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Tags: Brian Fargo; Dragon Wars; Interplay; J.R.R. Tolkien's The Lord of the Rings, Vol. I; J.R.R. Tolkien's The Lord of the Rings, Vol. II: The Two Towers; Jennell Jaquays; The Digital Antiquarian
In the latest chapter of his chronicle of computer roleplaying, the Digital Antiquarian returns to Interplay and sheds light on a relatively unknown era in the company's history. At the end of the 1980s, Brian Fargo made the decision to turn Interplay into a publisher, and thus lost access to the Bard's Tale and Wasteland intellectual properties, which belonged to Electronic Arts. To continue making roleplaying games, they had to come up with some new ones. The first of these was Dragon Wars, a great game that almost nobody played. Combining the fantasy setting and first person exploration of the Bard's Tale games with the skill-based roleplaying of Wasteland, Dragon Wars is fondly remembered today by the few people who did play it.
And then there were the two Lord of the Rings RPGs, J.R.R. Tolkien's The Lord of the Rings, Vol. I and J.R.R. Tolkien's The Lord of the Rings, Vol. II: The Two Towers, which not many people played and nobody remembers. That's right, the company that went on to create Planescape: Torment once developed an RPG based on the mother of all fantasy settings, and completely failed to make an impression. How did that happen? The story behind these two games, the first of which was developed at a time when Interplay was on the brink of bankruptcy and was actually intended to save the company, is the main topic of the article. Here's an excerpt:
If a certain technical approach to the CRPG — a certain look and feel, if you will — can be seen as having been born with the first Bard’s Tale and died after Dragon Wars, a certain philosophical approach can be seen just as validly as having been born with Wasteland and still being alive and well at Interplay at the time of The Lord of the Rings. The design of the latter would once again emphasize character skills rather than character class, and much of the game play would once again revolve around applying your party’s suite of skills to the situations encountered. Wasteland‘s approach to experience and leveling up had been fairly traditional; characters increased in power relatively quickly, especially during the early stages of the game, and could become veritable demigods by the end. Dragon Wars, though, had departed from tradition by slowing this process dramatically, and now The Lord of the Rings would eliminate the concept of character level entirely; skills would still increase with use, but only slowly, and only quietly behind the scenes. These mechanical changes would make the game unlike virtually any CRPG that had come before it, to such an extent that some have argued over whether it quite manages to qualify as a CRPG at all. It radically de-emphasizes the character-building aspect of the genre — you don’t get to make your own characters at all, but start out in the Shire with only Frodo and assemble a party over the course of your travels — and with it the tactical min/maxing that is normally such a big part of old-school CRPGs. As I noted in my previous article, Middle-earth isn’t terribly well-suited to traditional RPG mechanics. The choice Interplay made to focus less on mechanics and more on story and exploration feels like a logical response, an attempt to make a game that does embody Tolkien’s ethos.
In addition to the unique challenges of adapting CRPG mechanics to reflect the spirit of Middle-earth, Interplay’s Lord of the Rings game faced all the more typical challenges of adapting a novel to interactive form. To simply walk the player through the events of the book would be uninteresting and, given the amount of texture and exposition that would be lost in the transition from novel to game, would yield far too short of an experience. Interplay’s solution was tackle the novel in terms of geography rather than plot. They created seven large maps for you to progress through, covering the stages of Frodo and company’s journey in the novel: the Shire, the Old Forest, Bree, Rivendell, Moria, Lothlórien, and Dol Guldur. (The last reflects the game’s only complete deviation from the novel; for its climax, it replaces the psychological drama of Boromir’s betrayal of the Fellowship with a more ludically conventional climactic assault on the fortress of the Witch-King of Angmar — the Lord of the Nazgûl — who has abducted Frodo.) Paul Jaquays scattered episodes from the novel over the maps in what seemed the most logical places. Then, he went further, adding all sorts of new content.
