Highlights
- Tales of the Shire is set to feature dialogue trees that can enhance the social sim gameplay experience.
- If these conversations are good enough, they could end up being a major draw for the game, so hopefully they are as deep as they can possibly be.
- Tales of the Shire has a chance to stand out in the cozy genre – or at least match some of its best games – by featuring strong interpersonal relationships.
Upcoming Lord of the Rings cozy game Tales of the Shire has generated quite a bit of buzz since its announcement in April. Private Division’s Hobbit-centric farming and life sim looks promising, but it will need to stand out in a market saturated with low-stakes, relaxing titles inspired by the likes of Stardew Valley and Animal Crossing. One way that Tales of the Shire can do this is by doubling down on the more interactive and immersive aspects inherent to the genre.
The Lord of the Rings franchise may be known for its high adventure and mythic-scale battles, but it’s just as renowned for its smaller, more intimate details. Things like the bonds of brotherhood found within the Fellowship of the Ring, the enemies-to-friends arc of Legolas and Gimli, and the unbelievably earnest connection between Frodo and Sam are among the most memorable aspects of the original books and films, and just as important to the story as the existential battle against Sauron. Given its genre and general design approach, Tales of the Shire is uniquely positioned to explore these sorts of interpersonal relationships, supported by such an iconic fantasy backdrop.
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Dialogue Trees Would Elevate Tales of the Shire’s Social Sim Gameplay
Tales of the Shire Needs to Leave a Strong Impression
As previously mentioned, the games industry is awash with cozy games, and it’s clear that Tales of the Shire is inspired by games like Animal Crossing and Stardew, leaning into quaintness and comfort rather than bombastic heroism. A cozy life-sim set in Hobbiton is actually quite an ingenious idea, as the fictional setting has long been idealized by Lord of the Rings fans thanks to its warm and charming atmosphere.
But it will take more than a unique setting to make Tales of the Shire stand out. The game will be adopting many of the tropes associated with the cozy genre, such as fishing, farming, and foraging, and as these are typically mechanically simple, it will be difficult to make them feel fresh beyond a superficial level. However, it looks like Tales of the Shire could take a more in-depth approach to its social elements, as players will be able to invite other Hobbits over for dinner, which will presumably lead to special conversations and bonding opportunities. This system has the chance to be much more than a linear series of cutscenes or a few cute lines of dialogue, however.
Tales of the Shire Can Be More Moving With Dialogue Trees
While a game like Stardew Valley offers some dialogue options, interactions between the player and NPCs are generally focused more on the latter; townsfolk will talk at length about their own lives, with only occasional contributions from the player-character, usually only in direct response to a question. There’s nothing wrong with this, as the protagonist of Stardew is meant to be more of a player-avatar than an actual character, but Tales of the Shire could take a different approach by letting the player flesh out their character through more interactive dialogue exchanges.
Perhaps the player-character could assume a more dominant role in interactions, leading conversations with the NPCs instead of just listening to them relay their life stories. The possible benefits of this broad-strokes approach are myriad, but at the very least, it would allow the player to build their own three-dimensional Tales of the Shire character while learning more about the game’s predetermined NPCs. Additionally, by creating dialog trees with more extensive branches, the game could offer both greater replay value and more affecting RPG gameplay, connecting players to the fictional community in a deeper and more personalized way.