Take Part in the Battles that Shaped the Third Age of
Middle-earth
By Michael Lafferty
Legendary Producer Ed Del Castillo Reveals the
World of War of the Ring
The world of Middle-earth has been getting a lot
of press of late. The original book, The Hobbit, or There and Back Again, was
first published back in 1937. The Lord of Rings series followed and redefined
the world of fantasy writing. Much of what J.R.R. Tolkien created (and yes, it
can be argued that he did borrow from ancient myth in creating his world) for
Middle-earth has become a staple in other stories.
There have been games based on his stories, but
until the past several years, these titles have struggled to attain a huge
following. Some of it had to do with copyrights, and some had to do with the
simple fact that the technology did not exist to adequately portray this
fantastic realm.
That has changed. The movies have set box office
records and new games are pulling in a new generation of fans enamored with the
amazing adventure and battle between good and evil.
Vivendi Universal Games has some of those
Middle-earth titles and one of the upcoming titles – War of the Ring – promises
to take the real-time strategy genre to new heights. Why? Well, mostly because
of the talent behind the game. The crew working on the title has ‘some’
experience in the genre. Take for example the president and co-founder of Liquid
Entertainment, the designers behind the title.
Ed Del Castillo has worked on a couple of titles,
and one could say he has an idea about the genre. Ok, he has a really good idea
about the genre simply because he has been involved with some of the biggest
projects in the genre – such as working as the producer on a little start-up
called Firaxis (and its stable of Sid Meier-titled games), or being the sole
producer at Westwood in charge of a tiny series of games (read that with a hint
of sarcasm) known as Command & Conquer.
This legendary producer took time to talk with GameZone.com about War of the
Ring, an upcoming RTS based on the Third Age battles in Tolkien’s world.
Answered by: Ed Del Castillo, President and Co-Founder, Liquid Entertainment
Question: First, can you give us a little background on your history with
the works of Tolkien? Are you a fan of the books and, if so, when did you first
get introduced to the land of Middle-earth?
Ed: I think I saw the Hobbit cartoon when I was nine back in ’77 and
that pushed me to read the book shortly thereafter. From there I read the rest
of the books. The Hobbit was the first fantasy book I’d ever read. Currently,
I’m on my first reread of the material which was preceded by lots of research of
the appendices and other related material. Spanning the First through Third Age,
but focused on the Third.

Q: Though Tolkien’s works laid the foundations
for many of the notions and some of the creatures that seem to be a staple in
fantasy gaming today, why do you think it took so long for the realm to begin to
work its way into the video gaming market? Was this merely a marketing thing, or
do you think other factors came into play?
Ed: For the most part, I think it can be attributed to 3 reasons:
1. Quality – There have been past attempts to do Lord of the Rings games, but
for the most part, these games were poorly made and were only retelling the
story (which isn’t allowed to change) the limited gameplay coupled with limited
quality usually results in poor sales.
2. Acceptance – For the longest time it wasn’t cool to be a geek, and geeks
liked Tolkien. Times have changed and so have people’s perceptions. The new
Rings movies have bought the stories to a mainstream market in an epic
"believable" way and has made it cool to like Tolkien’s work, and fantasy in
general.
3. Reliance on the License – A bad game is a bad game even if it says "Lord
of the Rings" on it. Previous game makers relied too heavily on the name to sell
the titles and didn’t support it in an unknowing market.
Q: What do you feel is the hardest part, or
the most critical aspect, of creating a game based on his works?
Ed: The biggest challenge in making an RTS based on LOTR was the very
medieval approach that Tolkien took to the battles themselves. Although there
are always exceptions, most of the combatants are similarly armed and armored.
If we were trying to create a game like the ones in the Total War Series (fine
games I might add) this would have been grand, but we are trying for unit
individuality and uniqueness so that posed a challenge. We’ve found a good mix
of unit uniqueness with only tiny stretches in the Tolkien universe.
