I know this one! The answer is that there are actually several reasons for these, but some of them might not be immediately obvious if you've been playing the game for a long time. If you've been playing forever, you've probably seen all the regions we've added to Middle-earth, both in the "present day" and through jaunts to the past. You've seen the War of the Ring, you saw inside Moria, you engaged in Mounted Combat on the plains of Rohan and fought Epic Battles at Helm's Deep (and loved it all, I bet
). When Durin declares that he's going to march on Gundabad and seize it from the Orcs, chances are pretty high if you've stuck with us this long that you'd be right there with him.
But what about everyone else? We hear from players a lot that 'if only new people could try LOTRO, they'd love it!' (and I tend to agree), but it's daunting. Starting any game thirteen years in is going to be daunting, and there's just *so much* LOTRO by now that anyone starting has a pretty uphill climb. I think that uphill climb is worthwhile (especially if you love all things LotR), but it's a loooooong climb. If everyone is talking about the dwarves fighting to take Gundabad, and you're still back in the Lone-lands killing spiders, it's hard to feel like you're a part of things.
Missions are one way to address this a little. Since they scale to your level (instead of scaling you up to *their* level, like we've tried occasionally), you can participate in the assault on Gundabad even if you haven't been along for the ride since the beginning and don't have a cap-level character. You can get into these easily, and they let you see some of the high-level sights and locations you wouldn't otherwise get to safely see. You get to feel like you're helping the dwarves, and that you're a part of it, even though you're technically a dozen years behind in the storyline. It's *my* hope that once you've seen some of those sights, you'll be even more interested to play through the story and see everything.
But for those of you who've been here all along, I get that seeing these sights isn't the real draw -- you've seen the Glimmerdeep, for instance, and you know all about Skarhald, and these are places in which you've already adventured. So why do Missions?
Because I'm a fluffy story guy, my answer is that Durin's got a war to fight, and he needs adventurers to take on these tasks to secure ground and prepare his forces to retake the sacred Mountain-home. But aside from that, they're popcorn. It's dial-up-some-gameplay, instant action. Most of the Missions are a simple monster camp, or a short dungeon, a quick bit of gameplay you can drop into and knock out in a few minutes. If you string them together every day, it's a quick dash of MMO endorphins, and with eighty total Missions there's a lot more content all at once than we tend to drop in a single new system. It's not expected that you just play Missions. The idea is that you participate in the war effort for a bit, and then there should be plenty of other activities to do.
I'm interested in a different aspect of Missions, though. I like the potential of creating narrative-based Missions in different areas of Middle-earth, playable by everybody and scaling to every player's level. Now that we have the tech underlying Missions, I'm excited to use it in other places.
MoL