A fast note: versions of this article have been published before, most notably in the amazing Silver Leaves, a scholarly journal focusing on J. R. R. Tolkien, C. S. Lewis, and the Inklings. It is a terrific publication, a must for both the causal and the obsessive fan. Best of all, the proceeds go to charity. Please give it a try if you can.
Play The Lord of the Rings Online

My character, Jack Rowenstaff, visits Bag End in the Shire. Click any image to enlarge.
While there are, of course, many virtues in fantasy, it’s not hard to argue that one of the chief appeals is wish fulfillment. I’ve known many readers who lost themselves utterly when visiting the charm of the Shire hills, the welcoming comforts of the Prancing Pony in Bree, or the golden, enchanted magnificence of Lothlórien. On more than one occasion, I’ve seen a person look up, blinking, from a tattered paperback of
The Fellowship of the Ring and realize, suddenly, that they are in a doctor’s waiting room, or a school cafeteria, or on a train. Each time, whether I’ve actually spoken to them or not, I’ve smiled an inner smile and thought to myself …
friend. There sits a kindred spirit.
I don’t think I am the first to have been so lost in a story that I’ve almost forgotten I’m reading, and that there’s a world around me that will, all too soon, require my attention. I am probably not the first to long to vanish into a story for a longer period, to hear forgotten tales at the Hall of Fire in Rivendell, or raise a pint with the Gaffer in the Ivy Bush. And I don’t think the desire to go left, when the author took the characters right, is necessarily a lonely one. What might have happened then? What paths were left unexplored? What surprises did the author not reveal? Is the beer at the Golden Perch really that good? What of the Forsaken Inn, a day’s journey east from Bree, that Strider hinted at so tantalizingly? What is that like? Or Staddle, the hobbit town outside of Bree; could it be as charming as our beloved Hobbiton?

The Prancing Pony Inn in Bree
Critics, of course, would be quick to dismiss that longing as puerile escapism. And they are, of course, quite right, the smug rascals. But as Professor Tolkien himself noted, who objects to escapism? Jailors. The master wrote in On Fairy-Stories: “I have claimed that Escape is one of the main functions of fairy-stories, and since I do not disapprove of them, it is plain that I do not accept the tone of scorn or pity with which ‘Escape’ is now so often used. Why should a man be scorned if, finding himself in prison, he tries to get out and go home? Or if he cannot do so, he thinks and talks about other topics than jailers and prison-walls?” Since Tolkien is careful to distinguish between the escape of the prisoner and the flight of the deserter, the question arises: what’s wrong with wanting to escape into a story, to wander the hills of unknown shores, now and again?
Unfortunately, books have endings, the hidden roads remain lost and secret gates unopened. As much as we might want to, we can’t wander north to see what is beyond the Shire, or linger in Lórien’s golden wood, and Fornost remains forever only a dread rumour.
Until now.

The dread Barrow Downs by night
The Lord of the Rings Online is a computer game that actually captures the feeling of falling into a story. There are some limits, of course, but by and large, Middle-earth is yours to explore at will—from Thorin’s Hall in the west to Lórien and perilous Mirkwood in the east. Using the arrows on your keyboard, you can send your character wandering through the towns and forests of the Shire, or through the dangers of the Old Forest and the Barrow Downs (both deliciously creepy), or even all the way to Bree and Rivendell, where old friends will be waiting. The experience of the game is astonishingly immersive—sounds, voice, and music blend seamlessly with the visuals. Every environment is lovingly—at times even astonishingly—rendered. Even more than Peter Jackson’s films, the game feels like Tolkien’s Middle-earth.

