Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Discover what lies ahead for Lord of the Rings Online as Game Rant interviews executive producer Robert Ciccolini about the highly-anticipated Umbar expansion and the game's commitment to staying faithful to Tolkien's legendary world

Lord of the Rings Online, a beloved MMORPG set in Tolkien's fictional world, has thrived for 16 years. Fans have had the opportunity to explore this immersive world, encountering both familiar and new characters. The game has consistently evolved through regular updates, including expansions that introduce fresh regions, classes, and stories. The upcoming Corsairs of Umbar expansion is anticipated to be a significant milestone for the game. In an interview with Game Rant, Robert Ciccolini, the executive producer of Lord of the Rings Online, discussed the highly anticipated expansion, delved into the game's systems and development process, and shared the team's goals for the future. With a plethora of exciting new content and improvements to existing features, the future looks promising for this fantasy MMO.

Q: How did the team approach the introduction of the new class, the Mariner, in the upcoming expansion of Lord of the Rings Online? Did the team have specific goals in mind?

Ciccolini: Our previous classes did not introduce any new support options, unlike Mariner, which not only deals damage but also provides support. It has been intriguing because support is a challenging aspect to quantify as a goal. It interferes with the measurement of your DPS meters, making it difficult to determine the value of this individual.

Additionally, the Mariner utilizes a Balance system, where maintaining equilibrium between the fore and aft is crucial. When it comes to DPS, it is a relatively straightforward issue of ensuring that individuals employ a variety of skills to maintain balance. However, support also relies on this system, and it will be interesting to observe how support persons manage this resource.

The Mariner class focuses on buff-oriented support abilities instead of being a traditional healer.

Ciccolini adds that the class will have a sea-shanty vibe. They believe that this aspect is going to be very exciting because Bill, the composer, creates amazing music. It is important to capture the right atmosphere. However, one of the challenges is to make the sea shanties enjoyable to listen to while playing, without becoming repetitive and causing players to want to turn them off after a period of time. This requires a lot of effort to achieve a perfect balance.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: It’ll be interesting to have another musical support class alongside the Minstrel. Was it difficult getting the Mariner to contrast with the game’s other musical class?

Ciccolini believes that the Minstrel has more classical music, making sea shanties distinct. It is anticipated that the inclusion of sea shanties will not negatively impact the overall experience. While Ciccolini is yet to play the class with sea shanties enabled, there is excitement to witness this addition. Although the sea shanty music is already impressive, experiencing it within the game as brief melodies adds a unique dimension.

Regarding DPS gameplay, the question concerns how the Mariner compares to other DPS classes in terms of moment-to-moment gameplay and the balance system.

Ciccolini: Our system team is focused on managing balance, specifically ensuring that it remains stable throughout. In our game, certain skills may throw you off balance, requiring the use of other skills to restore equilibrium.

Unlike classes in other MMOs where balance shifts between extremes, necessitating reactive responses, our approach is centered around maintaining your own stability. It's a unique vibe, as there is no pendulum-like movement where you strive for the best actions. Instead, actions are taken to influence balance, followed by necessary actions to readjust and restore equilibrium.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Players will be visiting Umbar, south of Gondor, in this expansion. Can you talk about what players can expect in terms of content, narrative, and landscape?

Umbar is incredibly thrilling because it introduces a plethora of new elements to the landscape, which we refer to as the "biome." It has been quite some time since we last introduced a land that was intentionally designed to have a distinctive appearance and atmosphere. The last instance of such design was in Mordor, however, Mordor already encompassed many of the elements we had previously explored. While we did introduce numerous new aspects in Mordor, the overall vision had been established for a considerable duration, making it a smoother process for the world team.

Conversely, in Umbar, we find ourselves delving into a completely different seafaring culture. We encounter new varieties of trees, grasses, and stones, as well as different architectural structures. We are now pondering questions like, "What type of armor should be depicted? How should the clothing be represented?" Consequently, there is a significant amount of world-building taking place that we haven't previously encountered. I am genuinely confident that the world team will excel in this endeavor. They are constantly refining and improving upon their ideas, which is both exhilarating and somewhat daunting at the same time.

