I've been playing about 5 hours or so of Yondershire content, and I would say I'm probably slightly over halfway through the quests currently offered. I've explored a good portion of the landscape (maybe about 75%?) and I'd like to offer my thoughts on what Yondershire does well and what work could be done to improve it. I'm aware that this is still a beta build, so many of the issues I'm going to raise might just be products of that. I also have not explored all of the map, so if I'm leaving anything out here, let me know!
Yondershire was extremely interesting to me, not only bc of lore and the long awaited connection between Ered Luin and the Shire, but also to see how the devs would create a Shire in 2022. The OG Shire launched 15 years ago, and LOTRO landscape design has shifted immensely since the SOA regions, so I was interested in seeing how the devs would create a zone that didn't feel discontinuous with the current Shire landscape while also adapting to modern LOTRO design norms and constraints. I think this adaptation process leads to many of Yondershire's strengths as well as its faults. (THIS WILL BE A LONG READ SO BEAR WITH ME)
Also, spoiler alerts!!!
As a zone, Yondershire very much reminds me of a smaller Bree-Land, with a central cluster of quest hubs and places of activity with a vast wilderness surrounding it, occasionally dotted with questing areas such as camps and ruins. In the past I've criticized new LOTRO zones for being linear and devoid of exploratory areas, with the height of this trend being the extremely small and linear Elderslade. I'm happy to say that Yondershire completely bucks this trend, being a very open and vast zone that lets the player explore to their heart's content. These off-the-beaten path areas to the north and south of the central road are composed of rolling hills and sort of remind me of the eastern part of the Ered Mithrin, or perhaps the Lone Lands. Closer to the central road on the northern side are forests that are essentially larger versions of the Bindbole Wood, yet also somehow remind me of parts of West Rohan (the mountainous part that is). Overall, these sections of the map are vast and provide a lot of great exploration, but they also feel rather empty and directionless. There are a couple of larger ruins that serve as enemy camps, but the vast amount of landscape in between is seemingly devoid of content. I would have liked to see more smaller enemy camps with tents, which would certainly be an improvement in comparison to the scattered enemies that just seem randomly placed around the map at the moment. I did see a Boggart camp at a swamp in the NW of the map, and a couple of animal caves in the north, but the southwest of the map seems to have absolutely nothing This is rather disappointing since I expected to see more activity on Saruman's part, especially since the central plot revolves around Lotho trying to take control. Perhaps an overtaken Hobbit village, or just a brigand camp near that waterfall would have added a lot more. I also feel like the north part of the map, close to Annuminas, could have had some Ranger camps or something, especially since the hobbits of the Yondershire seem to be fairly unprotected. The vast wilderness areas of Bree-Land and the North Downs work as low density zones because there are also high density zones in other parts of the map to compensate (such as the Barrow Downs or Dol Dinen) but here it doesn't feel like that. These wilderness areas also work better because there are more defined wilderness areas (such as Nen Harn or Annundir) rather than just a vast swath of grey Lone Lands terrain. I very much appreciate the extra landmass, and I'm happy we have it rather than not, but I feel like a few small additions could flesh it out a lot more. My other criticism is the transitions within the zone, which feel rather arbitrary as the lush central area quickly transforms into a desolate wilderness. I think that transition could certainly be smoothed out, along with the transition from Ered Luin to the Yondershire. Speaking of that, it would be also cool to see a small camp of Elves as a quest hub for the NW area of the zone!
The central part of Yondershire is clearly the major focus of the update, and for good reason: it looks amazing! The lush comfy feel of the original Shire has been expanded upon in the creation of the 4 villages of Gamwich, Long Cleeve, Nobottle, and Tightfield. The latter two are farming villages in the very central part of the zone, while the former two are more backwater settlements that branch off from this central road. I especially like the farms of Nobottle that overlook the town, the verticality of Long Cleeve, and the expanded inn interiors which are great for roleplaying. In comparison to the SOA Shire villages, these are much more expansive, with almost all rivaling the size of a Michel Delving. This has been criticized for feeling lore-breaking, but I don't think that LOTRO devs should feel limited by what they've made in the past to make larger and more realistic hobbit villages. Besides, I like to think that Hobbits only like their villages so large and that having Michel Delving even larger than what it currently is would upset them. Despite being larger than the original Shire villages, this doesn't detract from the "Yonder" feeling of Yondershire. These villages are really the only Hobbit settlements I saw, and the areas between them feel much more lonely and less developed than the clustered Shire proper, where farms and houses exist along the road. Although I maybe would have liked to see a little more independent Hobbit development, I can understand why they chose to mainly keep the hobbits clustered, as it adds to the tone of the zone. I actually saw one lone hobbit house in the western part of the zone by a stone wall, but for some reason it did not have a door, and there was no explanation for what it was doing there.
In terms of quests, Yondershire offers a lot of the kinds of non-combat quests that made the original Shire so great (and loathed by some, apparently) among LOTRO players. I chased after a goose in Long Cleeve, visited Bingo's (Yes, Bingo Boffin returns!) relatives in Tightfield, helped a dwarf figure out the perfect present, helped brew beer in Nobottle, and engaged in bar and mail runs across the zone. As someone who enjoys these kinds of low-stakes quests, Yondershire had a ton to offer, and I am especially intrigued by the broader plot concerning Lotho's activities in the region. Yondershire seems to have a ton of potential as a questing zone, and I've really only engaged with the sidequests so far. Of course, I did run into a couple quest bugs such as not being able to continue Bingo's quests since an Elf ruin did not have any half orcs within it, and another quest involving inspecting mail where a cooking animation played while I was inspecting the mail, which seems like an odd way to look at mail! Also, Gildor is in Tightfield, and he doesn't seem to have any associated quests, which I'm certainly hoping is changed! My only other criticism of the questing experience is that I felt that not enough quests led me out to the wilder part of Yondershire, but hopefully that's just a symptom of me only having completed around half the zone and that its still in beta.
Overall, Yondershire is an amazing zone that really shows a merging of new and old styles of LOTRO worldbuilding. Although there is a central path and questflow to the zone, there is still plenty of opportunities for players to leave this path and explore the wider region. I think that this is both a strength and a weakness, in that although this extra land gives room for players to roam and expands Middle Earth, I also hope that this land isn't just treated like an afterthought and that a bit more care is taken in fleshing it out. This can be as simple as just adding a few more camps or a small quest hub, or giving more locales names. Despite these issues, I feel like Yondershire is overall a success in worldbuilding, and for me the positives in seeing more great hobbit content and Middle Earth in general far outweigh the negatives.
Pros:
A large, open zone that invites exploration
Beautiful, unique hobbit villages
Great quests and general quest design
A great overarching story and theme, fits well with the tone of the Yondershire
Cons:
Wilderness areas feel too sparse and directionless (especially in the SE)
Transitions between zones are a little rough
Northern area near Annuminas doesn't feel like Evendim, also would be cool to see a road from Annuminas/nearby area for lore reasons (why wouldn't there be?)
More developed questing in areas that aren't the central hobbit villages.