The eastern gate of the Mines of Moria
Everything you recall from the books is there—even things only mentioned in passing, like the taverns at Frogmorton and Stock, or the mysteriously-named Forsaken Inn. Barliman Butterbur welcomes you to the Prancing Pony, and you might happen upon an abandoned Elf camp in the Shire, just before you come to Farmer Maggot’s farm. Wander through Bag End itself (although you’ll have to endure the shrill complaints of the thrice-dratted Sackville-Bagginses) or brave the dread halls of dark Moria or (now) Dol Guldur in Mirkwood.
And, of course, there are a few smiles and in-jokes for the more dedicated fans of Tolkien and the Inklings. The Inklings met regularly at an Oxford Pub called the Eagle and Child, or “the Bird and Baby,” as they affectionately called it. In the game’s version of Michel Delving, just below the famous Mathom House, you’ll find a pub called The Bird and Baby. The painted sign will be familiar to any fan of Tolkien, C. S. “Jack” Lewis, Owen Barfield, or Charles Williams, who has visited Oxford. If you wander to the back room of the game’s version, you’ll find a group of lively hobbit friends raising pints, arguing literature, and wondering about the whereabouts of their friend Ronald Dwale. Their names are Jack Lewisdown, Owen Farfield, and Carlo Williams. What fun to spend a lively few minutes, even virtually, with the Inklings!
Indeed, it’s tempting to ignore the “game” play and simply wander and take in the sights, or simply to stand on the porch of your very own Hobbit Hole or Bree house and blow a few virtual smoke rings as you chat with the neighbors. But then, the game itself is terrific fun.

Sunrise over the Golden Wood of Loth Lórien
I should issue a fast disclaimer. I’m not a computer gamer. At all. Well, at least not until I discovered my virtual passport to Middle-earth. I pretty much went straight from mobile phone Solitaire to
The Lord of the Rings Online (or LOTRO, as the experienced gamers say). I’m not sure how this game compares to others, save that I’m told the interface is similar to World of Warcraft. That said, I’d often heard how these games could be incredibly addictive. I used to shrug and scratch my head when players of games like Everquest called it EverCrack and NeverRest. I now get the joke. If you’ve ever stayed up way too late, flashlight under the covers, to finish a wonderful book, you’ll know the feeling.
The first thing to understand is that this is a multi-player online game. As you wander Middle-earth, you’ll constantly bump into other players—Hobbits, Men, Elves, and Dwarves. The hobbit you meet at the Moria gates may be your neighbor; that Gondorian warrior in the North Downs may be huddled over a computer in France or Africa.
It’s the social aspect that makes the game so utterly charming. Need help? Ask, and someone is sure to give it. And you’ll find yourself doing the same, even when the laundry needs folding or bed is calling in the last hours before an early morning. And you’ll find that, by and large, the people you encounter are kindred spirits. They, too, fell in love with a certain story. And, just like you, they longed to be a part of it: to share the adventure.
You begin by creating a character. Select the gender and the race—a female Elf or a male Hobbit, for example—and then choose a class: minstrel, warrior, burglar, captain, or lore master. Each has their own set of skills and attributes. Next, customize the appearance—hair colour, body type, even the shape of the nose and the size of the lips. Finally, choose an occupation. The game has an economy, and you’ll find it useful to craft a weapon, grow a crop of pipeweed, stitch a cloak, or even cook a tasty breakfast to make your way in the world. Choose a name. You’ll find that your characters become, well, characters. I play the mighty Jack Rowenstaff, warrior of Bree, Nickollas Windsong, minstrel hobbit of the Shire, and Nedberry, burglar—or rather, expert treasure hunter. There’s something rather Tookish about those latter ones, I dare say. Much to my very great surprise, I’ve come to care about them almost as much as I care about characters in a favorite story. Hmmm. I wonder if the idea of Mythopoeia can apply to a computer game. Why not?

