Is #LOTRO about gear?

Heavy Armor -- picture from LOTRO Store web page
Turbine selling non-cosmetic armor in their store rekindles the gear controversy.

I’d been thinking about this from the game design perspective recently, and I wrote this response to a recent post in the LOTRO forums where Ronigard asks, “Is LOTRO about gear?”:

The question is perhaps too vague; LOTRO is “about” different things to different people. So let me rephrase the question: Is character differentiation and optimization in LOTRO about gear? The answer there is yes.

Beyond selecting class and race, the player has no control of character development at the skills level. Every rune-keeper by end-game has the same set of skills as does every guardian, champion, hunter, etc. The same is true with base attributes. Every paid subscriber also has the same number of trait slots. There is no character differentiation from leveling up, nor are there any irrevocable decisions like allocating a limited pool of skill points or choosing an advanced class.

By end-game, your character’s base primary attribute will be around 100. The gear elitists say that a primary attribute needs to be over 1000 for raiding–that’s ten times more than the intrinsic value from the character. It requires a combination of gear and traits to do that. Improving skills–their duration, effect, power costs–comes from class traits and is what differentiates my rune-keeper from another; i.e., I can drop a stone at any attunement because I have two healing traits equipped, but my friend can’t because he’s totally fire-traited. To build a competitive, optimized, and (functionally) unique character is an exercise in gear and traits.

And traits really are gear. Everybody can get every trait, and through deeds and the store max them out. You can swap them out at any time using a Bard. That’s gear-like behavior, not class-like behavior.

Why is gear less important for solo content? Solo content in LOTRO is relatively easy by design, and there’s so much of it that very few players are dealing with on-level (white) or higher-level mobs. Having old gear and low traits isn’t a big deal because of that relative ease and the significant effects of the level differential between character and mob.

Why is gear more important for group content? Group content (skirmishes, instances, raids) is designed to be harder, has ways to make it even harder (i.e., tiers), and tends to be run closer to level. The increased difficulty requires better gear overall, but it also requires players to be more effective, so customizing gear to your particular role within the group, tactics, and playstyle becomes more important too.

I would guess that Turbine’s design goal here was to eliminate the need for respeccing characters. Everything that differentiates your character from another of the same class is equippable. Skill-based games I’ve played like Star Trek Online have to provide ways to rebuild an existing character because of mistakes made during level-up or to allow players access to new playstyles without grinding through a whole new character–and potentially choosing to play a new game instead of that grind. MMOs seem very reluctant to lock players into decisions they make beyond initial character generation, 800-pound gorilla excepted.

So I think it’s not only that LOTRO is “about” gear (and traits), but that it’s a very specific design goal by Turbine to make sure players have immediate and flexible choices about what makes their characters functionally unique.

Update 5 is Alive! #LOTRO

Turbine released Update 5 today. There’s new end-game content, continuing the epic quest and adding five new instances–none of which I’m anywhere near seeing.  These things will have the biggest impact on my gameplay:

  • The much-debated Instance Finder goes live with update five, and daily skirmishes go away. Will the 50% bonus rewards lure players enough to spin the wheel and run random instances? Along with Instance Finder comes a much-needed simplification of game currencies.
  • Plugin manager: No more mistyping and saying “;load” to confused bystanders!  It’s laying the groundwork for better integration with things like support for plug-in defined options panels. Hopefully the next (sooner) update will help address the basic problems of discovery and updating that prevent me from using more plug-ins.
  • Another quality-of-life improvement is “Track Nearby Quests”. It was a little hard to find the feature on Bullroarer, and it had some issues if your tracker already included deeds, but it worked enough to cut down on some of the headless-chicken running around that a full quest log entails.
  • Reputation gets the streamline treatment that Turbine’s been big on lately. It looks good on paper, but it wasn’t on my to-do list for Bullroarer testing.
  • Cooks can now craft coffee, although it’s Tier 7 and not likely to grace my inventory anytime soon. How can I get to level cap if I can only make coffee at level cap???
  • The much-changed Champion and Minstrel classes get the most attention, and it’s hard to say if the Warden updates will address the community’s problems since RoI. Rune-keepers are not mentioned at all. Hmm.
For the full story, check out Update 5, Armies of Isengard (Official) release notes in the Lorebook.

SWTOR’s Much Ado About Nookie

Bioware has officially announced that SWTOR will include Same Gender Romance Arcs (SGRAs)–eventually. They say the changes needed aren’t minor in a heavily scripted and voice-acted game like this, and they need to concentrate on launch before everything else. I’m suspending my usual “ambiguous in-the-next-release announcement” skepticism for now. The official announcement thread on the forums is literally scrolling faster than I can read in spite of intense scrutiny (i.e., take-downs and bannings of the worst of it) by forum moderators.

I asked amidst the roar of trolls if they could clarify when it will happen and how it will affect existing characters before launch since some posts indicate they aren’t sure yet. I might want to start with an alt if those options won’t be available to characters or companions created before they add SGRAs. In a game where choices have consequences, I definitely need to curb my natural inclination to reroll characters or create armies of alts.

A cooler approach to SWTOR at launch might not be a bad thing regardless. STO’s radical changes in the first six months did much to diminish my enthusiasm and enjoyment. There’s no lack of competition for my attention with LOTRO’s Isengard expansion weeks aways and the time-wasting juggernaut of Elder Scrolls: Skyrim due in November. Keeping a little distance and thinking of it as still in beta after launch might prevent SWTOR from becoming another STO-like disappointment.

LINK: STAR WARS: The Old Republic – Official statement on same gender romance arcs in STAR WARS: The Old Republic