Interplay understood that reenacting the plot of the novel wasn’t really what players would find most appealing about a CRPG set in Middle-earth. The real appeal was that of simply wandering about in the most beloved landscapes in all of fantasy fiction. For all that the Fellowship was supposed to be on a desperate journey to rid the world of its greatest threat in many generations, with the forces of evil hot on their trail, it wouldn’t do to overemphasize that aspect of the book. Players would want to stop and smell the roses. Jaquays therefore stuffed each of the maps with content, almost all of it optional; there’s very little that you need to do to finish the game. While a player who takes the premise a bit too literally could presumably rush through the maps in a mere handful of hours, the game clearly wants you to linger over its geography, scouring it from end to end to see what you can turn up.
In crafting the maps, and especially in crafting the new content on them, Jaquays was hugely indebted to Iron Crown Enterprises’s Middle-earth Role Playing tabletop RPG and its many source books which filled in the many corners of Middle-earth in even greater detail than Tolkien had managed in his voluminous notes. For legal reasons — Interplay had bought a Fellowship of the Ring novel license, not a Middle-earth Role Playing game license — care had to be taken not to lift anything too blatantly, but anyone familiar with Iron Crown’s game and Interplay’s game can’t help but notice the similarities. The latter’s vision of Middle-earth is almost as indebted to the former as it is to Tolkien himself. One might say that it plays like an interactive version of one of those Iron Crown source books.
Interplay finished development on the game in a mad frenzy, with the company in full crisis mode, trying to get it done in time for the Christmas of 1990. But in the end, they were forced to make the painful decision to miss that deadline, allowing the release date to slip to the beginning of 1991. Then, with it shipping at last, they waited to see whether their bet-the-company game would indeed save their skins. Early results were not encouraging.
Once you got beyond the awful, unwieldy name, J.R.R. Tolkien’s The Lord of the Rings, Volume 1 seemingly had everything going for it: a developer with heaps of passion and heaps of experience making CRPGs, a state-of-the-art free-scrolling engine with full-screen graphics, and of course a license for the most universally known and beloved series of books in all of fantasy fiction. It ought to have been a sure thing, a guaranteed hit if ever there was one. All of which makes its reception and subsequent reputation all the more surprising. If it wasn’t quite greeted with a collective shrug, Interplay’s first Tolkien game was treated with far more skepticism than its pedigree might lead one to expect.
Some people were doubtful of the very idea of trying to adapt Tolkien, that most holy name in the field of fantasy, into a game in much the same way that some Christians might be doubtful of making Jesus Christ the star of a game. For those concerned above all else with preserving the integrity of the original novel, Interplay’s approach to the task of adaptation could only be aggravating. Paul Jaquays had many talents, but he wasn’t J.R.R. Tolkien, and the divisions between content drawn from the books and new content were never hard to spot. What right had a bunch of game developers to add on to Middle-earth? It’s a question, of course, with no good answer.
But even those who were more accepting of the idea of The Lord of the Rings in game form found a lot of reasons to complain about this particular implementation of the idea. The most immediately obvious issue was the welter of bugs. Bugs in general were becoming a more and more marked problem in the industry as a whole as developers strained to churn out ever bigger games capable of running on an ever more diverse collection of MS-DOS computing hardware. Still, even in comparison to its peers Interplay’s Lord of the Rings game is an outlier, being riddled with quests that can’t be completed, areas that can’t be accessed, dialog that doesn’t make sense. Its one saving grace is the generosity and flexibility that Jaquays baked into the design, which makes it possible to complete the game even though it can sometimes seem like at least half of it is broken in one way or another. A few more months all too obviously should have been appended to the project, even if it was already well behind schedule. Given the state of the game Interplay released in January of 1991, one shudders to think what they had seriously considered rushing to market during the holiday season.
[...] It all adds up to something of a noble failure — a game which, despite the best intentions of everyone involved, just isn’t as magical as it ought to have been. The game sold in moderate numbers on the strength of the license, but, its commercial prospects damaged as much by missing the Christmas buying season as by the lukewarm reviews, it never became the major hit Interplay so desperately needed. That disappointment may very well have marked the end of Interplay, if not for a stroke of good fortune from a most unexpected quarter.
