Will there ever be another NWN?
#76
Posté 20 juillet 2010 - 08:38
This Citadel project does sound interesting though, and the community has done so much great work over the years that I would still be interested to see how it turns out. An encouraging thought at least.
I guess one good thing has come from there never being a true successor/replacement for NWN in that it has kept this great community together for so long.
#77
Posté 20 juillet 2010 - 08:46
It's definitly about a NWNesq concept as the question is in the title -> "Will there ever be another NWN?"
And most of us know that who ever will end up with the D&D rights to produce D&D based games would have to move with 4th Edition which apparently has "Neverwinter" in ruins/destroyed. So technically, I don't see how a new NWN could be produecd commercialy. So the question begs for new ideas and possible alternatives.
Aside from downloading a separate package say whith an installer that puts everything in place for you, I frankly don't see what your point is really.
And I meant no offence with the shoping cart, just food for thought.
Just to clear up something here, I like D&D, have nothing against it besides the "Licensing" part. But I have no objection of other possible alternative systems.
Modifié par Lord Sullivan, 20 juillet 2010 - 08:51 .
#78
Posté 20 juillet 2010 - 09:19
Maybe it is just me, but I do not want to switch to a new game engine, that will require a DL to make it like the functionality of NWN. When I have NWN. I See that as a step backwards, not forwards. I felt the same way with NWN2 and having to DL the DM client. Maybe the new engine will be great, but I think that if you have to DL things to make it work at the core level ie making it a d20 type game, then it is like NWN2, a less than user friendly type game.
On a related note, I let my 10 year old build and play NWN, because it is easy for him to use, and because I am fully aware of the content that he has access too. Will this new game be as easy? will the content be appropriate for younger players or will it, like the CEP, move toward more adult aduiences? These things are important, and in my opinion define how much of a sucsessor to NWN it is.
#79
Posté 20 juillet 2010 - 10:06
One of the greatest features of NWN is that you Can rewrite vast swaths of the game. Think rogues should be better at setting traps? Tweak a .2da file, and suddenly they get "Skill Focus: Set Trap" for free, at level 10 and ESK for free at level 20.
I don't have anything against DnD, but I don't mind writing up the rules I'd want from DnD either.
I mean, the Wright Flyer 3 was clearly not using an internal combustion engine for the intended purpose. It was also far uglier and and more user-unfriendly than any automobile at the time.. However it did evolve bit by bit into the present day.
Assuming enough of the game engine structure remains the same.. I can see it having a D20 core engine with the game, and then leaving it up to mod maker to import a Core Engine Replacement erf(Or equivelent), and use a Hak(Feats, Icons, ect) to have "DnD 3.5" or 4.0 or what-have you.
Honestly, I'd be stoked if it was that easy to change the game on fundamental levels. Like the Baulder Gate remake, but hate the archaic multiclassing? Toolset that bad boy, import DnD 3.0, profit!
#80
Posté 20 juillet 2010 - 10:32
NWN above all may be one of the most under appreciated games ever.
I am sure Diablo has many players and Everquest etc etc
So many people have different individual flaws to critic: (the campaign was boring, D&D rules, 3.0 rules, no Thac0, missing spells, no party influence, too many PWs, not enough PWs)
Mehhhhh
What game ever offered:
A single player game
Toolset with incredible power yet simplicity
2 excellent expansions
5 excellent "mini premium adventure" exapnsion that also released supporting upgrades to the community for free
Homemade "do it yourself adventure maker"
Homemade "do it yourself free Mini MMORPG maker"
Hundreds, nay a thousand quality expansions for free called single player mods
Dozen nay a hundred quality mini MMORPG exapansions runing 24 7
Thousands nay hundreds of thousand individual custom content upgrades
Ridable horses in actual working adventures - not theoretical expansions
Need I really go on....
What game actually hired community artists like Matt, the DLA and Codi gang, Ossian and allowed amatuers a chance to shine both within a development studio or as an indie studio ?
NWN2 was fine, DA will be great I am sure....KOTOR MMORPG will be stunning....
They wont be NWN and in some ways they will never be as good.
No game will ever be exactly this good.
Amen
#81
Posté 20 juillet 2010 - 11:00
#82
Posté 20 juillet 2010 - 11:34
Neverwinter Nights is a game. It's a story, a campaign, a plot, and all those modules by all those authors. Behind that is an engine and a toolset that allow for those. If you could load those same modules and play that same story on a newer, faster engine, smoother framerate, better textures, higher resolution, smooth shadows... is that not worth running a quick installer?
I realize there are people who will just never be sold on this topic. There just isn't anything that can be said to convince them. If you find yourself (whoever you are) among that group, then know we're not trying to force you into trying anything new. If you're happy with what you have, more power to you. I hope it keeps you well for as long as you wish.
