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Standing Stone Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 04/24/07)  | Pub:Daybreak Games
PVP:Yes | Distribution:Download,Retail | Retail Price:n/a | Pay Type:Hybrid | Monthly Fee:$14.99
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Developer Diary

Posted by Jon Wood on Mar 17, 2006  | Comments

Developer Diary -

Turbine and Lord of the Rings Online, have released a brand new developer diary from Heather Sinclair, who talks about "The Making of a First-Class Burgar". As usual, we can't bring you the whole thing, but we give you a sampling. To read the whole thing, follow the link below:


Heather was raised and schooled in a rural part of California best known for broccoli, tri-tip, and the Michael Jackson trial. At the age of 19 she became hooked on her first massively multiplayer online role-playing game. Three and a half years later, degree in hand, she grabbed at a double opportunity: a chance to make the kind of games she loved playing and a chance to move as far from the land of her youth as possible.

In the land of Massachusetts she broadened her interests to include snow, snowboarding, bad action movies, and the Red Sox. None of this, however, diminishes her passion for playing MMOs: after gaining almost a thousand levels across dozens of characters in over fourteen different online games, she still rarely misses a chance to log in to the game of the moment.

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The history of classes in The Lord of the Rings Online is as old as LOTRO itself, ranging from the 7 classes of today to the 26 classes of Middle-earth Online to dozens of other class designs in between that were never released to the public. Some lived only in documentation, many others (over 50!) actually were in game, and this doesn't even count the game from even before Turbine had the license!

I say this to demonstrate how important the team feels classes are that we have put so much time into class design and implementation. Classes define who you are and what you can do in this game, and I'm very happy that we have had the time to get them right.

If you haven't gotten a chance to check out our classes, I urge you to do so now.

Since we began releasing information on the current seven classes in the game, there have been many questions as to why we made certain decisions, and what our thought processes were when designing them. I've attempted to respond where I could in the forums, but some questions can't be explained in a single forum post and deserve a more in-depth answer. Following are answers to some of the questions I've seen asked most frequently.

Read it all, here.

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