The Lord of the Rings Online: Mines of Moria
Jeffrey Steefel on the first expansion and beyond.
With Lord of the Rings Online, Turbine may not have delivered the World of Warcraft rival some were expecting - but it did deliver a superior MMORPG, and then serve it with so much new content that we thought it was worth 9/10 not once but twice. Now it's winding up to the release of LOTRO's first expansion, and after getting the lowdown on Mines of Moria, we spoke to executive producer Jeffrey Steefel about where he sees the game's present, and future.
Eurogamer: After its first year and a half, has LOTRO done anything to move MMOs forward?
Jeffrey Steefel: Definitely, in a couple of areas. We certainly see, I like to call them, er... complimentary hommages to some of our features. I mean, it's interesting to see Achievements showing up in WOW. It's interesting to see some of the smaller instances, definitely there's an increased focus on instanced storytelling in general, and I think that's one of the things that we brought to bear. I think we've pushed the industry to continually focus on content updates.
It's also helped just to have another game since WOW that's come out and really succeeded, and that's helped add credibility to the MMO space. These games are so hard to create and to launch that there's been a fair amount of difficulty over the last two years, and so every time another game comes out that demonstrates that the genre works, that contributes to the industry too.
Eurogamer: How do you define success, though, when you don't have ten million players to brag about?
Jeffrey Steefel: The first threshold is, can you make a viable game, 90 per cent of people don't get past that. In some respects success is just getting past that. The next is, do you have an ongoing, viable, profitable business that is growing? Definitely hit that mark.

This, presumably, is a bridge over which you may pass.
Are you considered one of the leaders in the space? No question we've hit that mark, in fact most articles that you guys and other write, if they're referencing a couple of MMOs it tends to be WOW and Lord of the Rings
And then, there's another level of success, which is reaching a certain mass-market critical mass, which to be totally fair, only Blizzard has achieved completely so far. We think that we are the game that has the most likelihood of being the second to do that, but we're not there yet.
That's a combination of expanding worldwide like we're doing - that's something that'll help expand the critical mass of LOTRO, it's definitely something that helped WOW tremendously, obviously. It's a challenge, but we're confident that we can get there, especially with something of this broad appeal and high quality.
Eurogamer: Do you think that potential stays open for ever? Doesn't there come a point where your game reaches a natural size and it's not going to grow much more?

Not big fans of the curve, dwarves.
Jeffrey Steefel: I think one of the things that's changed in the last four or five years in the MMO industry is that there's been some demonstration that that isn't true any more. It did certainly use to be true, we used to talk about the fact that there was one and a half million people in the world that wanted to play MMOs, period. Back in EverQuest and Asheron's Call days, if you had 500,000 subscribers that was it, you'd reached the natural climax.
We also used to say that whatever you established at launch is pretty much the ceiling. And now there's games out there, like EVE, that have demonstrated that you can grow something slowly, incrementally over time.
I think a lot of those things have changed, and it's really a matter of awareness. There's a lot of people that still don't know this game exists, which to us is astounding. But that's absolutely true. So it's a matter of... some of it is just patience, some of it is being more aggressive about reaching out to other markets.
Eurogamer: Given that you have such an enormously popular and recognisable licence - and that you launched a game that worked well and had learned a lot of what WOW did right - are you surprised you didn't reach a bigger audience straight off?
Jeffrey Steefel: Well, we would love to - but I think it's not entirely surprising, we were targeting the MMO audience at launch, the existing audience, because that's the audience most likely to adopt.
I think there's going to be a huge opportunity over the next two years for this franchise, because in the market itself, the awareness of Tolkien is about to increase quite a bit. As Peter Jackson and New Line and Guillermo del Toro start working on new movies, with the Hobbit coming out in 2011 and another movie coming out probably the year after, that's going to help us a lot because it's going to move everything back into thee forefront. If we'd been launching our game, you know, five years ago - oh my goodness.
Eurogamer: Do you think there's room for other business models in LOTRO's future?
Jeffrey Steefel: I think so... There are some things about the way that we built the game that would allow us to try some different business models. For people that want to have a more casual relationship with the game, and just have fun a couple of hours, a couple of times a week, right now I think we have a difficult value proposition. They're paying a premium price to get a whole bunch more than they actually want. So, maybe there's room to satisfy those people in a slightly different way.