Sounds a bit familiar, doesn't it? What saved Interplay in the end was Castles, a SimCity-style castle simulator by Quicksilver Software that they published, which turned out to be a surprise hit. Despite their own game's failure, they tried again with 1992's The Two Towers, but it was just as underwhelming as its predecessor, and the plans for a complete Lord of the Rings RPG trilogy were abandoned. Interplay would live on to fight another day, but wouldn't return to the roleplaying genre until 1995's Stonekeep.
In the latest chapter of his chronicle of computer roleplaying, the Digital Antiquarian returns to Interplay and sheds light on a relatively unknown era in the company's history. At the end of the 1980s, Brian Fargo made the decision to turn Interplay into a publisher, and thus lost access to the Bard's Tale and Wasteland intellectual properties, which belonged to Electronic Arts. To continue making roleplaying games, they had to come up with some new ones. The first of these was Dragon Wars, a great game that almost nobody played. Combining the fantasy setting and first person exploration of the Bard's Tale games with the skill-based roleplaying of Wasteland, Dragon Wars is fondly remembered today by the few people who did play it.
And then there were the two Lord of the Rings RPGs, J.R.R. Tolkien's The Lord of the Rings, Vol. I and J.R.R. Tolkien's The Lord of the Rings, Vol. II: The Two Towers, which not many people played and nobody remembers. That's right, the company that went on to create Planescape: Torment once developed an RPG based on the mother of all fantasy settings, and completely failed to make an impression. How did that happen? The story behind these two games, the first of which was developed at a time when Interplay was on the brink of bankruptcy and was actually intended to save the company, is the main topic of the article. Here's an excerpt:
If a certain technical approach to the CRPG — a certain look and feel, if you will — can be seen as having been born with the first Bard’s Tale and died after Dragon Wars, a certain philosophical approach can be seen just as validly as having been born with Wasteland and still being alive and well at Interplay at the time of The Lord of the Rings. The design of the latter would once again emphasize character skills rather than character class, and much of the game play would once again revolve around applying your party’s suite of skills to the situations encountered. Wasteland‘s approach to experience and leveling up had been fairly traditional; characters increased in power relatively quickly, especially during the early stages of the game, and could become veritable demigods by the end. Dragon Wars, though, had departed from tradition by slowing this process dramatically, and now The Lord of the Rings would eliminate the concept of character level entirely; skills would still increase with use, but only slowly, and only quietly behind the scenes. These mechanical changes would make the game unlike virtually any CRPG that had come before it, to such an extent that some have argued over whether it quite manages to qualify as a CRPG at all. It radically de-emphasizes the character-building aspect of the genre — you don’t get to make your own characters at all, but start out in the Shire with only Frodo and assemble a party over the course of your travels — and with it the tactical min/maxing that is normally such a big part of old-school CRPGs. As I noted in my previous article, Middle-earth isn’t terribly well-suited to traditional RPG mechanics. The choice Interplay made to focus less on mechanics and more on story and exploration feels like a logical response, an attempt to make a game that does embody Tolkien’s ethos.
In addition to the unique challenges of adapting CRPG mechanics to reflect the spirit of Middle-earth, Interplay’s Lord of the Rings game faced all the more typical challenges of adapting a novel to interactive form. To simply walk the player through the events of the book would be uninteresting and, given the amount of texture and exposition that would be lost in the transition from novel to game, would yield far too short of an experience. Interplay’s solution was tackle the novel in terms of geography rather than plot. They created seven large maps for you to progress through, covering the stages of Frodo and company’s journey in the novel: the Shire, the Old Forest, Bree, Rivendell, Moria, Lothlórien, and Dol Guldur. (The last reflects the game’s only complete deviation from the novel; for its climax, it replaces the psychological drama of Boromir’s betrayal of the Fellowship with a more ludically conventional climactic assault on the fortress of the Witch-King of Angmar — the Lord of the Nazgûl — who has abducted Frodo.) Paul Jaquays scattered episodes from the novel over the maps in what seemed the most logical places. Then, he went further, adding all sorts of new content.
