In the Mood: LOTRO’s Dread System
[01-May-2007]
Intro
Ahoy hoy, I'm Keth, a Senior Designer here on the LOTRO
Team. You might remember me from such games as Asheron's Call and Asheron's
Call 2. (Well, to be honest, I only did one quest for AC1.)
What happens when you take a heaping helping of writer, an
equal portion of programmer, and spice it with a bit of artist? You end up with
a designer for LOTRO. Or at least you get me, I guess. One of the things I love
about being a designer on LOTRO is the many pies I get to stick my fingers
into....
Hrm, that probably wasn't a very good metaphor, but you get
the idea. Anyway, what I'm here to talk to you about today is a system near and
dear to my heart, the Hope and Dread -- or Mood
-- system found in LOTRO.
Background
One of my favorite moments in The Lord of the Rings book is the section involving the Balrog. Not
so much the scene involving Gandalf standing on the bridge of Khazad-dűm,
although that is a good scene. No, my favorite part is the reveal of the
Balrog, and Legolas' response to it. Legolas, who prior to this has always
seemed so unflappable, "wails" that a Balrog has come. That one word,
"wails," drove home to me the power and terror of the Balrog. That is
a testament to Tolkien's amazing
ability as a writer. This section, though, isn't
the only place where terror, or dread, is found in the books. You could think
of Shelob's cave, Mordor, and many
more. Even Gandalf's telling of the
history of the Ring to Frodo implies terror.
Of course, the books aren't only about feeling terror and
dread. Hope and the rekindling of hope are much more important concepts. A
concept Tolkien mentioned in his letters was that of the
"eucatastrophe." A catastrophe is a sudden and widespread disaster,
while a eucatastrophe, in his mind, was just the opposite. It is a sudden and
unexpected turn for the better, and there are many such memorable moments in
the books. For instance, there is the sudden appearance of Gandalf and Erkenbrand at
Helms Deep, the ride of the Rohirrim and many more.
The question is, though, how do you convey emotion like that
in the game? What we needed to do was derive a game mechanic from this book
concept, and that is where the Mood system comes from.
The Mechanics of
Hope and Dread
The initial inspiration for the system was what I was
calling the "evil-o-meter." I just imagined getting near some source
of great evil, such as the Witch-king, and watching a needle peg all the way to
right. And it's hard to explain, but imagining that in my mind made the situation
that much more intense and cool. For some reason, that completely artificial
mechanism added an important layer to the scene. Sure, we try to convey evil
through our art, sound cues and other sources, but it just seemed really
awesome to me to really tell you, the player, that, "HEY, THIS GUY IS
EVIL!"
Of course, some sort of Geiger counter of evil isn't
appropriate to our game world, so we convey that you are near sources of evil
through a change in the game's music, portions of the User Interface (UI)
changing, and the world itself seeming darker and more oppressive. I think it's
pretty dramatic and cool. As we've already talked about, the books aren't all
about evil and dread -- hope is just as important a concept, so our UI reflects
that as well.
All right, so now that you'll know when you're near evil or
good, what exactly are the effects of hope and dread on your character? As I
mentioned above, those emotions had a definite impact on the characters in the
books, so they should have an impact on your character as well. Our first step
was to essentially add an attribute of sorts which reflects the character's
mood. The Mood attribute ranges between -10 and +10. A -10 Mood represents the
depths of despair and hopelessness, while a +10 represents the heights of hope
and jubilation. So what effect does mood have on your character? I'm glad you
asked!
Characters experiencing hope find that:
- Their
morale stat is increased
- They
are more receptive to skills that increase their morale
- They
take less damage from attacks
- Are
more likely to hit their target with their attacks
Characters experiencing dread find that:
- Their
morale stat is reduced
- They
are less receptive to morale-increasing skills
- They
take more damage from attacks
- Are
more likely to miss with their own attacks
- May
occasionally be seized with fear and be unable to attack at all.
Now that we've defined your character's mood, let's talk
flavors of mood.
