Ten years.
Ten. Years. A decade.
Lots of MMOs don't make it to their fifth anniversary, let alone their tenth. This is a signficant milestone, and one worthy of recognition.
In honour of lotro reaching its tenth birthday, I am going to take a trip down memory lane so that my fellow players may learn about the history behind this wonderful game. (Thanks to Wikipedia and lotro-wiki.com for supplementing my research.)
In 1998, Sierra On-Line first announced the development of an MMO based on Tolkien's writings. This was during the time Peter Jackson's film trilogy was also being produced; you can imagine how excited fans were. Unfortunately, in 1999, Sierra encountered financial difficulty.
In 2001, Vivendi Universal (Sierra's parent company) obtained an eight-year license to create games based on Tolkien's books (at the same time, EA obtained the rights to make games based on Jackson's films). Vivendi continued to work on the game (then called “Middle-earth Online”), which was expected to see release in 2004.
In 2003, Vivendi partnered with Turbine to work on the game. Amazingly, in 2005, Vivendi passed all rights pertaining to MEO, meaning that Vivendi would no longer have any influence on the game's production. Turbine renamed the game “The Lord of the Rings Online,” and laid the foundation for the world we know today.
On September 8, 2006, beta began with a closed beta test. An open beta began on March 30, 2007; then a public beta began on April 6 that year.
Finally, on April 24, 2007, the floodgates were opened, and the game was officially launched. There were nine areas available at the time: Ered Luin, the Shire, Bree-land, the Lone-lands, the North Downs, the Trollshaws, the Misty Mountains, Angmar, and the Ettenmoors. The game launched with the following classes: Freeps had Burglars, Captains, Champions, Guardians, Hunters, Lore-masters, and Minstrels; Creeps had Orc Reavers, Spider Weavers, Uruk Blackarrows, Uruk Warleaders, and Warg Stalkers.
Players did not have to wait long for content updates. Updates were released roughly two months apart. By mid-2008, no less than six updates had been released. And, just in case that wasn't enough, the game's first expansion, Mines of Moria, was released on Nov. 18, 2008.
MOM, as the name implies, took players to the underground realm of the Dwarrowdelf. It also introduced the Rune-keeper and Warden classes for freeps (creeps had received the Orc Defiler back in April). It also introduced the Legendary Item system – an extremely controversial system at the time. Back then, the system relied entirely upon random choices, meaning players could easily end up with an item that was of little use to them (in fact, that was the case more often than not). Another controversy arose regarding the inclusion of Lothlorien – it had been announced that the region would ship with the expansion itself. And...it kinda did. Nanduhirion and Nimrodel were there at launch, but if players wanted to access the Golden Wood proper and Caras Galadhon, they'd have to wait until the next content update. So...it counts, I guess...?
After Moria launch, content updates began to slow. In between Moria launch and Mirkwood launch, there were only two updates, each several months apart. This is not unique to lotro; many MMOs push content out the door at a breakneck pace soon after launch, but slow their releases as the years roll by. The economic meltdown of 2008 probably didn't help matters.
On Dec. 20, 2009, Siege of Mirkwood was released. Instead of a full-blown expansion, Mirkwood was considered a min-expansion; there was only one major region, and the level cap was raised by 5 instead of 10. Mirkwood introduced Skirmishes – a feature which was helpful in leveling characters but to this day has limited effect on endgame content. It also shook up the Legendary Item system by streamlining the attack speeds of weaponry, and giving us a new type of item XP. (Players were not amused; they had to re-think the types of weapons they would use, and all that item XP they had been saving was rendered next to useless.)
Not a whole lot happened between Dec. 2009 and June 2010. Sometime that year, Turbine had been bought out by Warner Brothers, who seemed intent on grabbing everything related to The Lord of the Rings that they could get their hands on. (For the record, New Line Cinema, the ones behind Peter Jackson's films, were already owned by Time Warner, parent company of WB, so this is nothing new.) In June 2010, Turbine announced that it was making all its games free-to-play. A few months later, F2P officially launched, with the release of the Enedwaith region as its highlight. Players were quick to note that the release had little or no endgame content (read: dungeons and raids), something unheard of at the time – each expansion had been accompanied by its own instance cluster.
It didn't take long for controversies to arise. Raise your hand if you remember the infamous quote, “The lotro store will offer convenience, not advantage.” (To wit, the store launched with the morale and power pots which stack with those obtained in-game. This STILL hasn't changed, although most players are indifferent about such things at this point.) Lag, which had been a constant companion in the game, only seemed to increase. Downtime, which up until now had been minimal, became a weekly occurrence.