My character, Jack, in front of his house in the greater metropolitan Bree area
Once you’ve created your Dwarf or Elf, explore the world. Wander anywhere you like. Sure, there are a few “barriers” here and there—a cliff too steep to climb or a locked gate—but for the most part, the whole of Middle-earth is open to you. And more is opening all the time. The most recent additions opened Moria, Lothlórien, and Mirkwood. In the months since Moria opened for play in the spring, I’ve barely scratched the surface. Middle-earth is, after all, big. Remember how long it took to get anywhere in the book? Part of the charm, and, I’ll admit, the frustration, of the game is that it takes a while to get from, say, the Shire to Rivendell. But as you advance, travel gets faster. You can buy a pony or horse ride from the stable masters in most towns, and eventually acquire your own mount.
Players can undertake quests—anything from delivering pies in Hobbiton, to finding Bilbo’s lost buttons in Goblin Town, to slaying an army of Orcs in Moria, or even trying all the beer in the Shire. That’s the object of the game. The more quests one completes, the more experience your character gains. With more experience, characters gain new abilities. Quest completion also nets rewards—nifty items or money to save for buying those horse rides and Hobbit holes.
The game takes place concurrently with the events in The Fellowship of the Ring. For all players, the game begins about the time that Frodo and Sam leave the Shire. This means that your story parallels the one you know so well. And, indeed, you provide some unseen help. For example, when you arrive in Bree, a strange Ranger called Strider asks for your help. That begins a game quest. By the time you’ve finished, you race back to learn that Strider has left in a hurry with four Shire hobbits. In his place, you speak to Gandalf the Grey himself, who is eager for your news. And another quest begins. Later, you find an abandoned pony just outside the Moria gates, and save him from ravenous wolves. This is, of course, poor Bill and you help him return to the safety of the Elves.
You can’t alter the familiar events, of course. But your aid, given “off screen” as it were, fits seamlessly with the story you know so well. Perhaps best of all, you get to witness, first hand, some key events: the reforging of the sword Narsil and the departure of the Fellowship from Rivendell, for example.

Evening at Tom Bombadil's house
Along the way, you interact with familiar characters—including, just to name a few off the top of my head, Gimli, Gloin, Elrond (along with his sons and daughter), Gandalf, Aragorn, Barliman Butterbur, Nob, Bob, Fatty Bolger, Frodo, Sam, Merry, Pippin, Boromir, Old Man Willow, Tom Bombadil, Goldberry, Radagast the Brown, the Sackville Bagginses, Gollum, the Gaffer, Ted Sandyman, Legolas, Galadriel, and old Bilbo himself. There are many, many others. All right where they should be, doing exactly what they should be doing, and acting just as you would expect them to act. You’ll find yourself grinning, as though you’ve spent a weekend at a monumentally grand party or reunion, smiling at each new meeting with a dear old friend.
For the most part, the game truly feels like Tolkien. Sure, there are a few more monsters than you remember from the books—but none that would seem out of place in the Nordic and Anglo-Saxon sagas that Tolkien loved so deeply. And yes, some of the quests can be redundant and, at times, even tedious. But no worries. You can skip those, or find some new friends and complete them as a fellowship, sort of making a party of it.

