Gaming, MMORPG, ArenaNet, Guild Wars 2, Guild Wars 3 Roger Edwards Gaming, MMORPG, ArenaNet, Guild Wars 2, Guild Wars 3 Roger Edwards

Guild Wars 3

I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.

I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.

When a new game in a popular franchise is launched, it does not necessarily mean the immediate death of the previous iteration. You can still buy and play older versions of titles such as Call of Duty and Battlefield and they often maintain a dedicated player base. That has not always been the case with the MMO genre. The Playstation 2 version of EverQuest Online Adventures was shutdown by Sony Online Entertainment upon the release of EverQuest II. Overwatch was not closed as the such but the game client was patched thus morphing existing installations of the game into Overwatch II, regardless of whether players wished this or not. However in the case of Guild Wars 2, ArenaNet have announced that they will keep producing content for the older game once they have completed work on Guild Wars 3. ArenaNet have a track record of maintaining old and new products in parallel.

Perhaps the biggest issue associated with Guild Wars 3 and the one that is currently being debated, is what does a modern MMORPG look like? The term has evolved greatly over the last 25 years and as a result there are clear difference between games hailing from different eras. Those who want tab targetting, static combat and structured skill rotations, along with a strong social component and required grouping may be disappointed. I suspect that ArenaNet will be pursuing a modern approach to Guild Wars 3, utilising a hybrid style that blends a large persistent online world with the kind of high-mobility gameplay that you find in modern third-person action games. Perhaps there are clues to be found in the recent RPG Crimson Desert, which started its development life as an MMORPG before being transitioned into a single player game. It has many systems inherent in the MMORPG genre but its combat is very contemporary.

Naturally, there is scope that some players will not like the cut of Guild Wars 3 proverbial jib and will not migrate to it. Conversely, the existing Guild Wars 2 community may well see a substantive drop in players which may impact negatively upon guilds and end game content. You cannot please everyone, nor should you try to. It will be interesting to see how both game fare. I still have numerous screen captures taken during the Guild Wars 2 beta tests in 2012 and have fond memories of that time as I was a consummate MMORPG player back then. Nowadays, I am more curious about the development of Guild Wars 3 from a business and industry perspective, rather than an active player of the genre. As to those players who have already questioning whether to continue to play Guild Wars 2 now that a new game has been announced, I’d urge them to live in the moment and continue to play and enjoy the current game. Guild Wars 3 is a long way off. “Now” is here already.

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Star Trek Online: Reputation System

Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.

Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.

The reputation system in STO is intended to be a lengthy process. The time required to complete each reputation tier increases as you progress. If a player maintains a regular schedule with regard to undertaking 20 hour reputation projects, then they can complete all 6 tiers within 70 days. However, once a player has reached Tier 5 in a specific reputation, they then unlock reputational “sponsorship” which effectively halves the time it takes to gain rep on any subsequent alts on that account. Sponsorship doubles the amount of reputational experience you gain from projects. This makes the process somewhat easier but it is still considered one of the biggest chores within STO. However, unlocking each factions reputation provides players with access to a wealth of useful gear and traits, some of which are currently deemed to be the default meta by the community. Reputations also provide a means to earn Dilithium which is a major currency in STO.

I recently created a new account for STO, so I could document the overall experience of being a new player. As I mentioned in a previous post, I do not have the advantage of being able to access account wide unlocks from prior alts. However, my current rep progression is complex, as I did claim the free Jem’Hadar Vangard alt as part of the ongoing Gamma Recruitment Event. This is a level 60 character that has three reputation factions already progressed to tier 5 and inherent reputation sponsorship. Hence I was similarly expecting to have the benefit of sponsorship on my new TOS era alt across all 13 rep factions. However that is not the case and for some reasons, Discovery Legends and GammaTask Force factions are progressing at the normal, unsponsored rate. I am not sure whether this is a bug or by design but it means that not all rep factions will progress in a uniform fashion.

It’s been a while since I have through the reputation grind in STO. All my other alts belong to a lifetime account and benefit greatly from the myriad account wide unlocks. A new alt associated with that account is showered with claimable faction marks and therefore has all the resources necessary to fast-path through the rep system before they even reach level 50. Not so with this new alt. In fact I recently decided to farm the ongoing Crystalline Catastrophe Event, which rewards the player with 105 reputation marks of their choice each time. I ended up doing this event 26 times in one play session to build a stockpile. Obviously, I could have chosen not to do this but that would have made the timetable for gaining maximum rep in all factions longer than the current 50 days (70 for the two factions that aren’t sponsored). It should be noted that Cryptic do give players the option to buy tier 5 rep if they see fit. I do not. I like convenience but I have my limits.

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MMORPGs Based on Existing Intellectual Properties

I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.

I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.

Out of all the MMOs that I’ve dabbled with over the years, only two are still being actively played. The Lord of the Rings Online and Star Trek Online. After giving this matter some thought, I have concluded that it is my relationship with the intellectual property on which they’re based is the main reason why these two have remained, where as other have fallen by the wayside. I used to play Guild Wars 2 regularly. I participated in the beta testing and doggedly worked my way through the base game and tackled the first expansion. It was the latter that killed my interest. On its release Heart of Thorns was difficult to play through, due to it’s three dimensional environment. There were no flying mounts at the time, so the game ground to a halt for me. Usually in such circumstances, games like LOTRO have the benefit of lore heavy narratives which appeal to my sense of fandom. Guild Wars 2 is its own unique IP and sadly has no emotional resonance for me. So I stopped playing.

The same thing effectively killed my interest in most other MMOs. I really tried to get into the lore of The Elder Scrolls Online because I had enjoyed Skyrim so much. But it all seemed a little too derivative for my taste. When I’ve raised this issue in-game, other MMO players have suggested I just ignore the dialogue and mission text and focus on just getting whatever is required done. Sadly, I like narratives and therefore want to know what my motivation is. Doing a task for “reasons” doesn’t really suit me. Such things don’t kill my interest in an MMO immediately. The social component can keep me engaged for a while, especially if you often play through content as a group. However, that too can wane over time, especially if friends move on to another game. I’m in a curious situation where I still talk online each week to a friend I have met through MMOs but we seldom play the same games any more.

All of this raises the question of whether I am still an MMO player per se, or whether I am just playing MMOs as single player games, in a multiplayer environment. Crimson Desert has highlighted this point as that game feels conspicuously like an MMO, especially with regard to many of its game systems and mechanics, yet it lacks the presence of other players. I suppose the definitive test would be if a new MMO launched that took my fancy, would I now play it? That question would depend greatly upon its setting and whether it was based on an IP I was already familiar with and enjoyed. If there was a modern MMO released that was set in the First Age of Middle-earth, then I would most definitely try it. I cannot say the same about titles with just a generic fantasy setting. I am not entirely sure if this change in perspective is down to me or the ongoing evolution of the genre. I suspect that both have contributed to my current outlook.

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Star Trek Online: Levelling an Alt on a New Account

Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.

 Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.

So it is easy to see why alts are so popular and a key part of the MMRPG scene. I recently resumed playing Star Trek Online and found that I have nearly used up all my available character slots. Rather than pay for more, the easiest solution was to create a new account, which I duly did. I took advantage of the on going Gemma Recruitment Event and claimed the free Level 60 Tactical Vanguard Jem’Hadar character. However, what I really wanted to do was create a new 23rd Century character from the Star Trek: The Original Series era. STO has an outstanding but somewhat short story arc set in this time period which totally catches the vibe of the TV show. Hence I created a new Captain and “boldly” went about the business of saving the universe without ripping my shirt at the shoulder. It didn’t take long for me to spot the difference between creating an alt on this new account compared to my existing one.

My main STO account dates back to the launch of the game in January 2010. In 2015 I upgraded to a lifetime account. I have one primary character that I have used to play through all in-game content and events. In STO a lot of the rewards you receive from events are account unlocks. Ships you have bought from the C-Store are similarly available across your account. So if you create a new alt, as soon as you have completed the tutorial you can start claiming a wealth of gear that greatly assists in your ongoing progression. Kit modules, ground weapons, shield and armour for your away team. Universal consoles and various sets of ship gear. Then there’s dozens of vessels to choose from. You get the idea. Simply put, rolling a new alt under such circumstances is a relatively frictionless undertaking because they get such a leg up with all the material advantage. My new alt on the recently created alternate account has no access to any of this.

Overall this has been a timely reminder as to how all new players experience Star Trek Online. You get a level appropriate ship, default gear and slowly progress using the mission rewards you’re given. Your inventory and bank space is initially small but sufficient for the loot that you receive at this stage of the game. Without the benefits of fancy unlocks, learning combat with the gear the game provides teaches you the situational awareness and tactics you need to master. You can’t cheese it through having access to better stuff. Hence the levelling process, via the missions, means you progress in a measured fashion, gaining access to better gear, as the game intended. The game gives you what you need as you level for free. If you want any more then you can always use the store. This intended scarcity makes the new player consider what they equip and what they may sell or buy.

As I am playing on a new account which I created mainly for short term fun, I am reticent to spend any money on the two alts it is currently home to. I did remember to check on the Alienware website to see if there were any freebie game codes available and there are at the time of writing this posts. So I managed to secure the following items. Terran Empire Odyssey Outfit. An Elite Services Pack and a small XP Boost. The service pack provides 36 bank slots and 36 inventory slots, as well as two bridge officer slots. This usually costs 1000 Zen in the C-Store store so is well worth grabbing while its still available. Beyond this addition, I shall continue to play in the “vanilla” fashion, as Cryptic intended. Although not being able to access my account unlocks has made me appreciate how beneficial they can be. In the meantime, I shall battle the Klingons with my vendor trash gear, like its some kind of Kobayashi Maru test.

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Returning to Star Trek Online in 2026

I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.

I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.

I created a Klingon Defence Force Captain in early 2021, going so far as to buying a Legendary D7 Intel Battlecruiser for them. So I decided to resume playing through the various story arcs with this character, while tinkering with the his gear, away team and ship as I went. It has proven a most satisfying experience because the game offers a great deal of scope for change and fine tuning. It is also a good example of a game where it is easy to pick up where you left off and if you want instant action, you can always jump straight into a Task Force Operation. STO is a process driven game with a strong set of underlying mathematically driven systems. Hence improving your overall build is an unambiguous process. However, if learning the theory behind build creation does not appeal to you, you can always just follow one of the many guides that can be found online. The story driven missions certainly provide adequate gear for all the PVE content.

Endgame in STO seems to be predominantly focused on min-maxing, increasing your DPS and running Elite level content. However, the game certainly lends itself to roleplay for those disposed to such things. Having twelve alts means I can always return to one and find some aspect that needs improvement or tweaking. The story content is also very engaging and certainly captures the heart and soul of most Star Trek shows. Having so many of the original cast providing voices helps immensely with atmosphere and immersion. Some of the minor mini-games and their subsequent accolades and benefits can become obsessive pursuits. The Lore Mission, The Path to 2409, being one example. I recently discovered that you can still breed specific species of Tribbles and despite the age of this systems, some can still offer some very useful buffs when equipped. Then there is the rabbit hole of visiting the in-game tailor and customising your outfit.

However, you cannot play STO without referencing the persistent bugs as well as the element of “jank” that is present in several aspects of the game. Despite being based upon a premium franchise, STO has always had a the air of a second tier MMORPG, with developer’s Cryptic having to fight for resources. Although I am very fond of this game and think that it captures the essence of the franchise well, it always feels like it hasn’t fully met its potential. I’m sure now that Cryptic are back in full control of the development that they have aspirations to improve the game which is currently showing its age. Yet whatever plans they may have, they will not be realised immediately. Which means that anyone returning to STO or playing for the first time, has to accept the game as it is at present. The low level bugs and glitches can be annoying at times but for me, they never make the game unplayable.

Having watched a few videos on the subject of playing STO in 2026, the issue of the C-Store comes up quite quickly. Simply put, STO monetises multiple aspects of the game. Ships, personnel, items, services and more. However, it must be said that they are always selling you more of what you have already. The resources that are available to free players are adequate. As you level a new character through the game you are given free ships that may not be the best but can get the job done. You have sufficient bank and inventory spaces. If you want more then there is scope to earn in-game currency or participate in regular events that reward you with gear or ships. As for the argument of “pay to win”, I’m not sure what you win exactly? You can create a high performance ship build made up of premium items but you can also do the same with regular gear. Skill is also an important factor and that cannot be bought.

As a franchise Star Trek is in a state of flux at present. The acquisition of Paramount Global by Skydance Media has led to all current TV productions being halted. Long term plans have yet to be announced but the new owners seem focused on feature films rather than episodic television. This leaves a substantial gap in the market for fans. Something that a persistent world game with regularly updated lore adjacent content, could address. Whether Cryptic can rise to such a challenge remains to be seen. In the meantime if you fancy trying STO, there is a convenient on going Quick Start Event running until May 21st. Both old and new players can login to the game and claim a free Tactical Vanguard Jem’Hadar character. They are level 60 by default and come with appropriate gear, skills, traits and ship. Alternatively you can start the game from the beginning, choosing between multiple factions, all of which begin with unique starter missions.

As I mentioned at the start of this post, STO is currently celebrating its 16th anniversary. That’s a long lifespan for an MMO. Developers’ Cryptic recently posted a new road map for 2026 and they certainly have plans. As a lifetime account holder, I wish them well but I do hope that they can do more than just put new events, items and episodic stories. I would like to see a comprehensive ongoing project to address the bugs in the game and to streamline and restore the existing story content. Due to the story arcs being tweaked (some have been removed altogether), what is left although narratively good, has some continuity issues. Ground combat needs to be revised and any improvement to the character models would go a long way to improve things. The game needs more story content that is in the idiom of that produced in the first decade of the game. In the meantime, I shall continue to progress my alts and play what content is available.

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The Philosophy of Crimson Desert

13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.

13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.

Today I resumed playing Crimson Desert after a week long break (I was on holiday). I decided to explore the world rather than resume any specific quests, so I just took off in a random direction from the Greymanes camp in the Howling Hills. My avatar travelled on foot as it allows you to go “off-piste” and traverse difficult terrain more efficiently than on horseback. I climbed a small plateau that was nearby for no other reason than to see if there was anything of note at the top. Due to stamina limitations, I had to climb up in stages, pausing on ledges as I went. When I reached the top, I was rewarded with a staggering view across Pywel. It was then I noticed that the regionally specific ambient music that plays intermittently had stopped. The only sounds that were audible were the environmental sound effects. There was no dialogue or prompts to do anything. Just stillness and an opportunity for me, the player, to reflect upon the game and how it makes me feel.

Contemporary RPGs eschew such moments. Instead of organic personal reveries, players are funnelled in contrived set pieces. Instead of genuine stillness, we’re presented with confected vignettes that telegraph their unsubtle emotional intent. Characters inner monologues become a verbally incontinent means to steer the player in the “right direction”. You want to think? You haven’t got time to think as there’s a game to play. Gaming is a process nowadays and no longer a medium for introspection. Video games are also becoming increasingly driven to meet the needs of those that play them for a living and not so much for pleasure. Hence the languid pace and player driven play style of Crimson Desert has bamboozled those gamers who want a quick and efficient play through before the next big title is released. As for silence in a game, it is a quality that frightens some players and is not welcome.

Crimson Desert, although filled with many modern game systems and mechanics from other big titles, has also thrown in a suspiring amount of “old school” concepts. Many of which hail from the halcyon days of the MMORPG genre. The first 30 hours or so of the game are still essentially part of an overall tutorial. The player is encouraged to peruse the various in-game menus to glean the information they need to play. They are free to do this at their own pace. As to what quests one does, it again comes down to choice. The game won’t nag you if you go off exploring doing side quests rather than the main story. From time to time, you’ll realise that you’re struggling with content due to gear or a skill being missing. You then have to correct this yourself. Again the game will not pester you. In fact the prompts that are available can be disabled. You the player are in charge, or adrift at sea, depending on your perspective.

Perhaps the most noticeable thing that Crimson Desert does is that it give the player time and space to stop and just be present in the world. You are encouraged to consider a vista or visit a settlement and pet a cat or goat for the fun of it. Such things are not treated as frivolous indulgences but essential to the enjoyment of the game. Developers Pearl Abyss do not feel that the key to happy gaming is being micromanaged and kept busy. Something that I feel is a very North American mindset. Instead they provide the player with such a dynamic and immersive world, that they cannot help but take time out to come to terms with it. Hence gamers who expect a process driven, conveyor belt approach to both story and “learning the game” struggle to come to terms with the philosophy of Crimson Desert. They have either forgotten or never known the non-didactic nature of older video games. For those who do it’s a breath of fresh air.

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Crimson Desert: Initial Thoughts

Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.

Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.

I can run the game at 2K with a mixture of Ultra and Cinematic graphics settings. I’m getting about 60 FPS when standing idle but the moment my character does anything substantive, the frame rate drops to about 40 FPS. However, this isn’t a deal breaker for me. Lengthy loading times are a reality due to the scale of the open world but the game plays animated sequences over them to distract from the waiting. The only technical issue I had initially was the game music intermittently cutting out while other audio, such as sound effects and dialogue, continued as normal. This was resolved by turning off “Signal Enhancements” within the “Advanced” tab of “Speaker Properties” in Windows.

Upon starting Crimson Desert, you’re dropped into the story of a rapidly unfolding conflict between two factions. There’s nothing unusual about this story telling trope but when the fighting starts you get a lot of on-screen information regarding combat that is hard to digest. Fortunately, this part of the game is effectively a tutorial so the enemies are relatively weak. Your character is injured and awakes in an unexplained realm which they traverse and thus learn the game’s various movement mechanics. They are subsequently transported back to reality, healed and acquire a mount which they use to travel to Hernand, the first major quest hub, to begin the main game. Upon arrival, a primary quest is granted but the player is free to start exploring the town and surrounding area. It is a reactively safe area so presents a perfect opportunity to start looking through the various menus such as inventory, quests, skills etc. There are a lot and this aspect of Crimson Desert along with some others make the game feel very much like a single player version of an MMO.

The combat controls for Crimson Desert on the PC are based around left and right mouse buttons, which are used for light and heavy attacks. These are appended by using the CTRL and ALT keys to guard and dodge. Other keys are similarly used for other abilities requiring your hand movement to be dextrous. There was a similar keyboard layout for Middle-earth: Shadow of Mordor and I struggled with that initially, although I did finally master it. Apparently, if prefer to use a controller the layout used is incongruous and the keys cannot be re-mapped. Hence a game with an abundance of systems also has a complex control layout, making the initial learning curve quite steep.

This is why I think it’s important to take your time in the first major quest hub and take the opportunity to explore the immediate world and figure out the different ways to interact with it. Also to spend time familiarising yourself with the games systems. Crafting is an important part of the game, especially making consumable that buff your health. Although a single player game, Crimson Desert does not have the complex branching dialogue options of other RPGs. NPCs provide quest prompts in a more arbitrary fashion. Sometimes you may just hear some dialogue while passing them that provides a clue. You will frequently have to use your menu to organise your inventory and switch between equipment. These menus often have multiple pages, so you have to drill down to access the data you require. The game seems to provide only the most essential information via on screen prompts and encourages you to explore both the world, GUI and menus on your own.

Some players will find this initial complexity and the measured pace of the opening hours of Crimson Desert frustrating. If you’ve played Skyrim, then jumping into Witcher III is not a culture shock, because they are broadly similar with a lot of common systems. Crimson Desert is very similar to the initial pace of a MMORPG and I suspect that there is a requirement of a substantial time investment before the story elements, familiarity with the game’s systems and players confidence align. In fact I wouldn’t be surprised to learn in the next few months that a percentage of players who usually favour single player games, abandon Crimson Desert simply because it has a much more measured pace at the start of the game. I can also see old school MMO players warming to this title because there are so many parallels.

With regard to the games aesthetic and style, Crimson Desert is a singularly handsome game with an incredibly well realised world. The draw distance is very impressive. This is something that the game keeps in reserve until one specific sequence at the beginning of the story, where you cross a bridge and suddenly see a valley stretching out to your left. It is a stunning revelation and something that is already becoming a common point of note in the various YouTube videos about the game. The game certainly seems well optimised to accommodate as much graphical performance as possible. The sound design and ambient music is also very impressive. The voice acting for the English version is broadly very good, although a few performances remind me of dubbed Hong Kong movies from the seventies. Some of the language is quite choice as well and I was surprised to hear the use of the word “cunt” within the opening 5 or 10 minutes.

So far, despite quite a lot of fine tuning the game settings, my interest is certainly being held by Crimson Desert. It seems to be a huge game with a great deal of content. Something that will take months to complete. Furthermore, to accommodate the scope of its vision, the game goes about it in its own unique way. That may enthral some players and annoy others. I usually come to RPGs and similar games, several months after launch. Hence there are a wealth of player curated resources available, telling you come to complete quests, create and optimal build and where the best gear is located. This time round I have started playing right from launch and so I am flying blind by my own standard. Oddly for me, that is proving to be fun. It is also nice to play a game that hasn’t been designed around a relatively short life cycle. I suspect there is plenty of life in Crimson Desert and that it potentially could have the longevity of Skyrim. As ever, time will tell.

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Video Games Are Bad at Explaining Themselves

Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.

Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.

This issue has been highlighted recently as I’ve watched my grandchildren try new games on my computer. They play primarily on their phones or the Nintendo Switch 2. Hence their major frame of reference are interacting with games via a touch screen or a controller. As a result, PC gaming via a keyboard and mouse is quite abstract for them and also physically difficult for their small hands. The problem is further compounded by their often being no viable tutorial directly available in the games they play. My PC having two monitors helps in so far as you can run a video on one screen while playing a game on another but videos are often a lottery. Information is not always up to date and not everyone who creates YouTube content are skilled communicators. Furthermore, although it is useful to have access to online resources, this does explain or justify why a game such as Fall Guys does not have an integral tutorial?

When playing Roblox with my granddaughters, I often ask them how to do a specific task in games such as 99 Nights in the Forest. Sometimes they’ll know and other times they will not. Most of their knowledge comes from “just trying things” which can be a great way to learn but it can leave you with serious gaps in your knowledge. This matter is compounded as I play with them on the PC, which often has different or even additional controls. Online searches have sometime led to all of us finding out something that we previously didn’t know. Discovering information this way can be fun but it can also be very frustrating. I hit a brick wall today trying to figure out exactly how you used the various game passes in Chivalry 2. I eventually found a Reddit post that cogently explained the specific steps required to activate the pass and how you subsequently accessed unlocked gear. Again, isn’t providing such information incumbent on the developers?

I was going through my bric-a-brac cupboard recently and found the installation disks for several games from the middle 2000s. All had comprehensive manuals. In fact the in-depth instructions that came with the MMORPG The Lord of the Rings Online where so well written, I chose to play the Lore-master class purely on the strength of the written summary. Call of Duty: Modern Warfare 2 (the 2009 version) has an excellent tutorial level dovetailed into the start of the game, where you’re character has to visit the firing range to undertake basic weapons proficiency. It’s an excellent example of seamlessly integrating practical instruction into a game and making it part of the story and overall experience. If you remember such things, it is a stark contrast to how things are done these days. The videos game industry’s casual attitude towards having to explain themselves to their paying customers seems a least, ill considered and at worse, frankly disrespectful.

However, let us end on a positive note. As I was writing this post I collated a list of games that I’ve played over the last twelve months. Most of which were completely new to me at the time. After some consideration, I remembered that those games that made the best effort to school new players in their respective gameplay, were often so called AA titles. Sniper Elite: Resistance has a bespoke level at the start of the game that provides examples of the most essential mechanics and systems. Tainted Grail: The Fall of Avalon integrates a tutorial into the game prologue as you character escapes incarceration. The more I think about it, the biggest offenders for not making any effort to explain themselves are once again, the big triple A game developers. However, the tide of public opinion is beginning to change against this sector of the video game industry. Perhaps this in another potential lesson that can be added to an already lengthy list, that they can learn.

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Gaming, MMORPG, LOTRO, New Zone, Roadmap 2026 Roger Edwards Gaming, MMORPG, LOTRO, New Zone, Roadmap 2026 Roger Edwards

LOTRO: New Zone Coming in Q2

According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.

According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.

With the advent of a new zone coming to the game, it is natural for players to speculate as to where in Middle-earth these areas will be located. I suppose the first question one asks is whether this is the start of a new story arc or will it just be a standalone area, such as Yondershire or Wildwood in Breeland. The next question, from my perspective, is will it be a level cap area or a zone set at a different level. Will it be an alternate region of progression, in the way that Cardolan provides an alternative to Ered Luin, The Shire and Breeland? Players have discussed for a while whether there should be an alternative to Moria? LOTRO is a game that encourages players to create new characters and make multiple play throughs of game content. Hence providing a broader range of areas that you can explore and undertake quests is desirable.

At present there are some interesting gaps in SSG’s map of Middle-earth. Hence it is logical to think that these may be “filled in”. For example, adding the South Farthing of the Shire would connect that area to Cardolan via Sarn Ford. Maybe the developers will add Western Enedwaith or Minhiriath. We have also yet to see The Grey Haven in the game. All of which would lend themselves to interesting story content. Perhaps there are already clues as to our next destination on the existing in-game map which shows Lindon, Rhûn and Khand. It is also worth remembering that SSG has previously added zones to the game that are set in the past, such as The Battle of Azanulbizar and The Battle of the Morannon. I particularly enjoyed these additions and would welcome more. Let us not forget places that can exist in different story phases, as we’ve seen with King’s Gondor, Minas Tirith and Helm’s Deep.

Although this is all just speculation, it is very gratifying to be in a situation where there is forthcoming game content to speculate about. Other MMOs are not so fortunate. I recently wrote about the slow stagnation of Star Trek Online. An IP that lends itself to a wealth of potential new material. However, due to ownership related problems, the game has seen very little new content of any note over the last two years. That is a criticism that cannot be levelled at SSG, who continue to create new content for LOTRO. Although it is unlikely that we’ll ever see any major game engine changes made to LOTRO, the developers do seem to be focused on ensuring that the game as it is, remains viable and is supported with regular updates. Hence I look forward to this year’s scheduled updates and will continue to play this MMORPG as it approaches its nineteenth anniversary.

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LOTRO: Tweaking Your Game Installation

I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch  causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.

I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch  causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.

Considering the game’s age, LOTRO is not as buggy as some other comparable MMOs. It does require some fine tuning once you’ve installed the game but nothing I would deem unreasonable. I wrote a post on this subject back in September 2024 and the contents are still relevant. If you wish to read it, here is a link. I would also add the following tips which can improve the performance of the game. Again, they’re nothing major, just practical tweaks to help this 19 year old MMO run a little better. 

  • First, install the game on a SSD if you have one. It really does improve loading times and improve the games responsiveness. 

  • Secondly, in the game launcher's options, make sure the 64-bit client is selected within the general tab. This improves stability and performance. 

  • Thirdly, install the game using the standalone client and not via Steam. Third parties can make matters more complex.


Once you have a viable and up to date installation of LOTRO, any further tweaking and fine tuning of the game’s UI comes down to your personal preference. Some players like to enhance the game by using plugins (mods). I use a handful myself and I do find that they do provide “quality of life benefits”. However, if you’re not interested in such things, simply re-arranging your screen real estate can be extremely satisfying. I have a standard layout that I’ve saved and apply to all my alts. I immediately notice its absence if I ever create a new character. Fortunately it is easy to reload. I am also looking forward to the scalable UI functionality which will be coming to the live game in the next patch. Having recently upgraded to 2K monitors, I have found the third party solutions for this issue to be adequate but not ideal.

Perhaps it is a matter of my age, but a minor issue that continuously bothers me in LOTRO is that I often lose track of where my mouse arrow is on the screen. I thought that if I increased its size via Windows settings, it would similarly increase in size in-game. Sadly this is not the case. Losing track of where your mouse is located is not a major problem but it seems to mainly happen during combat which is a nuisance. As a temporary solution, while waiting for the UI scaling support, I installed a plugin called Mouse Finder. This places a resizeable circle around your mouse arrow making it easier to find. The circle size and colour can be customised and you can also choose in what circumstances it appears. Again this comes down to a matter of personal choice. There are other plugins that provide a similar solution but I find this one to be the least invasive.

Judging by the videos I see of LOTRO on YouTube, lots of players like to tweak and customise the game to their own liking. I’ve mentioned it before but everyone’s installation of the game seems to look slightly different and I’ve never seen two that are identical. However, I consider this flexibility and capacity to support customisation to be a positive thing. Some modern titles would benefit greatly from taking note of what Standing Stone Games have achieved. Simple functionality like the ability to remap keybinds or to easily duplicate settings between characters or even accounts, is incredibly useful. So if you haven’t done so already, look into tweaking your LOTRO installation, possibly adding plugins or at the very least altering the layout of your user interface. You may well improve your overall gaming experience.

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Star Trek Online in 2026

This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.

This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.

In recent years Star Trek as a franchise has seen a resurgence in public interest, due to some good TV shows. Sadly, absolutely nothing has been done by DECA Games to capitalise upon this, apart from adding themed, purchasable items from the new shows, into the in-game store. It all seems a somewhat wasted opportunity and a little sad, as this MMORPG has always had a great deal of potential. The change of developers from Cryptic to DECA Games in 2024 was a good opportunity to start improving the quality of story content and to address the huge amount of bugs and “jank” that have been inherent in STO since its launch in 2010. Sadly, the recent transition away from DECA Games back to the residual Cryptic Studios and wider ownership and publishing issues in late 2025 have stalled any major changes. The game has ticked over with a minimal amount of new content, which tends to be just more of the same. I wouldn’t say that STO is in maintenance mode but it’s not far from it.

I did some searching online to see what things had been discussed over the course of 2025 as potential projects, or areas of improvement. I only found two. The first being a feasibility study to see if the game engine could be upgraded or replaced. At present the game runs on the proprietary Cryptic engine, made by the original developers. This dates back to 2000 and although it has been updated over the years, it is still essentially running on two decade old code. Naturally, I would love to see STO running on something more robust and contemporary, such as Unreal Engine but I suspect the cost of porting the game to this would be unfeasible. Especially in light of the fact that the current publishers, Project Golden Arc, were formed after a management buyout from the Embracer Group. It will take a while for these business changes to take effect and no doubt finances may be scarce.

Another proposal that has been discussed in forums is a continued focus on character customisation, specifically race and gender changes, along with improvements to core gameplay systems. All of which sounds broadly positive but is also vague with respect to detail. Hence this doesn’t really sound like anything more than bug fixing. Which when added to the vague and let us be realistic, unlikely change of game engine, means that there isn’t much that we know about what is coming to STO this year. At this point in such a post, I’d usually say something conciliatory. Especially in light of the game effectively returning into the hands of some of the original developers. But frankly I am beyond that. There are other enjoyable franchise based MMORPGs that already have regular content updates and a coherent road map for the immediate future. I’ll be focusing on those games for the foreseeable future. Which is something I shouldn’t be saying in the year Star Trek celebrates its 60th anniversary.

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Gaming, MMORPG, LOTRO, Reaching Level Cap, Level Cap 160 Roger Edwards Gaming, MMORPG, LOTRO, Reaching Level Cap, Level Cap 160 Roger Edwards

LOTRO: Reaching the New Level Cap

The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.

The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.

The only problem with this approach is that it is at odds with my own personal gaming philosophy. I don’t like the concept of getting the best items at the end of your progression, when from my perspective, I don’t really benefit from them as I usually cease playing at this point. I do not participate in raids or any of the endgame group content, so rewarding me at this point seems redundant. I would like to acquire better quality gear as I progress towards the new level cap so that I am robustly equipped to deal with the PVE content. By default I like my characters to be “overpowered” when playing through new regions. Other players may prefer a more challenging approach and want to be evenly matched against landscape mobs, but I favour being prepared, as powerful as possible and playing on my own terms. 

Rather than just playing through the various PVE quests featured in the last two expansions (as I have yet to complete them) to reach the new level cap, I decided upon a different approach. As soon as the Yuletide Festival started on December 11th, I began running all events on a daily basis to gain easy XP. I used various consumable items that provide XP boosts as well as spending destiny points for similar benefits. I also began a rotation of the following offensive skirmishes which can be completed quickly. Trouble in Tuckborough. Thievery and Mischief, The Icy Crevasse, Strike Against Dannenglor and Battle in the Tower. Hence, after a week of fairly casual gameplay, I reached the new level cap of 160. An added benefit of this focused approach was that I also made significant progress in the Legendary Item Reward Track.

Upon reaching level 160, I had to replace all my existing gear. To do this I followed the same method that I used when the cap was raised to 150 back in November 2003 when the Corsairs of Umbar expansion was released. I bought 40 Black Steel Lockbox Keys with the LOTRO points I earned through subscribing all year. The resulting Embers of Enchantment I gained from opening lockboxes were sufficient to replace all my armour and half of my jewellery from the barter vendor. Furthermore it is mainly Teal quality gear. I also replaced all the traceries on my Legendary Items with my supply of Ancient Scripts that I had earned from the Reward Track. I filled the remaining outstanding items with older gear from reputation traders. This new gear may not be the best available in LOTRO, as that is gated behind raids and delvings but it is superior to crafted items and standard quest rewards.

I can now begin playing through the latest two expansions knowing that my primary character in LOTRO, a Lore-master that I’ve played since December 2008, is as robust and well equipped as they can be. By negating future concerns about gear, I can focus on the story and playing the content. I don’t feel the need to rush to level cap because I have already reached it. Furthermore, apart from levelling the traceries on my LIs over the next year or so, I do not have to worry about replacing my armour or jewellery for a long time. If circumstances provide me with a superior item, I will happily replace the existing one as it can be disenchanted in Ember of Enchantment. This recyclable quality is very beneficial. I recognise that how I play LOTRO may not suit others but the fact that the game is flexible enough to accommodate such differing approaches is one of its greatest strengths.

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A Year in Gaming

It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.

It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.

I once thought that being a relatively new creative industry, there was something “special” about the video game industry. I had a naive notion that the commercial imperatives were somehow kept in check by the artistic vision of those working on the creative side of things. Nope, that conceit quickly fell apart like a cheap suit upon exposure to the facts. There are game developers that strive to balance their business needs along with their creative ideas, while trying to look after their staff as well as they can but it is not the norm in any way. The video game industry is just as greedy, exploitative and unethical as any other and those who work in it suffer the same iniquities as employees from any other industry or sector. Low pay, shitty terms and conditions and sociopathic bosses are a universal constant it would seem. 

Sadly, another aspect of video game culture that is a regular source of eye rolling are “militant fans”. What can I say about this demographic that hasn’t been said already? Not much. The usual suspects are exceedingly wearing with their lack of objectivity and self-awareness, gatekeeping and reactionary demeanour. Sadly, for those who view pop culture from the sidelines, these individuals are often misconstrued as being the default “gamers”. I was watching some YouTube videos by Josh Strife Hayes recently and he has started prefixing his content with multiple caveats in a vain attempt to calm the furiously hard-of-thinking who confuse subjective criticism and analysis with a personal attack. It seldom works though, so I favour simply telling them to fuck off. It is a waste of time to even engage with these fools.

Reflecting on 2025, playing video games still brings me pleasure. Especially when I find those that have good writing and contain challenging ideas. Hence I got a great deal of mileage out of Atomfall and finally completing Disco Elysium. MMOs such as The Lord of the Rings Online have also kept me busy and in a good way. But a lot of games that I play are just “filler”. The same way that some books or films are just okay and serve their purpose of occupying me in an acceptable fashion. Once you’re done, you move on. The fact that I own somewhere in the region of nearly 1,000 video games but have possibly only bought 10% of those says a lot about the ephemeral nature of the video game industry. It also raises the question of sustainability. The myth of infinite growth has already greatly harmed triple A gaming. Will the industry contract further in 2026? Feel free to make your predictions in the comments.

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LOTRO: Standing Stone Games Test UI Scaling

Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.

Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.

I logged into the LOTRO test server earlier this evening and had a look at this new scaling UI functionality and feel overall that it is a massive improvement. There is a main UI slider that increases all onscreen elements proportionally. There is also the option of changing the size of specific elements, such as in-game bags, item tooltips or onscreen alerts. At present this is a work in progress so there are some minor issues with icons looking a little low definition or tearing. Also the mouse arrow is not scalable at present, which is a nuisance. However, this ongoing project by SSG has other benefits. Loading screen graphics are no longer stretched, nor are the older in-game maps. Perhaps in the long run, these will all be replaced with higher resolution versions but in the meantime, having these images in the right aspect ratio is a step in the right direction.

Already there is a lively discussion on the official LOTRO forums about these changes on the test server. Furthermore, SSG is endeavouring to take on board the respective feedback. I suspect that not every suggestion will be implemented or can be but I certainly think that the end results, once they go live, will be infinitely better than what we have at present. LOTRO is an ageing game, so dissecting and tinkering with such ancient code is problematic. Hence it is laudable that SSG has started to tackle this issue. The fact that this work has been carried out quietly in the background when many LOTRO players felt that this project has stalled, is most promising. Perhaps other “quality of life” changes are also being addressed behind the scenes and will be rolled out in a similarly unexpected fashion over 2026. All of which has the potential to bring players back to the game and extend LOTRO’s lifecycle.

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LOTRO: The State of the Game in Late 2025

Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.

Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.

This is the third expansion for the game that is set in the South of Middle-earth. Although many aspects of the MMO remain consistently good, such as the story telling and character development, I personally haven’t warmed to this area. Umbar, Harad and Khand are not especially detailed regions within Tolkien’s writing. I feel that the game developers have drawn too much from a stereotypical depiction of Middle-eastern culture. The sort you see in Western pop culture depictions of Sinbad and Ali Baba. For me it is an incongruous contrast to the established regions of Middle-earth. I’d rather these areas had just remained alluded to within the game, the same way they are in the Legendarium. However, what I am describing is a matter of taste. I’m sure there are LOTRO players who feel the opposite.

The latest expansion sees an increase in the level cap from 150 to 160. Thus there will be a need to replace all your existing jewellery, weapons and armour equipped on your alts. It may feel somewhat arbitrary but levelling remains an important element to many players, as does the gear treadmill. No doubt there will be an increase in the virtue traits level cap, so there is plenty to work towards over the month ahead. The expansion will at some point include new raids and instances but these really are a niche requirement and only a nominal amount of players playthrough such content. There are no new classes or races and Kingdoms of Harad does not include any new systems or mechanics. However, this should come as no surprise as SSG tends to work within established confines.

The most significant event for LOTRO this year was the migration to 64-bit servers and the regional consolidation. The lag issue that has plagued this MMO for years has definitely improved but has not been totally eliminated. The main issue that SSG faces is a knowledge gap, as the majority of staff that built the game have gone. It’s not a case of SSG not wanting to fix issues but the fact that they can’t. Hence the game still cannot adequately support 2K and 4K gaming. It is the main reason why LOTRO always gets “more of the same”. Quests, instances and missions are known quantities. More ambitious projects such as overhauling the deed log have proven far harder. There is also a long list of issues that SSG have said that they will “look into” that remain outstanding. Standardising event or faction based barter currency is one example. Removing outdated systems from the HUD being another.

If you pay attention to the press releases from the business side of the Daybreak Game Company, it is clear that LOTRO is financially sustainable within its existing parameters. It has a stable playerbase and yields a sufficient ROI to keep moving forward. However, it was made clear by CEO Ji Ham that the much touted graphics upgrade and console version of the game would not go ahead because of the cost. He stated that they could get a new game for the price. LOTRO players have conjectured whether the cancellation of Amazon’s The Lord of the Rings based MMO, will have an impact upon LOTRO. Could it mean further investment? I think not. The video game industry is contracting at present and is extremely risk averse. LOTRO continues because it generates sufficient revenue within its operational parameters. It is not seen, in business terms, as anything more than the sum of its parts.

LOTRO players have a strong emotional attachment to the game. I also believe that the developers SSG do the best with the budgets and resources they have to work with. However, I think that it is unrealistic to expect anything more from this vintage MMO other than what it currently offers. I believe I said exactly the same thing 3 or 4 years ago in a similar post. Hence, for me the most sensible thing to do going into 2026 is be content that LOTRO still endures. At some point in the New Year a roadmap for the next twelve months will be published, although I don’t expect any surprises. A year-long content schedule will be sufficient to keep me happy. Anything else is a bonus. Due to the tumultuous nature of the video game industry at present, perhaps it isn’t wise to look any further ahead. The road may not go “ever on and on” forever.

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Gaming, MMORPG, LOTRO, Lossless Scaling, 2K, 4K Roger Edwards Gaming, MMORPG, LOTRO, Lossless Scaling, 2K, 4K Roger Edwards

Playing LOTRO at 2K and 4K

The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.

The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.

LOTRO running at 2560 x 1440 resolution with non-scaling UI

Naturally, there are workarounds which address this UI issue but they are just that, workarounds and as such are not perfect. The most common solution is to upscale the game from FHD to QHD/UHD. This way the UI remains readable. One way to do this is to use your graphic card’s software, such as AMD Adrenalin or GeForce Experience. Set the screen resolution in LOTRO to 1920 x 1080 and then use your GPU software to upscale the image to either 2K or 4K. This does work but setting it up is quite complex. There are presets for more recent gaming titles but not LOTRO, so it has to be configured manually. Furthermore, upgrades to the software can sometimes reset these settings. An easier method is to use a third party tool, such as Lossless Scaling which not only efficiently upscales the game resolution but can also provide frame generation if required.

Lossless Scaling is developed and published by THS and is a popular third-party utility primarily used by PC gamers. It applies various upscaling algorithms (including its proprietary LS1 and LSFG frame generation) to games and applications that lack native support for technologies like NVIDIA DLSS or AMD FSR. It is available for purchase via Steam or direct from the developer and costs $6.99 (although it is frequently discounted to half that price). Lossless Scaling makes the UI and text on high-resolution monitors much larger and more readable by scaling up the lower-resolution image. Unlike some mods, Lossless Scaling operates as a post-process and does not inject anything into the game's code, so it should not trigger anti-cheat systems or cause crashes. The results are good although the upscaled icons on the quickslots can be a little soft focus.

Quick guide to using Lossless Scaling

 Download and run Lossless Scaling: Purchase and install Lossless Scaling from Steam, and let it run in the background.

Configure LOTRO: Launch The Lord of the Rings Online and set the game to run in windowed mode.

Set the in-game resolution: Within the game's settings, choose a lower resolution that matches your monitor's aspect ratio (e.g., \(1920x1080\) for a \(16:9\) monitor, even if your display is \(4K\)).

Activate scaling: In the game, press the Lossless Scaling hotkey (Ctrl+Alt+S by default) to start the scaling process.

Adjust settings: For a better experience, consider enabling "clip cursor," adjusting "cursor speed," and setting "scaling type" to LS1 in the Lossless Scaling application's settings.

Troubleshoot: If the game freezes, try disabling features like frame generation or performance mode in Lossless Scaling's settings, as these can sometimes cause issues. 

LOTRO running at 1920 x 1080 resolution and upscaled to 2K using Lossless Scaling (Note the larger UI)

I have been using Lossless Scaling for a week and so far I’ve not encountered any major issues. The upscaled image looks good and the game runs smoothly. As mentioned earlier, the trade off in scaling the UI is that it doesn’t look as sharp as it does in its native resolution. There are some artifacts and tearing but the increase in size is far better on the eyes. If you have HDR compliant monitors, ensure that HDR support is toggled in the Lossless Scaling settings or else LOTRO looks over exposed with washed out colours. Until SSG resolves this matter, this is by far the best solution around. The nominal price is worth every penny. Furthermore, it can be used with other games and if you have a slightly older GPU, its ability to generate frames can help with more demanding titles.

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MMO Tropes: The Current Meta

I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.

I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.

Skill rotations are just a part of a wider culture of optimisation and automation, not only in the MMO genre but in gaming per se. A lot of gamers seek to determine what is the best gear or overall build within a game and spend a lot of time min-maxing until they arrive at a consensus. Although these waters can be muddied by such things as play style, in a lot of games that are based around the acquisition and upgrading of gear, there usually tends to be specific items or combinations of them that yield the best results. Hence we see a prevailing game meta emerge. Meta being “most effective tactic available” although the term also covers loadouts and builds. A clear example of this is in Call of Duty: Warzone, where the “Holy Grail” of builds is a weapon with a high rate of fire and damage, with little recoil. Despite launching three weeks ago, a clear meta is emerging in Battlefield 6.

From a logical perspective, knowing which build or gear is the optimal is beneficial. However, the obvious downside to prevailing gaming metas is that they can limit player choice. Any item of strategy that is sub-optimal is redundant. Hence metas potentially remove fun and stifle creativity. It can also affect role-playing elements. Standardising aspects of a game can lead to a repetitive experience where players feel obliged to follow the meta to stay competitive. It also negates large swathes of gear and items, even classes, as they are deemed sub-par and therefore a poor choice. In multiplayer games, those who have not pursued the prevailing meta may find themselves excluded from group content as they may not be able to perform their respective role as efficiently. Additionally, the relentless pursuit of efficiency and overall optimisation can lead to a community of “tryhards” and “sweats”. 

If all of these criticisms are correct then why do gaming metas prevail? One reason is the inherent complexity of modern video games, especially the MMORPG genre. There are a lot of systems to learn as well as game mechanics. Not all of these are immediately understandable and many have a basis in mathematics thus not universally appealing. When starting a new game, many gamers do not want to get bogged down in excessive tutorials and explanations. They simply want to learn as they play. If the complexities of a game are unappealing and you have neither the time or inclination to learn, then it is quicker and easier just to follow a meta build recommendation. I have been playing The Lord of the Rings Online for 17 years and I still only have the broadest understanding of the game’s statistical system. I know that Will is important for the Lore-master class but not exactly why. 

Prevailing game metas also pose a problem for developers, as they strive to seek balance within their games. This requires continuous monitoring of data to inform adjustments. However, altering the meta through balance changes can anger players who have invested time and resources into the previous meta strategies, potentially leading to community issues. Developers need to regularly “shake up” the existing meta with new content or balance changes to keep the game fresh and prevent player burnout, which is crucial for long-term player retention in live-service games such as MMOs. Yet players always find ways to optimize the “fun out of a game” (as some players see it) faster than developers can anticipate. Sometimes, a meta related problem stems from a fundamental flaw in a core game mechanic, which might require a complex rework rather than simple numerical tweaks. 

Emerging game metas seems to be a “chicken and the egg” problem and not just for the MMO and other multiplayer subgenres. Unless there are some fundamental changes to the standard mechanics used in most games, they will always emerge. Introducing “dynamic” mechanics is one approach, where systems can change due to external factors. The so-called Rock, Paper, Scissor approach where for every strategy or class advantage there is a hcounter-strategy, preventing any single approach from being universally dominant. This ensures the “best” strategy is situational and dependent on what the opponent is doing. However, this may be a little too close to “random”, which is seldom appealing. Then there’s the issue of skill. That however, is an entire blog post in itself. In the meantime, it is apparent that for the present prevailing metas will endure in games and we just have to live with them.

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Waiting For Amazon's Lord of the Rings MMO

Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.

Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.

However, despite the project being terminated, Amazon Games still wished to develop a game based upon Tolkien’s Legendarium. No doubt driven by Amazon CEO Jeff Bezos’ love of this intellectual property, plus the fact that Amazon MGM Studios is committed to producing further seasons of the TV show, The Lord of the Rings: The Rings of Power. Hence, in May 2023, it was announced that another The Lord of the Rings MMO was in the early stages of production. This time, the development and publishing of the game is under a new agreement with Embracer Group’s who bought Middle-earth Enterprises in August 2022. The new game is being developed by Amazon Games Orange County, the same studio that created the MMO New World. At present, it is not clear how far into development the game is or the scheduled release date. 

Two and a half years on from the initial announcement, no major details of this new MMO have been released. However, there is no indication that the project is in any sort of difficulty either. Thus it is logical to assume that no news is good news and that the game is still in full production. From the little information that is in the public domain it would appear that the game will be utilising an evolved version of the Azoth Engine (which was developed for New World) to deliver a distinct realisation of Middle-earth. One of the game’s aims is to be able to support large-scale multiplayer battles. At present the developers are searching for a unique “hook” to differentiate the game from others in the genre. Apparently, the game is not linked to The Lord of the Rings: The Rings of Power, which is set in the Second Age. Instead the game is clearly set in the literary events of The Hobbit and The Lord of the Rings.

Naturally, such a dearth of information has led to a great deal of speculation from Tolkien fans and gamers. Firstly, the term MMO is very nebulous and can include a wide variety of gaming genres and sub-genres these days. Is this game a traditional MMORPG with a persistent world, quests, player progression and a key social dynamic, like New World itself. Or are we looking at a game with an emphasis on multiplayer battles with the social elements being adjacent to the main game, such as Destiny 2 or something similar? What will the business model be? A freemium hybrid like traditional MMOs, or a totally free-to-play game with a season pass? Furthermore, will this new game be available across multiple platforms, as New World, The Elder Scrolls Online and Neverwinter?

For many gamers perhaps the biggest question is how will the release of a new multiplayer game based upon Tolkien’s work, impact upon the existing MMORPG, The Lord of the Rings Online. From a business perspective, can two such games co-exist without threatening each other’s business prospects, or will there be licensing issues? Although Star Wars Galaxies was not directly "killed off" to make way for Star Wars: The Old Republic, its closure was the result of a mutual decision by LucasArts and Sony Online Entertainment (SOE) after their contract was set to expire and because they felt there was no need for two Star Wars MMOs. Could something similar be a possibility here? LOTRO is currently 18 years old and has a small but loyal playerbase. However, it clearly is not going to grow any further. Would a significant proportion of its core players migrate to a new game?

Competition is a healthy thing, in principle at least and it is nice as a consumer to have choice. I am always interested in different people’s visions of Professor Tolkien's work, such as artists like Alan Lee, John Howe and Ted Nasmith, so for me a new game would be welcome purely from a creative and aesthetic perspective. The themes and lore of Middle-earth lend themselves to a variety of interpretations, so I see no benefit in creating an MMO that just replicates what LOTRO does. However, business is often loath to deviate from the tried and tested models that are currently profitable, so there is a possibility that gamers may well just get the same meat, but with different gravy. All of the so-called WoW killers that were released over the last 15 years have essentially followed that game’s formula.

I would like the new LOTR MMO to be a less linear game with more dynamic content and the chance to develop characters that aren't solely based around combat. To be able to lose oneself in a virtual Middle Earth, where you are free to explore, craft, farm, trade or simply wander would be a true marvel and a massive step forward for gamers and fans of the IP. If such a system could be combined with optional narrative quests and multiplayer battles, then it may be the perfect compromise. But such ideas are not necessarily practical, achievable or economically viable. The development costs required to create such a world would be substantial and the risk of such an experimental project would be substantial. Such an undertaking is best left to the likes of Raph Koster. In the meantime, we just have to wait and manage our expectations, which is a gamer’s default position.

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LOTRO: Free Transfers from Former 32-bit Game Worlds

After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.

After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.

Standing Stone Games have a comprehensive transfer guide on their website which is well worth reading. I have also made a video of how to use the transfer wizard, here. Due to historical differences between the US and European LOTRO game servers, alts from U 32-bit servers have to be migrated to US 64-bit servers. Similarly, alts from EU 32-bit servers have to be migrated to EU 64-bit servers. The service is free of charge and SSG is offering transfers from the “dark worlds” until 1st October 2027, which is a sizable timeframe. Players should bear in mind that depending on demand, the transfer service can take anything between 24 hours and several days to complete. Also, that the “dark worlds” are only available for character transfer. You cannot log into them. If players experience any issues when transferring alts, they should contact SSG customer support.

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LOTRO: Kingdoms of Harad Expansion Announced

MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.

MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.

Kingdoms of Harad is the thirteenth expansion for LOTRO, the first five of which, along with the later Before the Shadow are now bundled as part of the free-to-play base game. As of today the new expansion is available for pre-purchase from Standing Stone Games and is available in the usual three different, digital permutations. The Standard Edition, Collector’s Edition and the Ultimate Fan Bundle. All packages come with the new story content as well as the instance and raid cluster. There is also a single, one per count, “150 level up package” that can be used to instantly take a character of your choice to level 150, so you can immediately explore the new region. The provisional release date for the new Kingdoms of Harad expansion is 3rd December, with the usual caveat of a delay if there are technical issues.

Standing Stone Games can be accused of many things but not dragging their heels with regard to releasing new content. Kingdoms of Harad will be the seventh yearly expansion since 2019, which shows a degree of commitment to the MMOs future. Not bad for a game that is over 18 years old. Furthermore, there should be a new “Development Update” letter at the end of the month, which hopefully will show some progress with some of the longstanding technical issues that continue to impact upon the game. Such as the improved GUI with 4K support and the persistent problem of game lag that still seems to intermittently blight the new 64-bit servers. Although it is good to get new story content, it is important to address the essential nuts and bolts of this ageing game. In the meantime, Kingdoms of Harad will more than likely be available on the Bullroarer test server in the next few weeks.

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