Flavors of Mood
When reviewing the books, you could classify those moments
of hope and dread into three categories: moments influenced by people, moments
influenced by locations, and moments influenced by situations. Of those
categories, two of them, people and situations, could be said to be "of
the moment," or active mood moments. When that person was present or when
that turn of events took place, the mood of the characters almost instantly
changed. The third source, though, locations, could be thought of as an
underlying mood that was engendered by the place due to its history or who
lived there. We could say these were passive mood moments. Let's give a few
examples of each type:
Active Mood
People
Hopeful: Galadriel, Gandalf, Elrond, Tom
Bombadil
Dreadful: The Witch-king, the Balrog, Frodo
(when he's bearing the Ring, that is.)
Situations
Hopeful: The Ride of the Rohirrim, the Eagles'
arrival at the Black Gate
Dreadful: The Siege of Minas Tirith, Helm's Deep
(before Gandalf's arrival)
Passive Mood
Locations
Hopeful: Rivendell, the Shire, Lothlórien
Dreadful: Shelob's Cave, Mordor
Now, here's where things get a bit complicated. As described
above, we have two flavors of Mood moments: active moments and passive moments.
It could be argued that active moments and passive moments "stack,"
or amplify each other. For instance, things looked dark in Moria, but when the
Balrog appeared, things really got
bad. This stacking of moments is another aspect of the Mood system in our game.
The Hows and Whys
of Passive Mood
How exactly does this stacking of mood work? Well, we're
going to examine passive mood moments first, since they may be the more
difficult to understand.
First, let's talk about passive hope. When you enter a
hopeful region of the world, such as Rivendell, you will find that your
character's mood immediately improves. Things just seem better, due to the hope
of the region. If you got near a hopeful NPC in Rivendell, well, your mood
would be all that much better. That NPC's hope would stack with the hope of the
region.
What though if you entered a dreadful region of the world,
like Angmar? Well your mood doesn't instantly get worse. Instead, if you suffer
a defeat in Angmar, you'll find that you're temporarily afflicted with dread.
This simulates the temporary doubt you might suffer at failing in your last
battle. How dreadful your character feels after a defeat depends on how
terrible the region is. Also, as with passive hope above, if you were suffering
with passive dread and got near a source of active dread, well, your
character's day would be that much worse.
To try and put this in common MMO terms, you could think of
passive hope as a buff given by a region, while passive dread is a death
penalty, the severity of which depends on the region where you were defeated.
How about Active
Mood?
Hopefully (no pun intended) you've followed so far, because
now we're turning our attention to active mood moments. These are a bit simpler
to understand. If you are in the proximity of an active mood source, like a
person, you will find that your mood is changed. If you find that you are near
two mood sources of the same type, only the more powerful mood affects you.
You may not have followed that, so let's give an example:
Let's say you run into Gandalf and Legolas in Rivendell. Rivendell has already
given you some level of hope, but getting near two of the Fellowship members
makes your day all the better. However, Gandalf is a more inspiring person than
Legolas, so only his hope is affecting you, not Legolas'.
Pushing Back the
Darkness
Now your character isn't completely at the mercy of external
sources for your character's mood. You don't have to wait for Gandalf to swoop
in to help you if you find yourself in an especially dreadful situation. No,
you can fight back against the dread with your own sources of hope.
What are these sources? Well, they are varied. I won't
provide a complete list here, but you'll find that certain character skills can
inspire hope, as can some items or temporary perks. (Perks are temporary buffs
purchased by Destiny points, as an aspect of our monster play system.) Whatever
their source, you'll find yourself with plenty of options to help stir your
character's mood to face the challenges ahead. Better yet, these player-generated
sources of hope stack with both passive and active hope sources!
Rekindling Hope
I hope (again, no pun intended) this has provided some
insight into our Mood system in The Lord
of the Rings Online. I think it's one of the many unique systems found in
our game, really building off of the concepts and situations presented in the
Books of Tolkien and making them into an interesting game system!
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