However, if you are interested in a new way to play the same game, then you are the group this project is aimed toward. Imagine if you take the same old modules, the same campaign, the same models... run them in the new engine. Smoother animations and smoother framerates.
Look at Windows and new video cards: NWN runs slowly, the water is broken, it often lags even on high-end broadband connections.
I can run Mass Effect at high graphics, 1280x1024, shadows, textures on high, etc; at twice the speed of NWN, same settings (and NWN's textures are far lower resolution). I've benchmarked it, NWN runs a lot slower than almost any other game. Even just being able to run it faster would be a lot of help for a lot of people, and while NWN does support plenty of old computers, an OGRE-based engine would support far more. OGRE scales from the PSP to the PS3, touching PCs, Linux, Macs and 360s on the way.
The power and performance are something that originally got me interested in this, there were optimizations that I was unable to write into NWShader and required a new core renderer. I tried patching some of this into NWN as it stands now, and the restrictions make it more difficult than writing a new engine.
Now add a powerful, commercial-grade database engine, one of the best render engines available anywhere, and high-end physics. A toolset that lets you access and customize every aspect of the game, if you want. Power when you need it, but only when you want it. You can still use the features you've become comfortable with.
The key is we need players and builders to tell us what they want. That's the goal of a community engine. It does what the community wants and needs in the best way possible for us.
#83
Posté 21 juillet 2010 - 01:05
SHOVA wrote...
Uh, could care less about Neverwinter the city, or 4th ed WotC rules. I hapen to base most of my stuff in Greyhawk, or Ravenloft. But I agree there is a low likelyhood for a NWN3. Thanks Atari, WotC, and the rest.
well, it's not really about the city for me either.
SHOVA wrote...
Maybe it is just me, but I do not want to switch to a new game engine, that will require a DL to make it like the functionality of NWN. When I have NWN. I See that as a step backwards, not forwards. I felt the same way with NWN2 and having to DL the DM client. Maybe the new engine will be great, but I think that if you have to DL things to make it work at the core level ie making it a d20 type game, then it is like NWN2, a less than user friendly type game.
What a new engine can bring is more to NWN, extend NWN, bring things that alot of us whished for when faced with some limitations we ran in to has we got to know NWN inside and out. I'm not only talking players, I'm talking modders and custom content creators also. As an exemple, while this may not necessarily be an absolute must for some players, but what if you could load in "Speed Tree" like trees with proper shadows displayed... wouldn't that be nice?... wouldn't that be a nice advance for NWN graphics in particular? I know I would use this without thinking twice. Now, sure NWN2 have "Speed Tree" specificaly, but they bombed with their choice of trees. Like you, I'm not fond of NWN2
SHOVA wrote...
On a related note, I let my 10 year old build and play NWN, because it is easy for him to use, and because I am fully aware of the content that he has access too. Will this new game be as easy? will the content be appropriate for younger players or will it, like the CEP, move toward more adult aduiences? These things are important, and in my opinion define how much of a sucsessor to NWN it is.
Just like NWN, adult content will not be part of the project, what custom content creators create outside this project is not under our control. Totally irrelevant to the Engine Project.
Modifié par Lord Sullivan, 21 juillet 2010 - 01:07 .
#84
Posté 21 juillet 2010 - 01:18
Snowbug wrote...
[SNIP]...
I have done some building in the NWN1 toolset (also NWN2 but I got a bit frustrated with it) although I haven't finished anything so far. I'm currently building two modules, one small and silly (which I only started a few days ago) and one bigger and more complicated and partially still way beyond my current skills.
I find scripting quite fun, but I have not yet scripted anything terribly complicated. I'd say that is one of those things that are easy for me to warp my mind around, though.
I've done some 3d modeling in the past, but only quite simple inorganic items.
What I am primarily though, is a writer. That was the whole reason I started messing around with the NWN toolset in the first place, because I was interested in it as a different kind of story-telling medium. And this is also why this whole project is of much interest to me, because I see in it the opportunity to create a world that is my own creation instead of being somewhat tied to the D&D system.
Well there you go, write your heart out Snowbug
The sky is your limit
Just don't forget to nurish your social life in the process...
Modifié par Lord Sullivan, 21 juillet 2010 - 01:20 .
#85
Guest_invisig0th_*
Posté 21 juillet 2010 - 04:30
Guest_invisig0th_*
One example of what a single amateur of non-professional skill levels can do with NWN would be my experiments with making a dynamic githyanki race. I took the Bioware base human parts, adjusted them to be taller and thinner with NWN Armory, and added various heads that I scrounged up from Bioware assets and NWVault, mixing and matching the textures. The results weren't half bad. Keep in mind I have no 3D modeling experience and cannot make 2D textures. If I had seriously pursued that specific project and gotten someone to help out by modeling a few new heads, these could easily have been as high of quality as any Bioware or community made dynamic race models.