Additionally, an intriguing aspect lies in the introduction of a captivating group that oversees Umbar, fostering player interaction. The diverse personalities and the unique impact this group has had on the region distinguish it from our previous endeavors. Unlike before, where the identity of the villain was explicit, here it may not be as apparent, adding an element of mystery.

This world holds a multitude of untold stories surrounding the distribution of evil, now lacking a central controlling force. As a result, the consequences of their actions have manifested in unpredictable ways, exacerbating the turmoil. Furthermore, the aftermath of war has created opportunities for individuals to profit from this chaotic world. These unexplored themes offer immense potential for captivating narratives.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: It’s always fascinated me how massive Lord of the Rings Online is in terms of raw square footage. What is the team’s approach to developing these enormous spaces?

Ciccolini: There are two main aspects to it: world-building and art. Our team possesses excellent tools and a great deal of talent in constructing the game world. We are fortunate to have individuals who have dedicated 18 years to this craft, pouring their heart and soul into it due to their immense passion.

We recently celebrated three anniversaries, all exceeding 15 years. This collective vision allows us to maintain a consistent narrative throughout the game. As I mentioned previously, we strive to capture the same gravitas that Tolkien imbued in his stories. This commitment to emulating Tolkien's voice has resulted in a storytelling approach that resonates with our players, providing an authentic game experience.

One reason for this is our commitment to remaining true to Tolkien's vision, while another reason is the presence of a consistent voice, which creates a self-fulfilling cycle. This is the initial aspect - we have dedicated individuals with immense talent and expertise in utilizing our tools to achieve incredible results.

Additionally, we are fortunate to have skilled storytellers who sometimes find it challenging to fully populate the breathtaking landscapes of these marvelous worlds.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: How do you strike that balance between keeping in mind the wealth of established Tolkien lore while also including your own narrative twists?

Ciccolini: Our Tolkien scholar, Chris, is exceptional. Instead of micromanaging, he excels at thorough research, resulting in a comprehensive "vision document" for new locations. Then, he conducts storytime meetings where he masterfully narrates the region's tale with a consistent voice that captures Tolkien's gravitas.

During these meetings, every team member listens, engages, and asks questions, creating a collective vision before they start creating content. These storytelling sessions help them concentrate on the place's goals, happenings, and how their stories can align with the main theme. They delve into the region's atmosphere and history, all presented in an intimate fireside chat-like manner.

That aids in their comprehension of the vision, rather than merely reading about it, as they become captivated by Chris's compelling storytelling. Subsequently, the storytelling builds upon that engagement, propelling the collective vision forward and guiding their actions towards the region's envisioned future.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Many expansions in Lord of the Rings Online introduced unique gameplay elements, such as Rohan's mounted combat and Mordor's Light of Earendil. How will Umbar shake up gameplay for players?

Ciccolini: We have learned valuable lessons from our past experiences with introducing gameplay systems that deviate from the core mechanics. While Rohan was exciting due to its novelty, it also presented challenges. When players rode on their horses, they were essentially stepping outside of the familiar gameplay loop they had grown accustomed to. They had invested time and effort into developing their characters and mastering their abilities, only to find themselves in a whole expansion where this familiar gameplay loop was disrupted.

The Epic Battles, like before, alter the gameplay experience. However, rather than providing a slight change of pace, they tend to be overwhelming. Therefore, any future gameplay elements will strive to align with the core gameplay loop.

For Umbar, there will be a unique storyline featuring different types of adversaries. It will take place in a new setting with a distinct culture, where inhabitants may have a different appearance. The people of this coastal region and their interactions with the antagonists will imbue the game with a fresh atmosphere.

In addition, we are currently in the process of revamping the crafting system, in order to separate your professions and vocations. If we manage to execute this properly and offer sufficient crafting support, it will transform into a captivating gameplay element on its own. The revamp will make players excited about the prospect of creating excellent gear through their crafting skills, rather than considering it as an afterthought. Despite being a core system, it will feel fresh and attract players who may have lost interest. Personally, I prefer reimagining the existing systems that players are already familiar with, rather than introducing new ones and neglecting the potential of crafting.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Crafting is gaining importance once again, as it has been overshadowed by other means of obtaining gear.

