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You
have the literary license rather than the film license -- how do you see that?
JS: You couldn't make an MMO out of a
movie license. It's just not possible. I certainly can't say anything but good things about what they did in
terms of Peter Jackson being able to take fiction that spans 1,400 pages and
God knows how much density and complexity, and turning it into something that
you can actually tell in a ten or eleven hour period. It's the task that they
had, and they did really, really well. But in order to do that, they had to
trace a very small path through a very large story in a very large world.
It's the difference between going to Disneyland and walking in the front of the park and
spending the day exploring wherever you want to go, or taking the tram ride
that takes you to all the hot spots one after the other, but you don't really
get to spend time there. The movie license is way too confining for making this
kind of world. We're making a world, so we need the whole depth of the literary
fiction.
What
about restrictions that the literary estate might put on you? Has that affected
anything?
JS: It's a double-edged sword, quite
literally. The great thing for me and for all of us is that Tolkien Enterprises
has been great to work with. And I'm supposed to say that, because you expect
to hear that from anybody talking about their license, but I've been doing this
for a long time and I've worked with a lot of different licensors -- major film
companies and Disney and manufacturers of different kinds of toys -- and I've
never worked with a licensor that's as interested in what we're doing and is
supportive as they are. They understand that we're making a game, for example,
and we have to do things that are not right, necessarily, for the lore, if you
take it literally, because it needs to be a great game.
AM: It's a bend-not-break type rule. You
bend some things, but there's other things that you just can't go past. We
talked about how we implemented PvP, and there were some restrictions, so we
came up with what we think is a pretty creative way to enable players who like
that kind of play style to experience that without messing with the lore, and
without forcing people who aren't into that to have to participate in it.
JS: It also forces you to be more
creative. There's good side effects to that. We've had people say, "I've
never played PvP before in my life. I thought it was something I wouldn't be
into, but because it's a little more accessible and not so big a deal and I can
do it quickly and it's in Tolkien's world, it's kind of fun. And guess what? I
actually like this more than I thought I was going to, and I'm probably going
to try it elsewhere now."
Back to the question in terms of
constraints, there are definitely constraints in big things, like magic. Making
a role-playing game in a world where there are five wizards and you know who
they are and no one else does "magic" -- that's a place where we had
to bend, and bend a lot. We just showed you a skill where he's pulling
lightning down from the sky to toast a guy. It's really about how you package
it.
The reason why I think Tolkien is -- as if
he needs me to explain why he's been so successful -- but the reason why the
books to me are so successful is because he built a world that feels like it
could exist. It has so much internal consistency with the ruleset and how
things work, and things don't contradict that anywhere in the book. Things
always work the way that they're supposed to work. It feels like you could step
out of our world and into that world very naturally, and it would exist. It's
not so fantastical that it feels made-up and things don't make any sense.
If we follow the same approach, and we
needed to invent a whole new antagonist in Eriador, for example, Angmar was the
only choice, because Angmar has been an antagonist there in the past, so it
makes sense that Angmar is there. It wasn't an arbitrary choice. Lightning from
the sky comes from a species called the Loremaster -- the knowledge of the way
that the natural forces in Middle Earth work, and the knowledge of how to
harness those and to bring them to your side. It's also good to have some
boundaries. In any creative endeavor, there's a danger to having a big white
canvas, because you can go in every direction all at once. And also the fact
that we know where we're going. We know the world that we have to build
forever.
AM: Once we have that frame, you can use
more paint on that picture, as opposed to if you had this wide-open space and
you could easily get lost in the middle of the process, because you don't have
those restrictions to drive that creativity.
JS: And there's a built-in expectation
from the consumer. They've got a laundry list of things in their heads that
they can't wait to see.
There
are a lot of expectations from people who are fans.
JS: Again, it's a double-edged sword.
We've got to deliver on it. When they get to Rivendell, it better feel like
Rivendell. And it does, I think.
AM: There's debates on forums. I remember
before launch it was like, "You know, in the books, it took them six
months to get from the shuttle to Rivendell, and it should be totally
authentic. If I can just run there in two minutes, this game's going to destroy
Tolkien!" Look, it would be great for us if it took you six months to run
there. We charge subscriptions! But it's not very fun.
The other thing was the red and the gray
squirrels. People were arguing about what color the squirrels were in
Middle Earth. The big challenge was delivering a believable interpretation of
Middle Earth, because if we didn't do that out of the box, we wouldn't be
sitting here talking to you right now. To gain the credibility of the core fans
of MMOs and Tolkien -- that was priority one. And we succeeded at that, and now
it opens up all these other opportunities, because now we've got the credibility
as interpreters of Tolkien's work.
JS: But there's just going to be some
things where, if it was another project or an original IP we've created, it
would be "easier", because you could do whatever you wanted to do.
But there's always ways to make it happen. The bestiary that Tolkien talked
about in the books is too confining for an MMO. There's not enough monsters.
There's a lot of them, and they're cool and distinct, but there's just not
enough of them. So what do you do about that? Do you just make monsters up?
Yeah, kind of, in some respects, but you make them up in a way that they fit
into the rules. You don't make monsters that don't make sense in Middle Earth,
but they can still be wild and crazy.
AM: Like the Neeker-Breeker, right? It's
basically a giant bug, but the name comes from the noises that Tolkien wrote
about coming out of a marsh. There's Neeker-Breeker sounds, but what is that?
Well, let's just create a monster that would probably be in a marsh, so a giant
insect, and we'll call him a Neeker-Breeker. It's still very tied to the lore,
but not one of his official pieces of Middle-earth.
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