Interplay understood that reenacting the plot of the novel wasn’t really what players would find most appealing about a CRPG set in Middle-earth. The real appeal was that of simply wandering about in the most beloved landscapes in all of fantasy fiction. For all that the Fellowship was supposed to be on a desperate journey to rid the world of its greatest threat in many generations, with the forces of evil hot on their trail, it wouldn’t do to overemphasize that aspect of the book. Players would want to stop and smell the roses. Jaquays therefore stuffed each of the maps with content, almost all of it optional; there’s very little that you need to do to finish the game. While a player who takes the premise a bit too literally could presumably rush through the maps in a mere handful of hours, the game clearly wants you to linger over its geography, scouring it from end to end to see what you can turn up.
In crafting the maps, and especially in crafting the new content on them, Jaquays was hugely indebted to Iron Crown Enterprises’s Middle-earth Role Playing tabletop RPG and its many source books which filled in the many corners of Middle-earth in even greater detail than Tolkien had managed in his voluminous notes. For legal reasons — Interplay had bought a Fellowship of the Ring novel license, not a Middle-earth Role Playing game license — care had to be taken not to lift anything too blatantly, but anyone familiar with Iron Crown’s game and Interplay’s game can’t help but notice the similarities. The latter’s vision of Middle-earth is almost as indebted to the former as it is to Tolkien himself. One might say that it plays like an interactive version of one of those Iron Crown source books.
Interplay finished development on the game in a mad frenzy, with the company in full crisis mode, trying to get it done in time for the Christmas of 1990. But in the end, they were forced to make the painful decision to miss that deadline, allowing the release date to slip to the beginning of 1991. Then, with it shipping at last, they waited to see whether their bet-the-company game would indeed save their skins. Early results were not encouraging.
Once you got beyond the awful, unwieldy name, J.R.R. Tolkien’s The Lord of the Rings, Volume 1 seemingly had everything going for it: a developer with heaps of passion and heaps of experience making CRPGs, a state-of-the-art free-scrolling engine with full-screen graphics, and of course a license for the most universally known and beloved series of books in all of fantasy fiction. It ought to have been a sure thing, a guaranteed hit if ever there was one. All of which makes its reception and subsequent reputation all the more surprising. If it wasn’t quite greeted with a collective shrug, Interplay’s first Tolkien game was treated with far more skepticism than its pedigree might lead one to expect.
Some people were doubtful of the very idea of trying to adapt Tolkien, that most holy name in the field of fantasy, into a game in much the same way that some Christians might be doubtful of making Jesus Christ the star of a game. For those concerned above all else with preserving the integrity of the original novel, Interplay’s approach to the task of adaptation could only be aggravating. Paul Jaquays had many talents, but he wasn’t J.R.R. Tolkien, and the divisions between content drawn from the books and new content were never hard to spot. What right had a bunch of game developers to add on to Middle-earth? It’s a question, of course, with no good answer.
But even those who were more accepting of the idea of The Lord of the Rings in game form found a lot of reasons to complain about this particular implementation of the idea. The most immediately obvious issue was the welter of bugs. Bugs in general were becoming a more and more marked problem in the industry as a whole as developers strained to churn out ever bigger games capable of running on an ever more diverse collection of MS-DOS computing hardware. Still, even in comparison to its peers Interplay’s Lord of the Rings game is an outlier, being riddled with quests that can’t be completed, areas that can’t be accessed, dialog that doesn’t make sense. Its one saving grace is the generosity and flexibility that Jaquays baked into the design, which makes it possible to complete the game even though it can sometimes seem like at least half of it is broken in one way or another. A few more months all too obviously should have been appended to the project, even if it was already well behind schedule. Given the state of the game Interplay released in January of 1991, one shudders to think what they had seriously considered rushing to market during the holiday season.
[...] It all adds up to something of a noble failure — a game which, despite the best intentions of everyone involved, just isn’t as magical as it ought to have been. The game sold in moderate numbers on the strength of the license, but, its commercial prospects damaged as much by missing the Christmas buying season as by the lukewarm reviews, it never became the major hit Interplay so desperately needed. That disappointment may very well have marked the end of Interplay, if not for a stroke of good fortune from a most unexpected quarter.