This is a franchise that's going to continue for years and years and years, and there's no way that the singular, monolithic, USD 14.95 a month subscription model is going to last for years and years and years all by itself. I think the answer is, it has to change.

No sign of the Watcher in the Water, but there's time yet.
Eurogamer: LOTRO is known for its regular and substantial content updates. Even Blizzard, with a team several times the size of yours, is struggling to keep pace with you in terms of new content. How do you manage that?
Jeffrey Steefel: Pain and suffering [laughs]. We work very hard, we work very efficiently. One of the advantages and disadvantages of being the big monkey and having as much money to spend on people as you want is that I think you don't drive as much efficiency, I don't think you need to.
And also, we're very hungry. We're the David to the Goliath, and we need to distinguish ourselves in certain ways that perhaps Blizzard doesn't. So we need to do better than everyone else, we need to try harder than everyone else and I think that's served us really well.
Eurogamer: Will there come a point where you have you have to take pretty big creative freedoms in with the licence in order to proceed? If you keep up the pace, you're going to get through the trilogy fairly quickly.
Jeffrey Steefel: It'll take us years, honestly, because of the way that we do things, and that we go into so much depth. We're spending so much time in Moria, which is really just one quick stop along the way in the books. We don't really worry about running out of content.

Lovely landings, very spacious basement. Slight problem with marauding Balrog. Excellent for first time buyers.
In terms of being able to push things more the further in we get, I think the fiction allows that in some respects. Things get crazier, more warlike, more out of control the further you get into Middle Earth and the War of the Ring, so that opens up a lot of prospects for us.
We're slowly trying new things; the addition of the Rune-Keeper in Moria, a straightforward magic using class, is a pretty big step in that respect. It's not something that a pure Tolkien lore person would accept, it just couldn't exist in Middle-Earth. On the other hand, this is an RPG, it must exist.
So, our Middle-Earth needs to diverge slightly from the literary Middle-Earth, and Tolkien enterprises has been okay with that, I think that they're comfortable with us allows us to push those things a little further.
Eurogamer: Is Monster Play the limit of what you're going to do with PVP, and playing the dark side?
Jeffrey Steefel: What you see in Monster Play is the tip of the iceberg. Now that we're moving across the Misty Mountains into the place where war is really happening in Middle-Earth, it opens up a lot of possibilities. One can imagine that by the time you get to Minas Tirith, you want battles to be happening there, and you don't want it to be an army of NPCs against a bunch of players, you want players to be able to battle against each other.
But, it's really important that players know that at the end of the day we believe that this is a world game, a PVE game, the best of its kind. We're not going to do anything to destroy that in any way. The story is always going to be predominant. But I think there's a way to weave the two together when we get to the more martial parts of middle earth. Also, the launch in Asia exposes us to a lot of players who really, really, really love Monster Play and want more of it.
Eurogamer: Turbine's working on a console MMO at the moment - what are the challenges you're facing?
Jeffrey Steefel: Oh, it's a snap, we talk a lot about the console button, you just push it and then the game is there. I'm kidding.

Wheelchair access: not a priority.
It's a huge challenge on a lot of different levels, but it's also a gigantic opportunity. The size of the console market is huge compared to PC and it always will be. It sits in the living room, which is a really interesting place for these kinds of social environments and social interactions. And there's an immediacy to console that you just can't get on the PC, not really.
The challenges break down to a couple of things. The first is UI. One of the great things about the PC is that it's a productivity tool, it's designed to manage lots of moving buttons and resources and stuff like that. But consoles only have a certain number of buttons, so how do you help someone use a console controller to manage inventory and skills and traits and deeds and crafting items and all that stuff in a way that's not just painful?
Then you add on top of it the challenge that this is a persistent world. The solution that most games do when they go from PC to console is that you simply stop the game while you go to a full screen UI to do some of this inventory management or configuration - that's what happens in for example Oblivion. We can't do that, you can't pause a persistent world. So how do I allow players to do that kind of thing without getting killed?
