You can almost hear Jeffrey Steefel,
executive producer of
Turbine’s Lord Of The
Rings Online, straining
at the leash as we probe him for
details on the encounter everyone’s
anticipating in the upcoming Mines
Of Moria retail expansion. "You will
be encountering the Balrog during the
game in Moria..." A pregnant pause
ensues as Adam Mersky, Turbine’s head
of PR, silently makes his presence felt,
"...we’re just not talking about how yet."
But then Jeffrey throws us a bone,
"Some of that relates to the epic story
and when it is that you’re in Moria, and
the encounter will be unlike any other
encounter in LOTRO today. Period. In
fact, that was my instruction to the dev
team. That’s really the point of Moria in
general, which is that this place needs
to feel like something that you’ve never
experienced in LOTRO before and that
you’ve never experienced in an MMO
before. Ideally, if we really get it right,
one you’ve never experience in an RPG,
or computer game before in terms of
scope, magnitude and vastness of it. It’s
a tall order but the guys here have had
tall orders before."
Tall order indeed if Moria is to live up
to our expectations: Tolkien’s literature
describes the dwarven kingdom of
Khazad-dûm as the "Greatest of all
the mansions of the Dwarves," an
underground kingdom with a staircase
that stretched from the peak of the
Misty mountains to the ‘deepest
dungeon’ and as wide as it was high,
while Peter Jackson brought us a deeply
atmospheric and epic vision of the
ancestral home of the Dwarves, in the
first two episodes of the film trilogy.
The Mines Of Moria would have to be a
suitably grand and moody expansion to
LOTRO to justify its heritage. But, given
the attention to detail so far, it’s not the
quality or depth of Moria we’re afraid of...
rather, the creatures within.
"Our work is always modelled directly
on the books and our licence is for the
books. In places like Moria and Rivendell
where things that are more iconic are
described in more detail by Tolkien,
there’s obviously a strong resemblance
to the things Peter Jackson did in the
film because we’re drawing on the
same source material. But we have
the advantage in the persistent world
environment to go a lot further than they
[Wingnut Films] could have possibly
done, simply because they didn’t want
to make a 40-hour film. So in the films
you’re basically treading a path through
Moria from one door to the other, up
and down a few staircases and it was
a very, very cool part of the movie. But
it’s a very straight, narrow path that
they tread and the books give you a
sense that this was an entire civilisation
underground in the height of its heyday
when it was built. Some of it has fallen
to ruin, some of it is still grand and all
of it has pretty much been overrun by
evil. Orcs, goblins, the Balrog and all the
other nameless things below..."

Other things – like the Watcher, the
Kraken-like tentacled creature that
stalks the water outside the entrance
to Moria? "Exactly. You’ll encounter
the Watcher, in fact this will be a fairly
significant instance encounter with the
Watcher, which is going to play quite a
prominent part in your experience of
Moria. He’s gonna be very cool – and
a little bit tough! The biggest place of
opportunity for us is in the nameless
deep of Moria, it’s an opportunity to
create some powerful and also strange
creatures in a way that’s hard to do in
other parts of Middle-earth."
As much as we enjoyed the thought of
playing the role of Frodo and venturing
directly into the depths of Moria from
the newbie playground of Bree-Land,
that’s sadly out of the question. Moria
fills out the end game of LOTRO with a
raised level cap and well-stocked hunting
grounds for high-level fellowships, "Most
of Moria is high-level. We’re introducing
levels 50-60 in the expansion, so you’ll
be in the 45-60 range in Moria, mostly.
There are places around Moria, in
Eregion that you’ll be able to go to at
lower levels but there’s a lot of content
that you’ll want to be with other folks
in. However, over the last year we’ve
learned that you need alternate types
of content, so we’re gonna have large,
group encounter-type things that you
would expect in a place like Moria, but
we’re also gonna have small, two or
three-person instance encounters that
we found people really love. In fact in
other MMOs that’s where players have
migrated when they’re not doing the
big raids to get the big loot. Continuing
the motif that we’ve had shortly after
launch, we’ll make sure there’s solo
material everywhere, especially when it
comes to the epic story, so that you can
encounter some of the epic story in the
cool moments in LOTRO."
As the debut expansion for LOTRO,
Turbine has aspired to offer a little
more to high-level characters than an
increased experience cap. The legendary
item system gives even level 60 avatars a
goal far beyond the usual pursuits found
at the highest echelons of MMORPG
gaming: “The important thing to begin
to understand about the Legendary
item system is that it is a whole other
area of advancement to the game. All
the other items that you get now, the
high-level items that are gonna drop, this
is really a system that layers on top of
everything. You do have to get to a high
level – we’ve not decided what level yet
– to begin to participate in the system,
for the same reason we do a lot of things
like that: because you don’t want to
present a game to the newbie that’s
way too complex. We like them to get to
know the basics before we get them off
the training wheel. Legendary items are
a whole other advancement path that
are a combination of a high-end slotted
item, a pet, a herald that you have by
your side and your own travelling quest
hub. Basically, once you begin building
this item it has a life of its own. It has
XP that it gains over time for the battles
it’s participated in, whether it’s armour
or weaponry. It has XP that it gains for
some of the quests that it’s participated
in. It is also something that’s physically
a Diablo crafting/slotting style and you
collect different items around the world
through questing or raiding, buying or
selling or whatever, which you can then
slot into this item. So it’s not only gaining
XP but it’s gaining its own equipment.
