Actually it could be done by any company with or without Atari or Paizo. I'd rather not see it tied to a particular IP. The 3.5 rules set, or any game rules for that matter, are fair game for any dev out there that want's to tackle the job. The 3.5 rules are not protected by copyright. By definition no game rules can be copyrighted, only the artistic presentation of those rules. Any old D&D rules set can be used as the underlying rules of a cRPG.
But there are a huge variety of market factors that make this unlikely, chief among them being expense. It takes a team of a dozen people 2-3 years to develop a decent computer game. Workspace. Computers. Software. Taxes. Then there's publishing, publicity, distribution... You're looking at a million dollars to git 'er done on the cheap.
I'd be perched outside the obs office with fists full of money... but that doesn't help them with dev costs. No bank would fund them. Banks as a rule frown on borrowers waiting 2 years to start paying back, and they don't like risk. Venture capitalists would be unlikely to give a video game the time of day.
Nobody could fund a project like this without a major publisher like Atari or EA footing the bill.
Neverwinter Nights 3
Débuté par
Game Toxication
, juil. 20 2010 12:35
#151
Posté 26 août 2010 - 10:57
#152
Posté 26 août 2010 - 02:24
Unless we have some NWN fan out there who's secretly a generous millionaire?
#153
Posté 26 août 2010 - 04:12
Well Obviously, I believe otherwise or I wouldn't be investing time and effort into an Open Source, Multi-Platform SP/MP/PW able system such as described in my link
(NWN3?) The Next Moddable cRPG w/Toolset and apparently there are sufficient others who have the same point of view that it doesn't take such boffo monetary power to create.
In fact, I think bucking the trend is what it's all about in this endeavor. We are making what we wish to have. We're not settling for what some other group of people think we should get and hope for the best. Is it going to take time? You bet.
The real difference here is that anyone with the skills, time and talent, as well as some dedication to this project can make a difference. The principle is simple, the development relatively complex. That said, due to the open source nature of the project, a lot of preliminary legwork on the engine basics have already been done.
I love NWN and I love NWN2 as game platforms for what they do and how they appeal to the creative side in all of us. They are not the only things and platforms that did things 'right' as far as making a good cRPG goes and as far as a toolset goes, they still (both of them) leave some things to be desired.
The Plan9 Project is all about making sure that we can do what we want to do with our story ideas. Yes, this means that people are going to have to create a lot of personal art assets. Yes this means that some people are going to have to learn more scripting than now. Yes it means that some things may have to get cut out at some point.
That said, the modular component and block design of the project means that pretty much anything that gets cut is only a matter of time to add when more time opens up. Or if more folks come on board to assist, then things, instead of being cut will be added.
It's all about recognizing that possibility is made by those that say, "yes," to ideas and not wait for someone else's good idea to come around. It doesn't happen overnight.
I know it doesn't, because I have been specifically championing this very idea for well over 4 years online and have been pushing this sort of idea since about 1985. It's just now gaining traction and moving to collect critical mass to actually come to fruition. So patience is a virtue in this case.
Am I excited? You bet. Am I wearing rose colored glasses? Far from it. I have walked this path for some time now and I know the pitfalls of negative -- or even neutral -- thinking in this regard.
I feel blessed that others have, at this point in time, taken a look-see and said, "Hey, damn! That's a good idea! We can DO this!" And even more blessed and greatful that they have jumped on board. I know I lack the technical talent to make this come to be and without those others' talents, who have taken up the mantle as well, I would still be dreaming and nothing more.
I say, expand the dream, make it live and help build it. It's really up to the Community to get a game engine platform that supports the Community from start to finish. Build from what has come before as ideas and inspiration, and then proceed along a path that provides as much in the way of options as possible.
If you are serious about your fun, and you think you can do anything that might make a difference, then you are most assuredly, invited. (Rain cloud mentality and naysaying brayers need not apply.)
best regards,
dunniteowl
(NWN3?) The Next Moddable cRPG w/Toolset and apparently there are sufficient others who have the same point of view that it doesn't take such boffo monetary power to create.
In fact, I think bucking the trend is what it's all about in this endeavor. We are making what we wish to have. We're not settling for what some other group of people think we should get and hope for the best. Is it going to take time? You bet.
The real difference here is that anyone with the skills, time and talent, as well as some dedication to this project can make a difference. The principle is simple, the development relatively complex. That said, due to the open source nature of the project, a lot of preliminary legwork on the engine basics have already been done.
I love NWN and I love NWN2 as game platforms for what they do and how they appeal to the creative side in all of us. They are not the only things and platforms that did things 'right' as far as making a good cRPG goes and as far as a toolset goes, they still (both of them) leave some things to be desired.
The Plan9 Project is all about making sure that we can do what we want to do with our story ideas. Yes, this means that people are going to have to create a lot of personal art assets. Yes this means that some people are going to have to learn more scripting than now. Yes it means that some things may have to get cut out at some point.
That said, the modular component and block design of the project means that pretty much anything that gets cut is only a matter of time to add when more time opens up. Or if more folks come on board to assist, then things, instead of being cut will be added.
It's all about recognizing that possibility is made by those that say, "yes," to ideas and not wait for someone else's good idea to come around. It doesn't happen overnight.
I know it doesn't, because I have been specifically championing this very idea for well over 4 years online and have been pushing this sort of idea since about 1985. It's just now gaining traction and moving to collect critical mass to actually come to fruition. So patience is a virtue in this case.
Am I excited? You bet. Am I wearing rose colored glasses? Far from it. I have walked this path for some time now and I know the pitfalls of negative -- or even neutral -- thinking in this regard.
I feel blessed that others have, at this point in time, taken a look-see and said, "Hey, damn! That's a good idea! We can DO this!" And even more blessed and greatful that they have jumped on board. I know I lack the technical talent to make this come to be and without those others' talents, who have taken up the mantle as well, I would still be dreaming and nothing more.
I say, expand the dream, make it live and help build it. It's really up to the Community to get a game engine platform that supports the Community from start to finish. Build from what has come before as ideas and inspiration, and then proceed along a path that provides as much in the way of options as possible.
If you are serious about your fun, and you think you can do anything that might make a difference, then you are most assuredly, invited. (Rain cloud mentality and naysaying brayers need not apply.)
best regards,
dunniteowl
#154
Posté 27 août 2010 - 01:35
www.maximumpc.com/article/news/cryptic_done_being_cryptic_about_new_neverwinter_game_first_details_revealed
Modifié par Halberdier, 27 août 2010 - 01:37 .





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