And then there's the challenge of the platform itself. PCs are fairly limited in processing power, and fairly unlimited in memory. Consoles, on the other hand, have more specialised and more diverse processing power, but are extremely limited in RAM. So there's challenge there - how do you create these lush, immersive, very compelling worlds at high fidelity in a different way.
Eurogamer: You mentioned bringing MMOs into the living room - do you think there are there benefits to be had from a change of environment?
Jeffrey Steefel: Oh yeah, it's a more comfortable environment, it's a way you can be more co-operative - I mean literally co-operative, where you can play co-op on the console in a persistent environment. You can imagine how cool that would be. Very challenging to do, but again, possible.

That's how we troll.
We're talking right now about taking games and putting them on console, or building games specifically for console. Long term, for me, the real exciting vision is... thinking about a game, a franchise, as this centralised content. There's this thing called Lord of the Rings that sits on a bunch of servers... and whether you're on your PC, your console, your mobile device, those are all just access points, and they're all good at different things.
That's the part we haven't been able to get to yet, and I think now that they're all connected, the technology's pretty much there, the consumer behaviour's almost there. The PC is great at what you're talking about, sitting down by yourself and working on stuff.
The console is great for fast action, immediate activities. Combat, raids, things like that could be a lot of fun sitting on your couch. And some things that are necessary but slightly rote and boring, like managing your inventory or setting up for a raid, or some elements of crafting - those are things that you can do instead of playing Bejeweled when you're sitting on the train or on a break or whatever it happens to be.
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Comments (24) Latest comment 3 years ago
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Woo LotRO!
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Which server were you on? I don't know if they've truncated the servers but Bree on Eldar is always full of people.
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So much for Turbine's promises to stay loyal to the Hobbit and LOTR lore. They might as well rename this game: "Sort of the Rings - but with WIZARDS! On-Line" (SOTRBWWO) instead of LOTRO.
I mean really - "must exist" ????!!!!
This is a classic shark jumping moment for up till now has been a great game. I am very sad.
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This is a classic shark jumping moment for up till now has been a great game. I am very sad."
I'm all for keeping the lore and stuff but at the end of the day, it's first and foremost a game and it's supposed to be fun to play. If that means bending the lore a bit, fine. I'd rather they did that and kept the game interesting than staunchly refuse to implement a change that appears to be needed, simply because it "wasn't what old JRR would have wanted..."
We're not looking at a SWG-style "No Jedis, ever. Wait, everybody can be Jedis, go on then" gamefuck. We're talking about a class that bends the lore a bit to enhance the group dynamics.
It's about how the Rune Keepers fit into the balance, not the lore.
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b) I am not at all arguing that things that bend or stretch the lore should not be added to LOTRO in order to make it a more fun game - the game already has many such things and while I'm not totally thrilled about the LoreMaster's Blue-Lazers of Power Drain(tm), most everything has at least been explainable using the morale conceit as a premise. But this really, really jumps the shark. The specific licensed Lore has extremely limited magic use in it and the expanded lore (Silmarillion, Unfinished Tales, Letters) make it clear why in no uncertain terms, you would not expect to find any lightning-bolt-hurling magic users in Middle Earth in the Third Age - especially among the Free Peoples. My complaint (and I am not alone - the LOTRO forums have been lit up over this) is not that they should follow 100% adherance to the lore in all things - that would be ridiculous so that is a strawman. My complaint is specific to the is one particular and drastic lore-break (that Steefel's comments admit to.). You can say I am cherry-picking which lorebreaks are acceptable and which are not and that is true. But I am picking on this one because of the magnitude of the break. It is going back on an explicit, written promise to the fans made during development of this game. Turbine explicitely promised not to add an overt magic-using class. The RuneKeeper breaks that promise.
c) Show me some study, survey or other evidence that adding a magic user will result in a net gain in user subscriptions for LOTRO. I just don't buy it that there is this huge untapped market of users who are holding back on trying LOTRO out solely because their is no obvious magic user class. I do believe that pure content expansion, such as Moria, will almost certainly cause a bump in subscriptions - way in excess of any affect pro-or-con caused by the RuneKeeper class. I personally would rather see Turbine devoting those resources to content development and to fixing existing problems in the existing class and game tools (the fellowship tools need some serious love).