So the item becomes more and more
powerful on a number of dimensions
and then it has its own set of stats that
modify your stats. So it’s gonna become
a significant part of elder play for players
of a high level."
In a nutshell, you can reach level 60
and begin to advance the items in your
inventory, rather than your character.
Furthermore, you’ll know a character
with high-level legendary kit when you
see them, “It’s a combination of effects
and just the appearance of it itself. It also
depends on what tier of item you’re at. So
the lower tier Legendary items will really
be more about stats and modification,
and people can examine your weapon to
see how powerful it is. Then as you get
into the higher tiers, then there will be
different visible effects."

So with the question of endgame
covered, we moved onto what’s in the
expansion for new players, as well as old
players with new characters. There are
two new classes, the Rune Keeper and
Warden, which are poised to make up
the deficit of healing and buff classes in
LOTRO. We wanted to know if we decided
to make a new character with one of
the new classes, we could still wander
over to Moria and take a peek. Jeff’s
response verged on the jocular, “You can
try! Again, what we’re trying to do here
is provide a challenge for all gamers. The
first 50 levels are for people who are new
to the game – they are the same great 50
levels that there were before. They have
not depreciated at all for those people.
So we’ve two audiences to satisfy, the
people that we launched with, for them
there’s Moria. For people that are just
coming into the game who are at a lower
level, we believe LOTRO stands for itself
and there are certainly classes and
other things that add to the gameplay
at lower levels. So it’s almost like we’re
building a couple of different games:
the early game that needs to remain
engaging for new players and the elder
game that need to be more engaging
for elder players, and opportunities for
them to mix. We’re certainly gonna be
making changes to the first 50 levels to
make sure that part of the game remains
competitive as other games come out.
Whether it’s just a graphical update,
we’re going to be enhancing the impact
of DX10 for people with those cards, or
the balance of the game and the way
certain features work."
Going beyond Moria, there’s far more
LOTRO to be explored yet. Jeff chucked
us an arbitrary figure: eight per cent.
That’s the total of Tolkien’s Lord Of
The Rings literary content Turbine has
covered so far. Considering Book 13 and
the Forochel area of Middle-earth was
constructed out of several paragraphs,
we’d imagine Turbine could stretch the
remaining 92 per cent quite far. Jeff
concurred: "I’d say we’ve used up about
eight per cent... I made up that number,
but there’s a long list of things we worry
about all the time – one thing we never
worry about is available content. We’ve
just extended our licence through to
2014 with the right to extend it beyond
that to 2017. I’m sure if things are going
well we could go beyond that. I have no
doubt we have enough content to last us
until then, and even if we didn’t, then we
have the opportunity to explore the outer
edges of Middle-earth and the Fourth
Age, all kind of things that are alluded to
but not really described. Honestly, you
look at the map of Middle-earth and you
look at what we’ve covered and what’s
left: it’s huge."
It doesn’t take a massive stretch of
the imagination to see Lord Of The Rings
Online lasting another decade either.
While it is a long way behind World Of
Warcraft in terms of subscriber numbers,
it’s proved a hugely popular MMORPG
since its launch last year and the draw of
seeing the licence recreated online is a
strong factor in the sales. But Jeff thinks
there’s far more to LOTRO’s longevity
than what Tolkien has given it, "We’re the
next-gen MMO, we’re highly polished,
high-quality, triple-A, not broken… it
sounds trite, but people ask me what
I think is one of the biggest features of
World Of Warcraft or Lord Of The Rings
Online, and I say that it’s because we
ship the games finished. Not broken.
This sounds like it’s not a big deal, but it
is because of the scope and scale and
complexity of these games. So that
sounds unimportant, but that’s the
threshold you now have to pass to even
be a successful game. We are telling a
story in a persistent environment in a
way that is compelling that people feel
they can become a part of, that continues
to evolve in a world that evolves and
you feel part of that evolution. We have
[instances] early on in the game and
we have some in Moria where you go
through an instance experience and
things actually change: walls crumble
and new parts of the dungeon open up,
buildings burn down – whatever, and that
becomes a persistent part of the world
for you going forward."
And finally, there was one burning
question about the Balrog that we had
to ask Jeff: does LOTRO’s version of
this ‘demon of the ancient world’ have
wings or not? "Well, read the books very
thoroughly and whatever the description
of the Balrog is, you can be absolutely
certain that will be what it’s like in our
game!" Well, that clears that one up then...
Ben Biggs