Now consider trying to do the same thing in NWN2. There are a LOT more things that can go wrong with higher quality models. Even if something like NWN Armory did exist for NWN2, adjusting the human body parts would be a lot more difficult. Very minor alignment or clipping problems would look absolutely terrible in game. And you definitely wouldn't be able to swap textures for heads with different geometries for the same reason. At that level of model detail, you would really need to bring in an experienced 3D modeler to make the model changes at the very least, and probably also a texture artist to collaborate. If you did not do so, your results would look nowhere near as good as the Obsidian models.
So at least in this one very specific regard, NWN is probably the high water mark. Before NWN, this kind of thing generally wasn't possible. And after NWN, this kind of thing largely became impractical for solo hobbyist builders. And as each new game uses higher and higher quality models, the amount of custom work on the 3D modeling side is only going to increase.
Modifié par invisig0th, 21 juillet 2010 - 04:37 .
#86
Posté 21 juillet 2010 - 02:26
If you need ideas on what to make better, I'll start a list. todays main frustration is lack of customazion for certain effects, Disease being the problem child at the moment. Why are there several types of Disease, yet one cure for all of them?
#87
Posté 21 juillet 2010 - 09:43
#88
Posté 21 juillet 2010 - 10:24
#89
Posté 21 juillet 2010 - 11:45
ChaosInTwilight wrote...
I could care less if it's built on DND, for one simple reason.. NWN's hardcoded combat engine means around 80% of DND rules cannot be implemented.
One of the greatest features of NWN is that you Can rewrite vast swaths of the game. Think rogues should be better at setting traps? Tweak a .2da file, and suddenly they get "Skill Focus: Set Trap" for free, at level 10 and ESK for free at level 20.
I don't have anything against DnD, but I don't mind writing up the rules I'd want from DnD either.
I mean, the Wright Flyer 3 was clearly not using an internal combustion engine for the intended purpose. It was also far uglier and and more user-unfriendly than any automobile at the time.. However it did evolve bit by bit into the present day.
Assuming enough of the game engine structure remains the same.. I can see it having a D20 core engine with the game, and then leaving it up to mod maker to import a Core Engine Replacement erf(Or equivelent), and use a Hak(Feats, Icons, ect) to have "DnD 3.5" or 4.0 or what-have you.
Honestly, I'd be stoked if it was that easy to change the game on fundamental levels. Like the Baulder Gate remake, but hate the archaic multiclassing? Toolset that bad boy, import DnD 3.0, profit!
say what?
#90
Posté 24 mai 2011 - 05:36
run old Neverwinter modes from the Vault? I think this sounds like a great idea
and I hope a group if not all of you have started working on this project.
Any and all info would be great J
#91
Posté 24 mai 2011 - 06:29
#92
Guest_Lowlander_*
Posté 24 mai 2011 - 10:32
Guest_Lowlander_*
The confluence of events/technology at that time are unlikely be to be repeated.
On the multi-player front, the days of free lan play and free and clear server setup seem to be gone. Bean counters have determined that multi-player must be monetized now.
On the ease of building front, it is unlikely anyone would go back to a tile based system that made building so easy in NWN.
Maybe you could see some kind of Open Source D20 platform being tried, they would be fine with free multiplayer, and less than state of the art graphics, but I could never see it matching the depth and breadth of NWN.
#93
Posté 24 mai 2011 - 10:54
Unless a group of hardcore d&d 3.0-3.5 (or pathfinder) players start learning how to program a game (not mod it) and create a new engine which resembles a modernized aurora, this will never happen.
I sometimes wonder what happened to the old bioware
#94
Posté 24 mai 2011 - 11:31
Expanded answer: No, because there is not enough money in it.
- omen_shepperd aime ceci
#95
Posté 25 mai 2011 - 05:48
#96
Posté 26 mai 2011 - 09:09
Make a core engine that you can plug NWN into, and it runs better (smoother), with better graphics. Make everything open source, so that anyone can implement changes to it, as they see fit.
That should solve just about everything, IMHO. You get around the D&D thing, as it is just another modification to NWN (like a hak, etc).
The PRC basically rewrote the entire combat engine part of NWN, and it never got "dinged". So one should be able to practically rewrite just about every part of the engine, and still consider it NWN. Then just inject it as an inofficial patch as was recently discovered, and presto! Enhanced NWN.
#97
Posté 27 mai 2011 - 01:14
In the end something that ran a little quicker, smoother, and a little more internet friendly.
#98
Posté 28 mai 2011 - 01:31
Month 1 - Release buggy game, not really optimized but has a %$#%&%load of marketing behind it. Accompany with release day patch so it might actually work for a few people.
Month 3 - Second patch, fix a few issues, but nothing major because that would actually require substantial time/resources that couldn't be used to create DLC.
