Frolicking around the Shire: How Weta Workshop built a cozy game in Tolkien’s vision

As a seasoned gamer with over three decades under my belt, I must say that the dedication and attention to detail shown by the Wētā team in creating Tales of the Shire is truly astounding. From debating whether lemons should be present in Middle Earth to ensuring the accuracy of foliage at specific points in Tolkien’s timeline, it’s clear that no stone has been left unturned in their quest for authenticity.


Weta Workshop isn’t typically recognized for creating video games. However, an expanding team of dedicated developers based in New Zealand’s capital city are working hard to change that perception with Tales of the Shire, a warm and inviting game set within the world between J.R.R. Tolkien’s published works. Here’s the journey behind its creation, from initial idea to post-launch support.

Established over four decades past, Wētata Workshop has earned a strong name primarily through its exceptional and functional effects, lending their talents to movies like the latest Dune series, numerous Marvel Cinematic Universe films, and many other projects as well.

Over time, the company’s perspective has broadened significantly, moving deeper into technology, eventually leading to the establishment of a comprehensive video game department. Now, a decade later, the team based in Wellington, along with many external talents hired on contract, are preparing for their first significant launch.

The Game of the Shire has caught everyone’s attention, even ours, after playing it, due to its charming and inviting atmosphere which offers a fresh perspective on Tolkien’s world. However, one might wonder how this game was developed? What steps is the team taking to prevent similar pitfalls experienced by others (cough, Gollum, cough)?

TopMob held discussions with crucial team members about Weta’s cultural ethos, their focus on Tales (nicknamed TotS in the studio), and caught a sneak peek into their ambitious plans.

Frolicking around the Shire: How Weta Workshop built a cozy game in Tolkien’s vision

A cozy hobbit life

Following some intensive work on a couple of smaller endeavors, such as virtual reality games, Weta’s gaming sector began contemplating opportunities within the Tolkien realm itself. At that time, Warner Bros. was actively releasing the acclaimed Middle Earth series, and previously published adaptations in the same vein were predominantly action-focused.

To shake things up, the team opted for a unique approach by starting modestly and viewing their project through a distinct perspective. Instead of replicating the somber ambiance found in the Lord of the Rings trilogy, they chose to evoke the lighter, whimsical vibe reminiscent of The Hobbit. This shift, in turn, led towards the creation of a warm and inviting genre, even though the process wasn’t entirely straightforward.

According to Art Director Stephen Lambert, speaking with TopMob, the concept went through numerous changes regarding the true nature of the game. Luckily, there was minimal resistance towards “Tales” right from the start, despite the process of finding its ground.

This project seemed so logical and overdue that we found ourselves thinking, ‘Someone should have already done this, let’s just dive in and make it happen!’

Frolicking around the Shire: How Weta Workshop built a cozy game in Tolkien’s vision

Calliope Ryder, the Lead Producer, added her thoughts: “I’m quite fond of many comforting games.” Being an avid enthusiast of Frostpunk, Stardew Valley, and similar titles, it seemed only fitting for Tolkien’s works to be adapted into this genre. However, as Ryder explained, transforming the IP into a game isn’t just about duplicating existing content and putting hobbits on the cover. Rather, the developers emphasized that every aspect, from visual design to intricate gameplay mechanics, has been meticulously crafted to fully utilize the intellectual property.

Ryder clarified, “Our team has been designing this game with the hobbittish way of life in mind. We’re aiming to offer an immersive, cozy experience that feels like the Shire, but it’s not just a classic remake. Instead, we want players to feel as if they are living as a hobbit within this world.

In that scenario, preparing meals becomes crucial. I was taken aback by the focus on homemade meals during my initial experience with the game, but considering the significance of food in the lives of our cherished hobbit characters, it makes perfect sense for this universe.

Initially, cooking was present but not central to the experience, Lambert explained. Over time, however, it developed significantly and transformed into a fundamental aspect of the game. The sentiment behind this focus in the game stems from the idea that cooking is an expression of love, and food symbolizes love.

Ryder stated that “Cooking, in particular, is often not presented as an enjoyable experience that encourages you to participate more, but rather a chore – ‘I need to cook before I head into the mines. How can I make this as efficient as possible so I can spend less time cooking?’