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The RK class are NOT wizards. They're being "lore-ified" - if I remember rightly - as being, essentially, "non-singing Minstrels" the idea being that they use words of power to evoke external forces rather than hold any inherent powers themselves. I see that as being more acceptable than having a character hurl lumps of coal that he/she is able to ignite mid-flight.
Splitting hairs? Sure, but put simply, until we see them in-game, we won't know how they're going to work. And as I say, if it introduces a new dynamic to the game in a positive light, then I can live with that.
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I personally HOPE they will be. And I know personally how that could be done -
i) change the premise on top of the mechanics to one where the RK speaks/chants or visually signs Runes (the animation might show a rune being traced over the RKs head and then the Mob's head during induction). The mob/target reactions should be emotional reactions (shock / fear / despair on enemies vs hope and inspiration on fellows) and show changes in STATE of the target. There should not be beams of energy flowing from one to the other. Note that Minstrel animations work the way I described and if this is supposed to the prose-based minstrel, it should work the same way.
ii) change the skill text to support the above premise.
ii) restrict it to Elves. Specifically Elves out of Lothlorien. That would explain why they have not been involved with either the LOTR story OR the LOTRO Epic story until now (when the fellowship reaches past Lothlorien). It would make sense for them to then become involved with events in the War of the Ring from that point onward.
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ii) Is a fair point, but dinna forget the ol' elves of Lothlorien had all but gone into the west at the time the felowship passed through.
No. This RuneKeeper magic user is an affront and should not be included at all. There is no basis for it. It's a man in a suit behind this.
How on Earth Tolkein Enterprises, which is supposed to be overseeing all content Turbine put into LotRO and has final say on it, allows this travesty is beyond me.
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I forget where it was, but the first preview I read of MoM explained the "spoken word power."
Look, I'm not advocating everybody has laser swords and hovercars, nor are the devs, but you have to see that this constant "oh, it's not lore" stuff is going to do more harm than good, as it makes the players of LOTRO come-off as geeky obsessives. Please, don't take that as an insult directed at you. It's not. What I'm saying is that to people who don't play MMOs - which are considered geeky anyway by a lot of gamers - adding extra, "Oh, well, actually, it's clear from the History of Drib that the Mage Masters couldn't possibly summon a red imp, as the colour is never given but being an ambassador of Threng, their powers would be tied to the Orb of Narg and if you cross-reference that with the Lore of Babzog's Appendix to the Triumph of Gleth, you'll see that all summonings are blue. *Snort*"-kind of obsession makes us seem the geekiest of the geek.
If having the "Lore" bent a bit means the game breaks into more mainstream channels I can live with it. Because at the end of the day, the game needs subscribers to survive. So the choice as I see it is we have a game that's concerned first-and-foremost with playability, balance, fun and being popular, well-funded and a success, or we have a Lore-intensive, inaccessible game that 10 people play.
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Damn those financiers and their money! Who do they think they are, giving money to companies so they can develop games for us to play?
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Players are able to behave like teenagers with the freakin' ELVES! Even have a few emo elves and acting very unlorish. Blarrrgh!
Blaaaaaaaaaaaaaaaaaargh!
/getsoverit.
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Players are able to behave like teenagers with the freakin' ELVES! Even have a few emo elves and acting very unlorish. Blarrrgh!"
Yeah, they should make you write an essay on the History of Middle Earth before you play so you know how to play properly. /wink
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The uniform of the nondescript, devoid of passion and devotion, they seek nought but the 'appreciation' of those around them+ money and to that end they would throw their granny off a bus if they thought they'd gain a bit of recognition + money from it.
They seek that appreciation + money because they haven't an original thought or practical skill between them thus mucking around with other peoples work is the most they can manage, debasing it in the process.
It's a man in suit who came up with the idea LotRO needs 'magic' users or it 'may suffer in the long term'. The men in suits at Tolkein Enterprises, also keen to justify their existence + money agree.
Not a one of them has a bloody clue. They care not if the entire franchise goes down the pan, for they will drive off in their Ferraris and find another original work to deface in the name of progress.