Sometimes the chronology of events posed a challenge as well. For example, a
particular mission might seem perfect to insert the Legolas unit into, but at
that moment in time Legolas was halfway across the map participating in an
entirely different battle! So for each mission, we have to consider the time it
takes place, where it takes place, and what characters/races can actually be
there at that time and place. On top of that, the game needs to ramp up in
difficulty appropriately and flow well from mission to mission. It has been a
huge challenge, the design team constantly struggles to make a game that is fun
and that at the same time does not betray the story of LOTR.

Q: War of the Ring is a real-time strategy game that is based on his
works. What elements, aside from the general plot of the ringbearer are gamers
likely to see bleed over into this game. Aside from the main quest, will there
be sub-quests evolving around Lord of the Ring themes? If so, what will some of
them be?
Ed: Wow. Big question, so here’s a big answer…
Overall, we aren’t focused on the ringbearer or even the storyline of the
books in this game. Although all the missions in the game loosely tie back to
that story, we are focusing on the story of the war rather than the story of the
Ring. What that really means in short, is that we’re taking a "History Channel"
approach to the mission structure and working our way through the war explaining
each mini-campaign, its relevance to the books and to the fellowship, but other
than that, this game is about fighting not about running a small group of heroes
around. We wanted to focus on things that the player would be able to mold, and
the story of the Fellowship is sacrosanct.
We are planning an epic RTS. We will allow large unit battles, but are
focusing on making every unit matter. Most battles should be around 20 and 100
units, with the occasional huge battle of hundreds vs. hundreds. The pacing will
be on the faster side with a heavy emphasis on combat and use of abilities. A
resource system will be present to allow you to build units, but it will be
simple so that you’re not spending all your time there. You should expect a
research system, tech tree, upgrades, heroes, and a whole host of surprises.
In terms of gameplay, we’ll be working on creating a very different gameplay
experience in multiplayer and singleplayer. In multiplayer expect a full-on
brawl with a series of well thought-out and inter-related units that allow for
new and varied strategies. In the single-player portion of the game, it will be
much more story driven. Players will be able to fill in sections of the story
from the books that they would have only gotten if they had read the appendices.
Units will work their way through forests battling spiders, releasing prisoners,
uncovering secrets and discovering places of power. The mission progression
itself, will be comprised of linear and non-linear sections. There will be no
sequential storyline other than the time line of events in Middle-earth and the
locations of the battles are determined by the written histories. So, the player
will be given a map and there will be places on the map marking the location of
battles. He/she will be able to select which missions to play and those missions
will, in turn, unlock other missions, and so on. When the player purchases the
expansion, the new missions will show up on the same map alongside the
pre-existing set. The end goal being that if the player has the whole series
installed, he/she should have an interactive history of the battles of the Third
Age.
All missions in War of the Ring take place during the Third Age of
Middle-earth. Some missions, however, will take place outside of the time line
of the books, and take place in the earlier years of the Third Age. The latter
half of the Third Age (around the time of the books) was chosen as our focus
because it is that period that the fans and people with casual interest are most
familiar with.
There are many aspects of the property that make it well-suited for an RTS.
For one, there are the two playable sides in the game. LOTR is an epic struggle
between the forces of good and evil, which naturally gives us two distinct sides
with very different motives who can fight it out. Also, there is the mission
design. LOTR, as well as the rest of the history of Middle-earth, is full of
battles, slaughters, skirmishes, sieges, and routings, which we can pull from
when creating the missions. And then there are the units in the game.
Middle-earth is inhabited by many distinct species and races which each have
their own skills and specializations (elves are great archers who are nimble and
can hide well, dwarfs can wield an axe like nobody’s business, rangers can
scout, orcs attack in numbers to overwhelm the enemy, etc). Many of these
conventions of the world fell into place naturally when it came to designing the
units in the game.

Q: It seems that everyone has notions of what The Shire should look like,
or what a hobbit or ent looks like. How did your design team come up with what
appears in the game?