Ciccolini: We aim to address this issue as well. Many MMOs have developed a tendency where progression is only possible through group play, which can sometimes become excessively difficult and ceases to be enjoyable. Personally, I enjoy facing challenges and occasionally play hardcore games at the highest difficulty level. However, I also appreciate the option of playing solo and simply savoring the game, without constant fear of overwhelming risks and imminent death.

While I do enjoy playing games intensely and find it both enjoyable and frustrating at times, there is a noticeable shift where playing solo no longer allows for significant progress in certain games. Our goal is to find a balance where raiding holds its purpose, but solo players can still make meaningful progress. Crafting, I believe, has the potential to offer that opportunity in certain aspects. Personally, I take pride in being able to create remarkable items through crafting.

Q: LOTRO has a special place in the hearts of its players as an old-school MMO. How does LOTRO manage to maintain that old-school charm while incorporating modern MMO design conventions?

Ciccolini: Our goal is to remaster LOTRO, but rather than attempting to do it all at once, we are taking a staged approach. We have already introduced avatar revamps for humans, allowing players to change their face shape using sliders. This update will also be applied to other races.

We are currently investigating ways to enhance the game's shadows, shaders, and lighting to give it a more modern look. While comparing screenshots of the game, we have noticed that the later zones still hold up well. However, it is evident that the technology used is dated. We believe that instead of implementing highly demanding modern features, what our players really need and want are fundamental technological upgrades.

We need to eliminate our reliance on outdated technology such as DirectX 9. There is no justification for keeping it, as it often causes issues during game installation. We also need to upgrade our graphic and installation technology, as well as the avatar features. Additionally, we are working on improving the scaling technology in LOTRO to ensure a smoother experience on 4K monitors. While our game elements currently scale properly, our panels do not, causing inconvenience for users with 4K monitors.

In terms of other updates, we recently released "Before the Shadow" which introduces a new starting zone. Players now have the flexibility to choose their preferred starting zone, regardless of their chosen race. In the past, a hindrance existed where players of different races, such as a Hobbit and an Elf, couldn't group until both completed their respective introductory sections.

For the purpose of ensuring the game's long-term capacity, we have recently implemented a significant stat squish. However, we acknowledge that there may still be a few exceptional cases that require attention. It has come to our attention that there are a couple of highly dangerous wolves which possess an overlooked devastating effect, capable of swiftly incapacitating players. Rest assured, we are promptly addressing this issue as soon as it is brought to our attention by players.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: In regards to the stat squish, there was previous discussion about LOTRO overhauling its stat system in general. Is the team still considering revisiting other key systems?

Ciccolini: We initially began redefining the roles and significance of the main stats in order to enhance their importance. However, upon receiving constructive feedback from players regarding the potential changes and their concerns, we realized that implementing these adjustments alongside the stat squish and expansion was overly ambitious. Therefore, we have temporarily put that on hold.

We successfully enhanced the power system to restore its significance, while ensuring a positive user experience. In group combat, we aimed to make power a vital aspect that requires attention, without imposing frequent interruptions in landscape content. Based on player feedback, it seems that we achieved this goal fairly well. These are some of the systems we have revamped, and now we will focus on creating a sense of manageability for different statistics.

The only remaining challenge lies in certain limitations on parry and other avoidance skills that players strive to reach. We recognize the need for proper fine-tuning in order to clarify the requirements to attain these caps and effectively manage them as the game progresses.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Currently, upgrading your stats doesn't provide a meaningful benefit, resulting in diminishing returns. As a result, players tend to prioritize vitality. I believe we should implement a more competitive system where obtaining higher tiers of gear feels rewarding and accessible. However, once players reach the next tier, the effectiveness of the upgrade should be reduced, resulting in a balanced progression system.