Month 4 - Release 1st DLC offering. This is content that was already completed when the game was released, but was 'held back' to get people to pay an extra $15 for what should be the base game.
Month 5 - Release another patch. Fix a few more bugs, generate a few new ones by accident. Ignore community when they complain and call them "edge cases".
Month 6 - Release 2nd DLC offering.
Month 7 - Announce the next version of the game is coming in just 5 months. Move almost everyone to the new title (if not there already).
Month 8 - Release 3rd DLC offering (depending on how the 2nd one sold).
Month 9 - Ramp up marketing and talking heads who tell everyone why the new version is the best thing since compound interest was invented. Make claims that you've listened to feedback about what needed to be improved from prior game (or, if you're talking with the PC crowd, claim you actually care about their market segment).
Month 10 - More marketing propaganda.
Month 11 - Highly controlled media exposure to select "reviewers" who receive all expenses paid trips to warm places and all sorts of perks to look at a restricted view of the game. Everyone agrees the new game holds more value to society than a cure for cancer. 11/10 pre-views start to show up in the media.
Month 12 - New game released. Month 1 repeats itself. Public starts to wonder why bought and paid for reviews give 11/10 when the paying public rates it a 6/10. Company employees start to post competing 12/10 reviews to compensate for the more representative reviews.
etc....
[And the rest of us keep playing NWN and/or NWN2 getting huge value for our gaming dollar.]
#99
Posté 28 mai 2011 - 02:35
TSMDude wrote...
I would love to see a new Dungeons and Dragons game completely based of off the NWN BioWare Engine come out by EA. It would be a great seller if it had many of the same features but was JUST for PW/Module building and stripped most of the stuff out of the Standard Palettes.<br />
<br />
They could sell little Script Packs or what not piecemeal for people/Admins to buy. Like Pre Made gear up to this level or a system for this or that. In the end it satisfies the greed of the dev/publishers, it makes it even more customizable for us who want variety like Forgotten Realms vs Kara-Tur and it keeps this world going.<br />
<br />
Imagine all the possibilities they could do.<br />
<br />
You buy one Main Disk Set for about 20 bucks. Has all the script sets and such like that a person willing to host/admin for a world can turn on or off. Hen if you want to say adventure in the Forgotten Realms, you and the admin buys a premade disc of JUST Forgotten Realm themed stuff. You could have one for Greyhawk, one for Kara-Tur complete with classes and spells. Even the World of Krynn. A true deity system could even be included for each world. Or for those who do home campaigns there could be a blank fill in the names system JUST for them. Sell those for say 5 bucks to download or buy the disc. <br />
<br />
I think it would even help spark a small step up of NWN in a way if they made the disc able to be used with NWN.
I don't want what you are smoking, no thanks...
=======================
Did everyone forget about D&D Neverwinter Coming out This Year???
Modifié par _Guile, 28 mai 2011 - 02:36 .
#100
Posté 28 mai 2011 - 03:49
NWN DM wrote...
No company wants to make a game that holds the player's interest longer than about six months. The CoD model is as follows;
Month 1 - Release buggy game, not really optimized but has a %$#%&%load of marketing behind it. Accompany with release day patch so it might actually work for a few people.
Month 3 - Second patch, fix a few issues, but nothing major because that would actually require substantial time/resources that couldn't be used to create DLC.
Month 4 - Release 1st DLC offering. This is content that was already completed when the game was released, but was 'held back' to get people to pay an extra $15 for what should be the base game.
Month 5 - Release another patch. Fix a few more bugs, generate a few new ones by accident. Ignore community when they complain and call them "edge cases".
Month 6 - Release 2nd DLC offering.
Month 7 - Announce the next version of the game is coming in just 5 months. Move almost everyone to the new title (if not there already).
Month 8 - Release 3rd DLC offering (depending on how the 2nd one sold).
Month 9 - Ramp up marketing and talking heads who tell everyone why the new version is the best thing since compound interest was invented. Make claims that you've listened to feedback about what needed to be improved from prior game (or, if you're talking with the PC crowd, claim you actually care about their market segment).
Month 10 - More marketing propaganda.
Month 11 - Highly controlled media exposure to select "reviewers" who receive all expenses paid trips to warm places and all sorts of perks to look at a restricted view of the game. Everyone agrees the new game holds more value to society than a cure for cancer. 11/10 pre-views start to show up in the media.
Month 12 - New game released. Month 1 repeats itself. Public starts to wonder why bought and paid for reviews give 11/10 when the paying public rates it a 6/10. Company employees start to post competing 12/10 reviews to compensate for the more representative reviews.
etc....
[And the rest of us keep playing NWN and/or NWN2 getting huge value for our gaming dollar.]
That's a pretty decent thinking as it is.
Especially since you're talking about a company, not a gaming company only.
Yeap, I'm afraid, there is some truth in your statement, along with money. Even if those don't get along well...





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