Audience Questions
Ten Ton Hammer: Will the
soldiers in the Skirmishes be limited to the Skirmish quests, or are
they going to be persistent? Will this cut down on actual humans
grouping together?
Steefel: We
like humans grouping together too!
The goal of providing these soldiers is really just to enhance the
particular Skirmish experience that you’re in. I
don’t rule anything out because the developers behind LOTRO
are very clever people, but I don’t think there are any plans
to take these Skirmish soldiers out into the open world landscape.
This is really just to bring that particular functionality to the
Skirmish environment.
Ten Ton Hammer: With your
expansion into extra overseas markets, does that extra income allow you
to put out patches faster? Or maybe have additional members on your
content team so you can make bigger patches? To some players, the
patches seem to have grown farther apart in their release schedules.
Steefel: Ultimately
the goal is to grow the franchise in every way that we can, and
globally is part of the goal as well. There’s lots of way
that we’re doing that, and we’re working through a
lot of partners around the world right now.
But absolutely, the more successful the game is worldwide, the more we
have to reinvest back into our game. What’s interested is
that as we get into the next year of our service, the game is maturing
and the audience is maturing. So the way we invest money back into the
game is also diversifying. Some things that you’ve seen
previously may appear as they did before. We’re trying to
have the same cadence in our content updates as we have in the past,
but we’re spending some of our resources and time on things
like “how are we going to make sure our infrastructure and
gameplay we’re providing are solidly positioned for the
future?” We want the game to continue to grow and evolve for
years and years to come, and that takes a lot of time and energy.
We also spend time on other things, like making sure our graphics
engine continues to evolve while the industry evolves around us. We
want to stay current. We want to make sure the that we can focus our
attention on the things that players are really enjoying –
like the smaller instanced encounters that I’ve talked so
much about – while still doing a good amount of the content
we’ve done in the past. We have to constantly evolve and
change to bring that to the players.
It may seem like we’re doing more or less work depending on
the type of content updates that we’re putting out there, but
it really has to do with a more holistic approach to make sure the game
continues to grow and can support a larger audience.
Not to mention that servicing our overseas partners takes its own time.
Localization is a long process not to mention how those gamers can be
serviced. People consume the content differently in different parts of
the world, so our goal is to continue to feed the franchise and
continue to provide you with more interesting and exciting things to
you, the player.
I feel that Moria was something special and was a big benefactor from
this. We spent a lot of time and energy and investment on that project,
regardless on how it was or wasn’t going to sell because we
thought it was important to bring that value to all of the gamers.
It’s something that we’re going to keep focusing on.
Ten Ton Hammer: One of
the ways LOTRO sets itself apart is through the legendary item system.
Some players believe that the development on that system has gotten
stale and has veered away from the original vision for that system.
Could you talk a little bit about the future of item advancement?
Steefel: What
we’re doing now is feeding the system, and in upcoming books
we’re going to be making changes to how the legendary item
system works and fleshing it out some more. We want to provide
different types of inventory and provide a more robust playing field
for the types of things that you can find. We want to also find more
ways to get these items through experience and encounters.
These are all things that we’re working on to iterate on the
system and grow it slowly. Again, it is a powerful system in the way it
is intrinsically tied to the advancement of players, so we have to be
very careful and proceed cautiously so we don’t do anything
that will fundamentally change the advancement path for any particular
player build.
It’s not an easy thing to do, but it’s something
that we’re focused on. We’re going to continue to
work on expanding and extending it, and we have a number of people
spending a lot of time looking at player feedback and monitoring player
behaviors.
Again, I think it’d be very interesting to see some specifics
on what the players are disappointed in not seeing from the item
advancement system and which features they would have liked to see put
in.
Ten Ton Hammer: One of
our audience members states that they’ve taken Chicken Play
to the extreme! They want to know if they can cross the Misty
Mountains… as a chicken…
Steefel: Now
you’re talking about the War of the Ring!
Ten Ton Hammer: Exactly.
Steefel: A
Chicken Skirmish facing off with Sauron himself.
Ten Ton Hammer: Sauron
cannot withstand the Chicken Zerg!
Steefel: We
have a major fondness in our heart for what we called –
before launch – Critter Play. I’d love to have more
time to experiment with it over time, but it is kind of an experiment,
because as fun as it is there are other things that are very time
consuming that we’d like to continue to focus on in the game.
I’d love to see chickens venture forth into the battle torn
areas. I’d love to see a chicken standing atop the Great
Crest during the Battle of Helm’s Deep.
Ten Ton Hammer: I think
that’s a challenge…
Steefel: The
month of April *does* come every year, so you never know what might
happen.
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