Ed: We all have mental images of what we think up when we think of
those characters, but I think that the first, right step is to consult the
books. Usually, they have very detailed descriptions of the topic in question.
From there we move to the artist’s interpretation for the resolution of any
ambiguities and those are checked against the world for consistency and support.
Q: The RTS genre has been solid for several years, with – aside from plots
and sub-features like unique units – very little changing. Does War of the Ring
trod any new territory in terms of gameplay or graphically?
Ed: These are always such loaded questions… Let me tell you about two
things – one gameplay and one graphical that I think are breaking new ground. I
think there are more, but a list at this point just sounds like I’m running
around trying to throw everything at this question.
1. Gameplay – Currently, the focus of RTS’s is kill the enemy’s troops, then
kill his buildings. The game is the same over and over again. What’s missing?
Terrain. Right now, in most RTS’s terrain is just the pretty thing that you
ignore. We want to begin to change all that. Using a number of techniques, we’ve
made the battlefield more important. 1) Height now impacts how much damage your
units do. Meaning that you can change the battle by fighting on a downslope. 2)
Trees block line of sight, which makes ambushing easier. They also reveal your
position if you run through them as the birds fly up out of the trees. 3) The
best for last. We have created a whole Places of Power system which allows an
object or place in the world to grant benefits or penalties to the player that
controls the area or even is just in the area. This means we have Elven ruins
that Orcs fight less well in. Healing pools and emboldening totems which raise
the morale of your troops allowing them to fight better. Early test of the
multiplayer on this has been great. Suddenly, there’s a new dimension in
strategy since allowing your opponent to hold these positions will mean your
certain death, there are now more important things to target and fight over,
which adds a whole new layer.
2. Graphically – The new world system we have is really cool. We have a
weather system that determines when it rains, a wind system that causes the
water to ripple, the trees to sway and even the grass to wave. On top of that,
the grass is dynamically animated and gets pushed aside whenever a unit moves
through it. All in the name of bringing Tolkien’s world to life.
Q: Does the game feature an original score?
Ed: Yep. Lots of original music for the player to sink his ears into.
(thanks for the easy question)

Q: You have been involved with a lot of high-profile companies and titles
during your career. What have you determined is essential in creating any game,
and how does War of the Ring realize this?
Ed: First, thanks for the recognition. It’s nice when people remember.
There are two ways that I could go here, but one is a book and one is an
answer to a question so I’m going to go with that one… Other than being fun,
there is no one thing that all games must have. It’s like preparing a dish. The
end goal is that it be delicious, but there are many ways to achieve that.
For RTS’s, in particular, I think there are some fundamentals that shouldn’t
be ignored, but even there, it’s an alchemy of elements which always has
different results. I believe that good unit design and tech tree design is key
to any good RTS. Also, the player must feel that he is capable of strategy and
not struggling with his units or the interface. These are two of our major
focuses right now. On the unit and tech tree front, we are already playing
multiplayer games and balancing the units. So far its really fun. Every unit has
a cool reason to exist and a cool use on the battlefield. On the interface
front, every single unit has lots of help for each of its abilities and uses.
The tooltips help with strategy and unit matchups and well as explaining the
significance of different places and objects. We help the player understand what
his units are and how to use their powers so that he can move through the
learning process at lightning speed and get to the fun.
Q: What elements of this game do you think
will have the most immediate impact and what do you think will have players
talking about long after they exited a gaming session?
Ed: Perfect opportunity to restate question 8 because that’s exactly
how we think of it.
The element of the game that we hope will have the most immediate impact is
the interface. I’m tired of playing games that force me to learn THEIR way of
doing things but don’t really show me how. Our vision is to provide the player
with all the information he will need to play the game right there at his
fingertips so he never feels lost.
The element I hope people will talk about most after the game is over is what
strategies they used and what their build order and unit mix was. How Jerry beat
the tar out of Sam and how Sam is getting revenge tonight. That all comes from
good unit, tech tree, and map design. If I get that, I will be happy.






