
major departure from the books.
Turbine created "Asheron's Call," its first online role-playing game,
in 1999. Last year, the company released Dungeons & Dragons Online, based
on the original pen-and-paper role-playing game. (Loosely based on Tolkien's
milieu, D&D was credited with establishing the fantasy gaming genre.) And
this isn't the first time "Rings" has gone digital: Tolkien-esque computer
games — some authorized, some not — have been around since the early 1980s.
But Turbine's is the first Tolkien-based MMO. Like the immensely popular
"World of Warcraft," it will allow anyone — anyone, that is, willing
to pay about $50 for the software and a monthly subscription fee of up to $15 —
to not only battle monsters, but also increase virtual skills, wealth and
renown. The game makes provisions for the peaceful: Some gamers may be content
with their characters weaving and talking (via voice-chat technology), jamming
in bands at the local tavern (using an in-game music system) or raising crops
and families.
A game this size is bound to invite some dissent among the dedicated. On the
lotro.com forum, one observer, Draeconea, grumbled that character movements
appeared "unnatural … They run as if having a sore back, and got several
planks of wood underneath their clothes."
Until recently, the job of interpreting Tolkien has fallen to Tolkien experts,
not film or video-game directors. While many scholars are tolerant of the
blockbuster adaptations, a few would prefer that "Rings" remain a
reading experience, not a virtual playground.
An online game "may indeed trivialize Tolkien's legacy," Wayne G.
Hammond, co-author of the "J.R.R. Tolkien Companion and Guide," said
in an e-mail interview, "if one comes to view 'The Lord of the Rings' as
popular culture more than as a work of literature, or feels that it cannot be a
serious work of literature if it has outgrowths in popular culture."
The game may signal "democratization," he said, "but it isn't
Tolkien."
So far, reviews on sites like mmorpg.com and GameSpot.com have been positive.
Tolkien's U.S. publisher, Houghton Mifflin, also is enthusiastic. "Our
hope for the new game is the same hope we held during the time of the
films," said Webster Younce, senior editor at Houghton Mifflin, "that
people who might not have read Tolkien will want to go directly to the
source."
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