In the game called Tales, the act of cooking plays a crucial role in the overall gameplay. You collect ingredients, occasionally tweak recipe steps, all with the aim of winning over villagers and strengthening your connections. However, that’s merely one aspect of the broader design for Wētā.

No stone in the Shire left unturned

Working for such an esteemed project certainly brings “quite a bit of stress,” Ryder mentioned, “as many folks have deep feelings for The Lord of the Rings, and I share that sentiment.

Clearly, everyone involved is keen to make decisions that align with the high expectations of ardent fans. However, it’s not just external pressures that matter; internal pressure exists as well, since many team members are also passionate fans themselves. This heightens the anticipation, as their personal affection for the IP significantly influences the expectations placed upon them.

Ryder stated that he grew up in New Zealand, where being a Kiwi is deeply connected to the country’s identity. He added that when he travels overseas, people are either familiar with the All Blacks (the New Zealand national rugby union team) or they recognize Lord of the Rings (a popular fantasy novel and film series originating from New Zealand).

Growing up, I became utterly captivated by The Hobbit and repeatedly read The Lord of the Rings. From an early age, I was a devoted fan. Now, having the opportunity to contribute to a Lord of the Rings-themed game in New Zealand, at Wētā Workshop, feels truly extraordinary.

Frolicking around the Shire: How Weta Workshop built a cozy game in Tolkien’s vision

In their exploration, the team meticulously examined and accounted for all aspects, from intricate details like the specific plant life to the precise arrangement of landscapes. The game’s representation of the Shire has been carefully crafted with every tiny detail taken into consideration. According to Lambert, the research was extensive across all domains.

Ryder emphasized that our decisions were thoroughly considered, as we debated for several months over whether to include lemons in the Shire,” he explained.

Additionally, let’s delve into the tale of the game’s wildlife. Although many players might not give it a second thought, there have been numerous debates about which specific flora would grow in this location according to the given timeframe within J.R.R. Tolkien’s timeline.

Should even a handful of players get particular references, it’s a job well done for the Wētā crew.

What’s great about it is that only a small number of people will recognize the reference, but those who are devoted fans will appreciate its significance. It’s a unique touch, and I look forward to watching fans discover, analyze, and debate these details, as we certainly did.

Frolicking around the Shire: How Weta Workshop built a cozy game in Tolkien’s vision

Due to having highly skilled costume designers, special effects artists, and numerous other creative fields under one roof, Weta was able to utilize each of these distinct areas to create a truly authentic story.

We stand our strongest chance of truly engaging with the devoted followers of The Lord of the Rings, as we’re connected to numerous individuals who helped bring the vision to life.

In a company that primarily focuses on projects, employees are used to adapting and shifting tasks as needed. With the global crisis intensifying recruitment challenges in New Zealand, the team had to think outside the box and come up with innovative solutions using the talents they already possess.

For example, some concept artists who primarily work on television might be recruited to contribute to the game development process. Similarly, writers skilled in creating the backstory (or “lore”) could be involved in both the live-action productions and the game, connecting them together.

Ryder stated jovially, ‘I’ve recently completed 3D modeling a costume for an unmentioned movie, and now I’m returning to work on Hobbit attires in Tales of the Shire,'” or simply, “Ryder chuckled as he shared, ‘I’ve just finished designing a secret film costume and am now back to crafting Hobbit garments in Tales of the Shire.’

A simple walk (to Mordor) ahead

Cozy games like Stardew Valley or Tales of the Shire are designed to be continually explored and improved, rather than completed in a traditional sense. For instance, Stardew Valley, a game that players often revisit for numerous hours over several years, is constantly offering new ways to enhance one’s farm layout and overall experience. Similarly, Tales of the Shire has been constructed with the intention of providing ongoing support long after its planned release on March 25, 2025.

In simpler terms, Ryder humorously pointed out that many comfortable, open-ended games lack a specific ending, except perhaps when the computer crashes due to an overload of activities. The task at hand is to incorporate structured narratives into a timeframe and a life simulation game. They aim to continue weaving these stories since there’s so much more to share, but ultimately it hinges on how players react.

Lamber expressed his enthusiasm for a lengthy narrative, not only because it provides opportunities for more adventures and narratives, but also because he’s eager to incorporate numerous ideas into the updates.

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2024-10-08 08:19