FoxFire
Member
I know I'm late to some of these discussions. Only just now making my way through the backlog of podcasts for this course.
I just wanted to interject on Corey's quite right reasoning for why the world of Middle-earth does need to be compressed in a video game such as Lotro , as it would be quite tedious to walk all over the place (or run without tiring all the time like we do in Lotro. Try actually going into walk mode with no speed boosts and traveling from place to place. It's an enjoyable scenic stroll, but totally not viable for gaming.)
Still, with swift travel options the developers certainly COULD have made the world somewhat less compressed than it is, which in my opinion is too compressed. I was actually quite disappointed when I first left Comb and walked what seemed like a few feet and bam I'm at Bree town. Ha! I thought wow that's immersion breaking.
That said, another reason that the developers had to compress the game world is because each piece of landscape, every rock and tree placement, every roll of the land, every twist and turn in the rivers, is hand-crafted by the game artists and world builders.
There have been games (including online games) that have had simply massive worlds (take Daggerfall for instance), but these worlds are 90 to 99% procedurally generated, and the landscape is quite repetitive and boring, with no character.
I suspect had the developers had unlimited resources, they would have made the game world less compressed than they did.
I just wanted to interject on Corey's quite right reasoning for why the world of Middle-earth does need to be compressed in a video game such as Lotro , as it would be quite tedious to walk all over the place (or run without tiring all the time like we do in Lotro. Try actually going into walk mode with no speed boosts and traveling from place to place. It's an enjoyable scenic stroll, but totally not viable for gaming.)
Still, with swift travel options the developers certainly COULD have made the world somewhat less compressed than it is, which in my opinion is too compressed. I was actually quite disappointed when I first left Comb and walked what seemed like a few feet and bam I'm at Bree town. Ha! I thought wow that's immersion breaking.
That said, another reason that the developers had to compress the game world is because each piece of landscape, every rock and tree placement, every roll of the land, every twist and turn in the rivers, is hand-crafted by the game artists and world builders.
There have been games (including online games) that have had simply massive worlds (take Daggerfall for instance), but these worlds are 90 to 99% procedurally generated, and the landscape is quite repetitive and boring, with no character.
I suspect had the developers had unlimited resources, they would have made the game world less compressed than they did.