Hi there! Zombie Columbus here. In the past, I've tried to give insight into how the design and implementation process works, and I hope these diaries about Skirmishes are no exception. The Skirmish system represents a significant addition to LOTRO; it’s a big feature, so this dev diary will be broken into smaller components over the next few weeks. This first installment will focus on what our high level goals are, the initial design of the system and the process of re-design it went through to get there.
To cut right to the chase: Skirmishes are short, accessible, randomized, scalable, story instances with incremental rewards. Why Skirmishes became this can best be explained by discussing what the designer’s goals for the system are. Everything we added to Skirmishes was done with a high level “vision” in mind. By sharing this vision with you, I hope that you will see why we made the choices we did, and how we ended up where we are now. Our goals were to: