The Lord of the Rings: A Tales of the Shire activity with play information for group building and shared foods
Being a Bilbo entails more than simply fleeing and attempting to live extremely hostile environments. Wt Workshop welcomes you to a style of trip that is a little more… clean because of this. To learn more about why this particular Bilbo gap may feel like a home away from home when it launches on PS5 on July 29th, I had a friendly chat with Tales of the Shire: A Lord of the Rings Game artistic director, Stephen Lambert.
What are the fundamental tenets of Legends of the Shire game?
Stephen Lambert: Community is the key to a lot of the sport. How do you spend your time eating, planting, fishing, and engaging in peaceful activities? These are the four main things we focus on while living your lovely living as a Hobbit.
The other element of exploring the town of Bywater is finding hidden gems and beautiful much glades and areas to stand out in the world by looking around the environment.
Finally, of course, there are the community’s stories. Hence, getting to meet new people and support them along their paths.
How significant is developing relationships in terms of development?
It’s a fairly significant thing. Every component of the narrative will help you expand the range of options available to you as a person as well as increase the level of the heroes and plots. However, you may play the game at your own speed. So you have two options: either living off those tales or simply living side by side. It’s all about enhancing your sense of tranquility and harmony.
Can you go into more details about the shared dinners in the video game?
It was really essential to be central to our activity because meals were a big part of Hobbit life. You must locate a new recipe, grow ingredients, go to the business for them, fish, or hunt for them. Next you have to go through the cooking process, which is not just about putting the elements together. What adds character to the meal is determined by how much of it is added, how much is stirred, and how much sauce is added.
You want to ensure that your food is appropriate for your guests because you want to satisfy them and form stronger bonds with them as you get close to their particularities. And having food collectively really helps to build community, just like in the real world. Therefore, it is crucial to present the foods and share it with others. One of our 3D designers modeled a lot of the meals as a restaurant, making sure they are all beautifully plated up.
Can you explain the decorating process and give an example of the grid-less location system’s inspiration?
The main difference between Hobbit holes and firm styles is that they are not actually square. Since everything is kind of twisted and more natural, the idea of having something that fits on a grid just didn’t seem to work. It only made sense to create something that allows for a lot of appearance, to be able to experiment with different things, and to put them in exactly how you want them. You can move items around along by moving them on top of tables, on top of bookshelves, and on top of those things. More than anything, it’s about freedom of expression.
How have some of the decisions made in terms of game been influenced by Tolkien’s writings?
We placed it just after The Hobbit and before The Lord of the Rings ‘ activities because we actually wanted what we made to fit into Tolkien’s world. Our designers poured everything they could into that certain model while spending a lot of time researching the people, situations, and biographies of the works that were written.
The other issue was bringing about Hobbit-sized issues in a Hobbit-sized earth. It’s entertaining to consider the conflict-causing issues that drive their tale forth in small-town settings.
What kind of difficulties did you face in developing a game for for a cherished Internet?
It’s incredibly challenging, but it’s also incredibly interesting to face this earth. Your mind takes points where the written expression in books does. It’s wonderful to be able to kind of discover different directions, and my imagination naturally took me in a different direction with some points.
How do you need people to think when they play the Lord of the Rings themselves, whether they are followers or not as well-versed in the story?
The plot had to take itself, in my opinion. Even though there are many links, we didn’t want you to get a Hardy fan to appreciate it. This match was largely inspired by the COVID era, a globe that was so full of stress and anxiety. We wanted that atmosphere of tranquility and pleasure in our sport. Thus, The Shire and a comfortable game collide. We thought a compelling concept that was centered on eating and community was the best fit for that theme.
Is there anything in certain that you’d like people to pay attention to in the game?
We spent a lot of time researching the history of the world and inputting numerous small spring hens and information. It’s very simple, so it’s a good thing, but worldbuilding is one of the items we really focused on. You might be given an advantage to design or an object, but it’s more about who owns it than just making it look exciting. From where did it come? How was it created? How did the universe look when it was created? You start asking yourself so many inquiries about what goes into creating and making a final thing in order for it to feel grounded, and we wanted to use the same approach to what we did.
What was your favorite time during the game’s development?
Because of how much I loved demons, dragons, and all those kinds of things, the Internet is such a big part of my childhood. That is what brought me below, then. It has been very exciting to have the opportunity to place my personal spin on things and have a major influence on a fresh interpretation of that perspective.
Making things that we felt Tolkien may enjoy is really important to us. He’s been quoted as saying that he wanted to make his world a real folklore, and that we wanted to be a part of it.