Now you've done it: you've gotten me started on one of my favorite subjects that I can't stop talking about, once I've started!
We have a lot of tools that we use to make LOTRO: there's a quest editor that content designers use to write and structure quests, and there's a worldbuilder tool that lets us place things directly in the world; there's a place for writing strings and there are applications for producing and fine-tuning the landscape. We use all these (and more!) to make LOTRO -- couldn't do it without them!
But it's always people that make the game. Nothing happens without someone to operate the machines. And that operation comes in the form of hundreds (or thousands, really) of decisions, some large and some small. Every step of the way, someone is making a choice: 'should I do it this way, or this way? Or maybe this way?' Those choices are informed by training, and experience, and sometimes we get them right and sometimes we get them wrong: most recently, and famously, my belief that it wouldn't be a big deal to require people to complete LoD 1-4 before starting 5.1 seems to have been the wrong one (expect a fix in the next patch). But someone had to decide to do it that way, and when the results of that decision go live we then see how people react. In that case: not well! And that's fine: nothing bruised but my self-esteem.
But it wasn't the quest tool that chose to do it that way. Similarly, the worldbuilding tool that we use to construct these instances only does what we tell it to do, and for this quest it's doing exactly what it thinks it should: when the player arrives in this location, tell the blackout to fade up, tell Gorgar to say his line on the other side of the rocks, and advance to the next stage of the quest. For much of the past year, every time I or QA looked at this quest, it did exactly as it was supposed to. "Looks good to me!" we all said. But it turns out Gundabad is pretty popular, and sometimes when players land in the space, some or all of those messages don't go where they're supposed to. Maybe the blackout doesn't go away; maybe Gorgar doesn't say his line; maybe the quest doesn't advance: it's that most frustrating of experiences for a game designer, where the design, which worked flawlessly for months, suddenly doesn't.
It's at about this point that I think a lot of players are saying "Well, you should have expected it to be like this." To some extent we do, but at some level we have to trust that the game is going to listen to our commands. We can't tell the engine to do everything twice, just in case! Instead, when something like this happens, most of us do what I do: get really frustrated, get really sad, and then pick ourselves up and come up with some way to rework the unexpectedly inconsistent sequence.
But back to your question:
It's not the tools that need levelling up here, because as far as they know everything here is fine: they don't know the signals are getting lost in the internet. What's actually been levelled up in this case is me, because by looking at this situation, I now know I can't entirely trust that when the player arrives in a new space the things I expect to happen will happen, so I need to account for that in future designs. I have something of a reputation around here of distrusting anything that broke for me once, and now this sort of arrival setup gets filed in that bin. Since it's the people that make the games, it's the people that learn from the problems, and have to work to prevent them in the future. So that's been my weekend!
I'm hopeful the various backups and failsafes I've added will make this a smoother experience when they arrive in the next patch. I say this a lot, but I think it bears repeating: for as frustrating as this sort of thing is for players, it's at least 10x as frustrating for the folk who've spent the last year pouring their hearts and souls into it. Trust me on that one.
MoL