Q: The Rings of Power series by Amazon has reignited interest in Tolkien. How do you approach other licensed works based on Tolkien's writings? Do you seek inspiration from them or collaborate with them in any way?

Ciccolini: I am a great fan of Rings of Power and I am eagerly anticipating the upcoming animated series War of the Rohirrim. It is true that we draw inspiration from these works, but it should be noted that they deviate from the original source material that we adhere to. We are highly cautious in utilizing material solely from the books, and while references mentioned in passing are welcomed, we strive to remain within the boundaries set by the source material we are dedicated to.

Looking forward, what aspects of LOTRO is the team focused on improving or updating? Are there specific areas of the game that the team is most interested in?

Ciccolini suggests revamping the kinship system to enhance the motivation for players to engage in group play with their kinship. Additionally, Ciccolini believes that adding new objectives for kinships could contribute to fostering a stronger sense of unity among players. Meanwhile, in the shorter term, focusing on avatar revamps and expanding the range of playable races is also on the agenda.

The long-term expedition is quite captivating as we have specific destinations in mind. The team envisions a remarkable journey through Middle-earth that they are eager to showcase to the players.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Can the LOTRO team create more quests with branching paths, given the significant impact of choices on character outcomes in the Battle of Pelennor Fields quest?

Ciccolini: We are continuously striving to enhance performance and are aware of the player demand for such improvements. However, the size of the player and quest data poses a challenge. Forking a quest amplifies the data required, doubling or even tripling its size, necessitating caution in creating branching paths.

When programming a new game, it can be challenging to anticipate the scale of quest data over a span of 16 years. Additionally, when serializing a character and transferring them between servers and locations, their size keeps growing with each update. Therefore, it is necessary to segregate and remove unnecessary quest data from the character to prevent unnecessary accumulation. Currently, this issue persists.

Even if we were to implement a system for branching quests, it would come at a significant cost in terms of storage. While handling a single quest is not problematic, the regular implementation of such a system would pose challenges. Therefore, we must exercise caution in order to limit the extent of our actions.

That is one of the reasons why it is rarely seen. We aim to ensure that if we implement it, there is a significant impact that you will experience, without causing disruptions throughout the game. It would be ideal if we could have a separate quest system where you can easily access that information, but without it being directly linked to your character. However, achieving this is a challenging technical issue, particularly in an older game.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Despite its age, LOTRO continues to attract a dedicated and active player community. What is it about LOTRO that keeps players coming back, despite the multitude of other MMO options available?

Ciccolini: The strength of any game lies in its community. LOTRO's exceptional community is one of the main reasons why players keep returning. Our players not only provide strong financial support, but they also have a genuine love for the game and its unique voice. This enthusiasm naturally attracts and retains players. While they may explore and try other games, they ultimately find themselves coming back to LOTRO.

LOTRO stands out for the comfort it provides. Being in its world is a delightful experience. In a gaming environment where the focus is often on constant killing, survival, and battling zombies, it's easy to lose sight of the fact that Tolkien's message was about cherishing the smaller, meaningful moments in life. The team behind LOTRO understands this perfectly and does an excellent job of celebrating both the little everyday moments and the grand, epic experiences. This ability to capture both the small and big moments is one of the aspects that keeps players coming back for more.

Now, going back to our previous conversation on past expansion systems such as Epic Battles and mounted combat, is there any consideration given to revisiting them?

Ciccolini mentioned the discussion about Rohan and mounted combat. They have expressed the desire to improve this aspect of the game. Initially, the horse riding experience was realistic, but there are a few issues due to it being separate from the main gameplay. The initial inertia of the gameplay feels unpleasant, but skills help improve the experience later on. The intention is to make it more enjoyable from the start and even better as players progress. Adjustments will be made to achieve this.

Additionally, Ciccolini suggests removing the distinction between war steeds and regular horses. They would prefer if players could interchange them more easily. However, the developers want to ensure that players do not feel like something is being taken away. It is noted that players appreciate the slightly increased speed of warhorses, but it is also a reason for dislike.