The Bird and Baby Inn in the Shire ... where old friends wait.
Some of the quests are difficult, taxing the brainpower and the strength of your hero. But again, don’t worry. There’s usually someone happy to help. And before the night is done, you just might surprise yourself by thinking of them as friends—met unexpectedly—just like the helpers that appear in a fairytale, and are suddenly, instantly dear. The storyline is terrifically engaging, and complements the familiar story in the books beautifully.
I do have a few complaints about the game, and I fear this first especially is one shared by many.
I discovered the game when my wife started playing it for business research. She was immediately hooked and insisted that I give it a try. I used her account to create a character of my own. Now, I too am hooked, and have opened my own account. But my main character is trapped on her account. We’d love to play together, but since I can’t transfer that character to my new account, that option isn’t available to us. It is available, for a fee, on many other games, so I hope the folks at Turbine will offer it soon. I know many other couples and families in this same very frustrating boat, and Turbine’s inability to accommodate them is costing them customer loyalty and good will.
In their defense, Turbine spokesman Adam Mersky says that this service is not offered to prevent fraud and to protect the game play experience for the majority of their subscribers. But bluntly, speaking as someone who has worked in new media, e-commerce, and even game development, I can think of at least a dozen simple solutions without breaking a sweat. The resources required, of course, aren’t trivial, but speaking from experience, honestly, it’s a fairly simple matter all told. More, people seem more than willing to pay a premium for this service. In this economy, when someone wants to pull out the old credit card, find a way to accept it.
The other complaint is a bit more serious, and it involves customer service.
Recently, I joined a group of friends for a very long (something like four hours) adventure, which was supposed to lead to some nifty items to better equip your character. We fought through and completed the adventure … only to discover that the chests were bugged. We couldn’t open them. No loot. The four hours was vanished forever.
Now of course, I understand that software, but its very nature, it occasionally buggy, and in the case of The Lord of the Rings Online, problems are extremely rare. In any business, problems arise. It usually can’t be helped. The best you can hope for is to make problems as rare as possible (Turbine gets an absolute A+ here), and to make every effort to make things right when they do arise. In the latter case, Turbine failed, and miserably.
When we reported the problem, we were informed that there was nothing Turbine could do to correct the problem, which is understandable. But Turbine’s customer service rep made no effort at all to address the issue. The rep wasn’t even especially polite about it.
Again, problems arise in any business. But all the same, when you pay for a product, it’s not unreasonable to expect that product to, you know, work. When it doesn’t, you expect the company you’re doing business with to make some effort to make things better. If you buy a new television and find it doesn’t work, you expect to have it replaced. If you check into a hotel and find that the shower doesn’t work, you expect to move to another room. If you go to a movie and the film breaks, you expect the theater to make a repair, and probably hand out a few free passes if the delays stretch on too long. If your steak is overcooked, you expect to get a new one. Usually with a heartfelt apology from the manager.
Turbine offered … nothing. No attempt to mail the items we’d just one, or something else. No apology. No coupon for free play to offer a friend. Not even an apology. We were just told, tersely, to try the instance again.
Speaking only for myself, four hours of time is a pretty precious commodity, and it’s not very easy to come by. Not by a long shot. I truly haven’t had it available in the weeks that passed. While the costs of the game are fairly insignificant, I do value my money, too. Turbine should have made some customer service outreach. Something. Even if it was just an apology.
From another company, I might understand. You don’t, for example, expect the same service from a $14 a night no-frills motel that you get at, say, the Ritz Carlton. But Turbine has always, always been a first-class organization. I expected better from them, and I am deeply, deeply disappointed.
On the other hand, it is a rare experience. That’s something.
To play The Lord of the Rings Online right away, you’ll need to purchase the game (either on disc through Amazon, Best Buy, Target, or any other affiliated stores) or download from the Internet. You’ll also have to purchase a monthly or lifetime subscription. Subscription rates are reasonable, and start at around $9.95 for unlimited visits to Middle-Earth. I purchased a lifetime subscription, so I have no monthly fees. A free trial is also available. If you wait a month or so, the game will be free to play, with very attractive additional content available for (surprisingly reasonable) cost. The free to play sounds like a great way to try before you buy, but I imagine that most players will want to upgrade fairly quickly.
For more information, please see: http://www.lotro.com.












