LOTRO: Day, Night and Weather Cycle
I don’t know about you guys but whenever I log into The Lord of the Rings Online, it’s usually night in the game. This is a curious anomaly that can be somewhat frustrating if it’s the test server and I want to take some screenshots of new content. I put this down to the fact that I usually log in to LOTRO in the evening, here in the UK and I am unfortunately in sync with the Laurelin server night time phase. Sadly, there are no third party addons that can track the in-game time and server reboots always reset the game’s internal clock. However, I do like the fact that the game has a clear day and night cycle, which adds greatly to the overall ambience of LOTRO. Both of these phases have subcategories, all of which persist for specific times. Here is the cycle as it stands at present in the game.
Day Time lasts 1 hour 42 minutes 20 seconds
Dawn = 9 minutes 32 seconds
Morning = 28 minutes 42 seconds
Noon = 17 minutes 47 seconds
Afternoon = 27 minutes 58 seconds
Dusk = 18 minutes 21 seconds
Night Time lasts 1 hour 23 minutes 40 seconds
Gloaming = 9 minutes 30 seconds
Evening = 27 minutes 59 seconds
Midnight = 8 minutes 59 seconds
Late Watches = 19 minutes 1 second
Foredawn = 18 minutes 11 seconds
Apart from giving the virtual Middle-earth a greater sense of realism, could this game mechanic be used for quests? Well initially it was. In an earlier iteration of LOTRO (circa 2007 - 2008) there were several quests that were night time specific. The ghost in Bree was nocturnal and one story arc had you meeting a Brigand infiltrator, again only at night. However, despite this time mechanic adding ambience to the proceedings, it was a nuisance if you received such quests at the wrong time of day. You could find yourself having to wait 90 minutes which is not a lot of fun in an MMO. Unlike single player games that use this mechanic, you cannot advance time in a shared world. Hence these quests were altered to allow access all of the time. It is also why we don’t see NPC and vendors keeping working hours and returning to their homes at night. So sadly, the day and night cycle is purely cosmetic in LOTRO as it now stands.
There are also random weather changes in LOTRO although there is nothing that can be clearly defined as a cycle. Sometimes I’ll log into a zone and it will be raining or overcast but broadly speaking the weather in a place such as Bree is predominantly temperate. Some zones have differing weather for geographical reasons. Naturally, the Misty Mountains are snow covered and the snow fall becomes heavier the higher you climb along the cliff top paths. Other parts of Middle-earth have bespoke weather for thematic reasons. Angmar has a sickly green coloured, overcast sky, reflecting the evil that blights the region. Allegedly the darkened sky is to accommodate the passage of Orcs, who have an aversion to daylight. Again, it would be nice in principle to have some weather themed or dependent quests but gating content behind a mechanic you may have to wait on, is not going to be well received.
The MMORPG genre is filled with game systems and mechanics that have been tentatively introduced and then left unfinished by the developers. Often because of the complexity inherent in such systems or because the idea being “tested” was not liked by all players. Weather cycles and the passage of time are such examples. Both of these could play a more active role if the developers of games such as LOTRO felt so inclined. I would be happy to see the return of quests that were time dependent. It would be nice to have some aesthetic details that only happened at certain times or dates. Such as Elves camping out beneath the stars. Or NPCs that come and go in towns such as Bree. Perhaps even animals that graze in fields by day and are then rounded up and taken to barn at night. Such things would add a lot to a game. But at this point in LOTRO’s lifecycle it is unlikely that resources would be used to develop such content.