Why It Took 20 Years For Lord of the Rings To Finally Make A Cozy Game
Briefly

Why It Took 20 Years For Lord of the Rings To Finally Make A Cozy Game
"Video games have certainly always had a penchant for violence, but the Lord of the Rings, in particular, is a vibrant universe fit to burst with creatures, culture, and coziness. Who wouldn't want to see how the elves live in Mirkwood, help dwarves craft magnificent structures in Moria, or live the quiet life as a hobbit in The Shire? A prime opportunity was lost in the heyday of the series,"
""Set in the Third Age, this quiet corner of Middle-earth was a beautiful opportunity for us to explore The Shire beyond Bag's End in a way that felt authentic and true to J.R.R. Tolkien's vision," Steve Lambert, head artist at Weta Workshop, tells Inverse. "For us, that meant crafting a place for people to truly enjoy hobbits' simple pleasures and labors of love: their homes and their gardens, their shared meals and their friendships. In short, making the kind of place that felt like home.""
J.R.R. Tolkien emphasized meals, small characters, and the cozy details of daily life more than large-scale battles. Many film and game adaptations prioritized violence and epic clashes, leaving cultural, domestic, and tranquil aspects of Middle-earth underexplored. Tales of the Shire centers on hobbit-sized living in the Third Age, allowing players to create a hobbit, claim a hobbit hole, and inhabit Bywater and nearby areas. Gameplay emphasizes gardening, cooking, shared meals, and deepening relationships. Weta Workshop aimed to evoke authenticity to Tolkien's vision by crafting environments that celebrate simple pleasures, homes, and community comforts.
Read at Inverse
Unable to calculate read time
[
|
]