It should be noted that the game was under new management at this point. Between launch and Mirkwood, the game's Executive Producer had been one Jeffery Steefel. In spite of the controversy surrounding the Legendary Item and Skirmish systems, there is little doubt that Steefel was well-liked by the game's fanbase. When WB took over, Steefel was moved to another one of Turbine's projects (Infinite Crisis, I think), and was replaced by a woman whose name I can't be bothered to look up. She was that bad. (The good news is that she hasn't been in charge for a few years now.)
In late 2011, the Rise of Isengard expansion was released. This was the game's low point. The story made little sense; players could run out of quests before hitting level cap if they weren't careful; invisible holes plagued the Pit of Iron. The next update, The Prince of Rohan, only made things worse, at least for raiders. Despite being part of a free content update, players had to pay to experience the dungeons and raids. The fact that the Draigoch raid had been intended to release with Enedwaith, but had been delayed until Rise of Isengard (and STILL had to be paid for), made this feel like a kick in the teeth, especially since it had literally been years since the last instance cluster.
Thankfully, things started to get a little better. The Riders of Rohan expansion, released in late 2012, introduced the Eastemnet and the Mounted Combat system. It also marked the first time Chance Thomas had written the game's music since the Mines of Moria days. (Compare, if you will, the music for Rohan, Eriador, Moria, and Lothlorien with the music in Enedwaith, Dunland, and Gondor, and you'll see – or rather hear – why this was a big deal. Chance Thomas is to the game what Howard Shore was to the movies.) Although Mounted Combat was considered So Okay, It's Average at best, the Eastement was praised for the amount of exploration it provided.
In late 2013, the Helm's Deep expansion launched. With it came the Westemnet region...and the dreaded Epic Battle System. If you thought that Legendary Items and Mounted Combat were hated...you ain't seen nothing yet, sonny! Epic Battles are, to this day, easily the game's least enjoyed system. Many of them remain broken, and can be beaten with little or no input from the player (there are exceptions, of course, but these have their own drawbacks).
But the worst was over. The clouds broke, and Turbine was given a new Executive Producer. When Gondor launched in 2014, things slowly but surely began to turn around for the game. There were no new expansions launching with half-baked gimmicks, and more emphasis was placed on fixing bugs.
Gondor continued to expand throughout 2014 through 2016. In November 2014, the game's latest class (and race), the Beorning, was revealed. Players had wanted to play as Beornings for quite a while. By late 2016, the game had advanced to North Ithilien, not far from the Black Gate. Only a month later, the game's developers parted ways with Turbine, taking both lotro and ddo with them. They formed indie developer Standing Stone Games, who are in charge of development today. (Best. Management. Change. Ever.)
Finally, in April 2017, the game advanced to the Morannon, allowing players to experience the Battle of the Black Gate. We've come so far. After a full decade, a whole six months have passed in the game. (By my calculations that means real-time is twenty times faster than time in the game.)
What I've listed here is only scratching the surface of what's happened to the game. I didn't mention housing, hobbies, kinships, unique enemies, crafting, mylotro....
Ugh, anyone else remember mylotro – the blogs we had between 2008 and 2010? Remember how we got featured contributors? Remember the stories we shared? Remember the friends we made? Remember how it was almost better than the actual GAME?? That was a community. And Turbine – or maybe WB – squashed it when F2P came. Le sigh.
This game doesn't let you go. I've spent the past nine years (I joined May 27, 2008 – technically the 26 but I didn't log in until midnight) on-and-off traversing the lands of Middle-earth. I've experienced wonder and awe at the sights I've seen, joy sharing time with the friends I've made, depression when people I thought were friends betrayed me, and anger at some of Turbine's stupid decisions. No matter how indifferent or angry the game makes me feel, I always find myself coming back at some point. I left the game for two years (2012 to 2014) thanks to getting sick of the way management was destroying it, yet I came back eventually.
Lotro, you've been nothing short of a paradigm shift in my life. When I first got into you, you swept me away to the gorgeous lands of Middle-earth and became my #1 game. When you went free-to-play I slowly but surely got crushed by the mistakes you made, until I couldn't even look at you. I wanted you to die – can you believe it? And yet with the changes you've made since those dark times you've managed to work your way back to your original glory. Sure, you'll never be quite the way I remember you, but you don't have to be. You should just be you – the best version of yourself that you can possibly be. Don't be anything else. Just be there whenever I need to go back to Middle-earth.