Book Review: “The Great Reset” by Richard Florida
Read The Great Reset: How New Ways of Living and Working Drive Post-Crash Prosperity
Early on, Florida argues that economic peaks and valleys are part of the life-cycle of a society’s development as “obsolete and dysfunctional systems and practices” fall apart and are by necessity replaced by “the seeds of innovation and invention, of creativity and entrepreneurship.” Looking to history, Florida points to the first Great Reset in America that occurred in the 1870s, and to the second in the Great Depression of the 1930s. Each was a period in which the previous period of prosperity reached its limits, and a “reset” of innovation literally remade both the economic and geographic landscape of the nation.
In the First Reset the factory became the center of economic life. The industrial city became the place to live. The shift was from an agricultural to an industrial economy. The transcontinental railroads were built. In the Second Great Reset, the one that evolved from the Great Depression, manufacturing efficiency and productivity improved dramatically. Suburbia attracted the mobile population with the new wealth to buy a home and a car to travel to it. The population migrated to the suburbs and the South and the West — so much so that a majority of us lived in the South and West by 2000. The interstate highway system was constructed.
Florida then points out that a third Great Reset is developing now, one that focuses on the development of denser, closely-linked “megaregions” made possible by, for example, new investments in public transportation and the technology that allows for the increased productivity of telecommuting. Florida believes that this is the time to build a great high-speed rail system to further integrate each megaregion and eventually to connect the megaregions of America. In emphasizes the promotion of creative jobs and service jobs—and the need to prepare for the former while making the latter more appealing. We are moving from “…an industrial to an idea-driven creative economy now,” Florida argues. We are seeing the Third Industrial Revolution and moving from “…an economy based on making things to one that revolves around knowledge and creativity.”
The Great Reset also calls, to a degree, for a shift in values and a redefinition of success. “The promise of the current Reset is the opportunity for a life made better not by ownership of real estate, appliances, cars, and all manner of material goods, but of greater flexibility and lower levels of debt, of more time with family and friends, greater promise of personal development, and access to more and better experiences. All organisms and all systems experience the cycles of life, death, and rebirth.” The coming Great Reset gives us the promise of time … to innovate, to devote to causes, to spend with family, to simply live. Renting, rather than owning, in some cases gives individuals the mobility to take advantage of new opportunities—and may well be the better long-term investment. Quality of life may be measured more by the time and resources to have meaningful experiences than by possessions.
In Florida’s discussion of the current Reset, he builds a compelling and, yes, practical case for recognizing, understanding, and then taking full advantage of the opportunities created by “new ways of living and working” that will drive “post-crash prosperity.” Speaking both as a passionate idealist and hard-nosed pragmatist, Florida proposes guiding principles, based on his examination of history and the present economic, social, and political climates that can help America and the rest of the world to move toward a more sustainable and prosperous future. Here are a couple of those guiding principles, offered for example:
1. An abiding faith in a simple, undeniable first principle that “every single human being is [or can be] creative … The real key to economic growth lies in harnessing the full creative talents of every one of us.”
2. “There’s an urgent need to create new good jobs — lots of them. We need to support the growth of higher-paying knowledge, professional and creative jobs, and make sure that greater numbers of workers are prepared for them.”
Having rigorously examined two Great Resets, Florida makes a compelling argument that together, we can address urgent needs and build a new prosperity. He calls for us to look beyond the short-term band-aid quick fixes and invest for the long-term — something that’s hard to accomplish in the short-attention-span days of the 24/7 news cycle. We are past the time when we can afford to focus on a problem’s symptoms rather than its deeper root causes. The older, non-sustainable fixtures of our society, frankly, are not coming back. We need to start working on what will replace them. “Let’s stop confusing nostalgia with resolve. It’s time to turn our efforts, as individuals, as governments, as a society, to putting pieces into place for a vibrant, prosperous future.”
Florida also has some excellent points about the financial industry, reminding us that its original, intended purpose is to connect capital with enterprise. Basically, it’s a necessary middle man. Like all middle men, it should be as small, efficient, and invisible as possible. It was not meant to be an intoxicating instrument of ever-increasing complexity and risk, existing largely to feed itself. The instrument of commerce needs to refocus on capitalizing innovation and infrastructure.
After reading the book I found myself not just hoping, but believing that a new model of sustainable, long-term prosperity is within our grasp. I found myself wishing that the book was longer—I kept wanting more depth, more exploration. It is, after all, a very quick read. But in the end, The Great Reset isn’t meant to provide all the answers and blueprints. No one book ever could. It’s meant to spark thought, conversation, and, ultimately, action. It does the first two brilliantly. The vision articulated is practical and exciting. I am ready and eager to start working on the third. and I am eager to go back and read some of Florida’s earlier books. I hope my elected leaders are doing the same.
→ 1 Comment
Posted in Book Review: Nonfiction
Tagged cities, city planning, creative, creative class, creative economy, economics, innovation, knowledge worker, megaregions, Politics, post-industrial cities, Richard Florida, Social commentary, talent, The Great Reset, urban landscapes, urban planning