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You can argue over the lore appropriateness of it, or you can argue over whether that even matters. But screw you if you are going to tell others how they should feel about it or that they shouldn't voice their concerns.
The fact is, Turbine has shown a history of responding to feedback from customers who voice their concerns. So you can sit there and be quiet all you want. I'll voice mine, thank you.
LOTRO's only compelling feature that makes many choose it over other MMOs is the lore - without that, who the heck would care about this game?
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Go live in Russia, you hippie.
You're missing the point: the "suits" have a vested (ha!) interest in the game SUCCEEDING because, you know, that might make thme some money and give a return on the investment, meaning the game is a financial success, which in turn secures more investment and allows the developers to not only continue supporting the game but also expand it further and develop new projects, too...
Just a thought.
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You can argue over the lore appropriateness of it, or you can argue over whether that even matters. But screw you if you are going to tell others how they should feel about it or that they shouldn't voice their concerns.
The fact is, Turbine has shown a history of responding to feedback from customers who voice their concerns. So you can sit there and be quiet all you want. I'll voice mine, thank you.
LOTRO's only compelling feature that makes many choose it over other MMOs is the lore - without that, who the heck would care about this game?
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I think you're doing a huge disservice to Turbine by saying that the Lore is the only thing making "many" people play this game. Were that true, Age of Conan would have more players than World of Warcraft, considering the popularity of REH's creation. No, LOTRO is played by many people because it's a good game.
Secondly, I suggest you calm down before you do yourself an injury.
The point I'm making is that YOUR attitude is precisely what's holding the game back and stopping the game getting the financial success it deserves. By obsessing over every detail of the game in this terribly anal, geeky manner, you're making yourself - and sadly the rest of us - a laughing stock. I'm not the one fuming at the developers for introducing a feature I don't like.
You are.
Screwage returned.
Stick it in your pipe and /smoke1.
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How on earth am I doing Turbine a "disservice" by noting that many fans play LOTRO because of the first 4 initials? It is a truism and it is their primary market differentiator. To pretend otherwise is silly.
Age of Conan failed to be a big hit for many reasons, based on the feedback I have heard. Lousy game (yet they DO have magic-users) and apparently some bizarre breaks from REH's lore. I haven't played it so I can't be certain. Not inclined to at this point.
You close by of course, trying to make it look like I am the problem. How classic. Basically you have no argument so you try to portray me in the most negative light and somehow put the blame on my 'attitude' for the games' financial woes (assuming it HAS financial woes - which is doubtful since they recieved a huge investment from Warner). Can you really read what you just wrote with a straight face? You don't know anything about me. You basically are tossing straw men out the back as you flee the argument ("obsessing over every detail of the game" ) and playing false victim (implying I've somehow also made 'the rest of us (i.e. you)" a laughing stock.). So i am both ruining Turbine financially and embarrassing you. Jeeze - you are the one who needs to take a moment to at least put some thought into what you are writing. Try to calm down and not take the fact that someone disagrees with you so personally.
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You know, the simple solution is this: don't play a Rune Keeper. Don't group with Rune Keepers. Form a kinship called "The Ancient Order of the No Rune Keepers" and exclude 'em from your kin. Problem solved. And while you're on, I'd petition the Devs to lock Hobbits into their home-zones only, as having Hobbits wandering around away from home and doing things not based around drinking, eating and fishing CLEARLY are massive, game-breaking breaches of "Lore."
And you think I'm not calm? I'm actually finding it amusing that somebody can take the whole thing so seriously and get upset by a move intended to broaden the game's balance and appeal. Seriously, I think you need to just chill-out a bit and give some consideration to your ranting.
The point I'm making, which you're clearly missing, is that LOTRO has a massive amount of mainstream potential. Oh no, I'm advocating they sell-out and become a financial success. Well damn my eyes for being a capitalist and wanting the game to succeed. Nah, let's follow your example instead and insist the Devs make it inaccessible and a niche product so only you and a few of your special friends can play together.
In Elvish.
In your pointy wizard hats.
And beards.
Anyway, I guess I should continue my "fleeing" and let you win at the Internet. YOU ARE WINNAR!!!!!!!!!!!!!11