What occurs is that the warhorse's additional speed poses a slight challenge for the server to keep up with. While we may not want to eliminate the speed, it is important to exercise caution when combining the two elements, if at all. This ultimately depends on the engineering aspect of how it functions, ensuring that players do not feel deprived of anything but rather empowered to use any horse in any given scenario. This is a topic that requires further discussion and has yet to be resolved.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Are there any plans to incorporate the hobby system into the revamping of crafting? Are there other activities being considered by the team?

Ciccolini: We have previously discussed two hobbies that we are still interested in exploring. Imagine LOTRO as a large magnetic board, with various elements that can be rearranged. When we require something new, we form groups of these elements to determine our next steps. Among these elements are hobbies, although they have consistently been overlooked or disregarded. It is important to approach hobbies with caution, as they exist outside the core gameplay loop that we have previously discussed.

We aim to identify a hobby that can be pursued simultaneously with playing the game, rather than a hobby that requires you to step aside and takes you away from the immersive experience.

One potential hobby is bird identification within the game of LOTRO. You can enjoy discovering and cataloging various birds, constantly expanding your collection, as long as it does not cause any data issues.

Chris mentioned another hobby, similar to a sage, where you can collect writings from different places. It's something we were considering, along with other ideas. Personally, I would be interested in a gardening hobby, but it's challenging to implement the necessary technology. The issue with gardening is that it's not an activity within the game world; it's something you obtain from the world. It's difficult to design it without it feeling like a separate aspect that takes away from the main game experience, rather than enhancing your exploration of the world.

These ideas are not my own; they come from the team. However, I really liked them. I can't make any promises since they are not part of our official schedule. I'm simply sharing some of the concepts that have been discussed on the whiteboard, rather than providing a roadmap.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Earlier we spoke a little bit about solo versus group play. Is Umbar’s content leaning more one way or the other?

Ciccolini: Our aim is to maintain the same balance as before. We will have three-man and six-man groups, as well as a raid. However, we are mindful of the leveling process and want players to have sufficient time to enjoy the game before jumping into the higher-level content.

Furthermore, we are considering incorporating missions in this expansion. It will be our first expansion to introduce landscape difficulty. If players choose to increase the landscape difficulty, it will provide a whole new level of enjoyment. The option to increase landscape difficulty was introduced only recently, but it was not necessary for Before the Shadow. This expansion will be the first where players can opt for a higher difficulty level, and I believe it will enhance the depth of the landscape gameplay. It will be interesting to observe the impact of this choice on the overall experience.

Q: Will the difficulty setting impact rewards in Umbar?

Ciccolini: We are currently working on revamping that aspect, so I can't provide too many details. However, we do intend for it to offer additional rewards. Currently, the reward is mainly the enjoyment of completing it, along with an increase in virtue XP and regular XP.

One of the challenges with LOTRO is that players have a strong passion for exploration, to the point where they actually request ways for us to provide options to decrease their XP gain. This is because they want to avoid overleveling their characters. Therefore, it's difficult to claim that most LOTRO players consider XP boosts as a rewarding feature. However, some players do find value in them. For instance, there are times when players want to quickly level up an alternate character and aren't focused on exploring. On the other hand, there are also instances when players are playing their main characters, haven't experienced a particular area yet, and prefer not to level up while going through it. Therefore, depending on the players' goals, XP boosts can either be valuable or not. We have been discussing the possibility of introducing tokens that would provide additional rewards, but I believe a revamp of this system will most likely come after the expansion.

Exclusive Interview: Lord of the Rings Online Executive Producer Reveals Epic Expansion, Exciting Future Vision, and Honoring Tolkien's Legacy

Q: Do you have any closing remarks before we conclude?

Ciccolini: It has been an absolute pleasure. I sincerely appreciate you taking the time to interview me, and I am grateful to all those who may be viewing this. Our fans have been incredibly supportive, and I feel incredibly grateful and fortunate to be in this role, with a fan base that is both enthusiastic and supportive. The team is eagerly working on our upcoming expansion and they are thrilled to present it to our players.

Lord of the Rings Online is free to play on PC.