What lies beyond?
#1
Posté 27 août 2010 - 09:14
But with all the projects coming to fruition, I was wondering how many are seeing these as swansongs, and how many are thinking on what might come next? Once the break from building and catrching up on playing other mods, what lies beyond for those other builders out there?
#2
Posté 27 août 2010 - 09:46
I for one hope there will be plenty of mods to come (especially hig-level ones! haha). Maybe we'll get lucky, and shortly after the community starts to die out, they'll announce NWN3 and breathe life back into it. Or heck, even another retail mod + game update would be nice.
Either way, for now this is the end-all-be-all for DnD simulators, so I would think the community would have a bit more longevity than normal computer games.
#3
Posté 27 août 2010 - 10:53
Gilradthegreat wrote...
What's this? Asking a question to modders without answering it yourself?
Hehe fair point. But I'm not sure I can see beyond the inevitable bug fixing that's going to come after releasing! Once I've wound down and enjoyed *playing* for a while, I can see that I'd be itching to dabble in the toolset again - but more likely I'd like to help some of the other big projects rather than start anythign from new. Who knows tho... there's always the option that the very last section of LoWPM cpould be converted to a planar overland map for epic levels......
#4
Posté 27 août 2010 - 11:26
"According to the Faerun wiki, one of the demon/devil lords
plots involves bringing Abeir-Toril into the Hells. Sounds like the
beginnings of a solid plot right, to stop them from doing so? Well yeah,
if you want something easy to accomplish.
No, instead our plot starts after Abier-Toril has already been brought
into the Hells. With chaos everywhere, the Lords of Waterdeep have sent
out a call to anyone willing to aid them. Their goal is to collect
various artifacts (or activate them or whatever) that will be used to
bring Toril back into the Prime. The Lords have a portal the players can
use to get where they need to go to collect/activate etc. Even evil
aligned players would have an incentive to do this, since being in the
Hells probably interferes with their own evil plans.
So what you'd have is a central base with portals anywhere a designer
would want to go, and carte blanche to do whatever to the location
thanks to the shift to the Hells. Obviously this would be a high/epic
level adventure."
I conceived this idea as highly modular to allow it to be a group project.
//Spellplague? What Spellplague? A 4e switch that would have been entirely consistent with existing lore and not just some made up crap.
#5
Posté 27 août 2010 - 11:52
I have been itching to continue the story and it is almost painful not doing it right now. Wrapping up the final grammar checks. For the next chapter I am looking to do a little more design planning and much less free-form modding to hopefuly cut down on toolset time. Maybe even a few community members will want to help bring this to its conclusion as well.
#6
Posté 27 août 2010 - 02:29
What I hope then, is that more folks will be able to create their stories, using prefabs, team concepts (where building as part of a small team, say, becomes important) and also to be able to collaborate on large scale projects that make a continuing adventure (or many different ones) not only a possibility, but a fun and challenging proposition.
I really lilke kamalpoe's Aber-Toril into the Hells idea; and that could allow for some seriously epic campaigns, several of them in fact, all set in this story with the ultimate objective to return the world to where it belongs. In the meantime, how about defending your cities and towns from hordes of demons, spirits and the rising undead that now litter the landscape from the shift?
And there are folks out there who have yet to rise above the surface, developing in quiet, who I am sure will surprise us. Personally, I don't think it's a swansong at all. It's the morning call of waking birds, announcing the imminent rising of the sun for the day.
Did I mention I was a cynical optimist?
regards,
dunniteowl
(module effort: A Short Trip, slowly in progress)
Modifié par dunniteowl, 27 août 2010 - 02:32 .
#7
Posté 27 août 2010 - 02:59
It gives a builder complete freedom to do whatever they want, destroy cities, journey anywhere. Plus if you used the portal idea it becomes highly modular for a builder or group of builders.
#8
Guest_Chaos Wielder_*
Posté 27 août 2010 - 04:24
Guest_Chaos Wielder_*
#9
Posté 28 août 2010 - 05:15
My campaign is long and its longer than it should have been. The end product should be great for length and variety from the player end, but as you mentioned in your other thread about stopping people from being "lured by DA". For me its more like I was shoved there from my disgust with this buggy, half complete toolset. I can't even use they keyboard to play the game thanks to their 2nd to last patch. And now its abandoned. I will not touch a future atari product.
It took me a while to decide, since the way I envisioned the islander story I already have #2 in theory and finally the custom content is at a level where I can do it (under the sea). But when I started getting reports of failing triggers from all over my test, I had finally had enough. People can see my blog if they want about that one (and my attempt at a fix). But now, I'm only interested in playing other peoples works. And my DA mod is already started. I'm surprised as truth be told I thought just module burn out would have set in by now. Turns out its just broken product burn out. I'm very interested in making more now that I know how to keep scope and time wastes out of the picture.
That said Islander is long enough that it counts as at least 2 full campaigns.
Modifié par Eguintir Eligard, 28 août 2010 - 05:27 .
#10
Posté 28 août 2010 - 05:41
#1 introduces a pronounced lag into the whole system, i.e. Dragon Age can't overtake NWN2 for at least another year or two simply because it takes that long to 'train' new builders, write tutorials, and build all the wizards and plug-ins that make building easier. The lawsuit, and the lack of a 1.24 patch, may have inadvertently helped here too, as the engine hasn't changed since 2008.
#2 is mostly about NWN2's steep demands for a dedicated graphics card, but I think gaming technology in general has reached a bit of a plateau. Remember that most new games are also designed to run on a console, which is essentially a med-high gaming rig from 2 years ago, and just a bit better than the standard Freshmen special you'll find at Best Buy. Once the entry-level specs climb a little higher, and as more people upgrade their computers, we'll find NWN2-caliber games becoming mainstream (like Bejeweled mainstream, not MW2 mainstream).
As for #3, I suspect many of these new mods (my own included) are recession babies, built by talented folks that happen to be un- or under employed. And sadly, I don't see that supply of building talent drying up anytime soon.
#11
Posté 29 août 2010 - 11:02
Modifié par M. Rieder, 29 août 2010 - 11:03 .
#12
Posté 30 août 2010 - 07:00
Personally I have only just got to a point where my toolset skills are up to the type of module I want to make. Mine will never be big on custom scripts or content but will tell a story, immersivly and with a florish (let me dream - don't wake me up
I find by keeping the projects to 6 months it flows along nicely. I can do 2 - 3 hours of gameplay in that time and, for me, that is enough for a module.
I have two projects to complete that's 10 - 12 months, another after that I have a longer mod in mind, again split into three (I wish they made a part IV picture for the OC). So I am here for another two years or so I guess.
I am not sure this community will go away as others have sited, NWN is still going strong, but it will decline. For me modding is done for votes and downloads, I love the idea that someone has my work on thier PC and they are looking at something, and perhaps even enjoying, that which I created. I only get downhearted at the low vote rate; about 2.5% of downloads. I realise 1 download is not 1 play but still, more effort from players would be nice.
When people are no longer playing the mods, then I will stop making them. That or when my kids are old enough that there just is not time (about three years).
He He I did think I might get me one of those HOF tags once but I see that I need a good aggregate score and 5000 downloads. At an average of three a day (Sheep and Stone has 4001 to go) I have another three and a half years to wait
PJ
Modifié par PJ156, 30 août 2010 - 07:03 .
#13
Posté 30 août 2010 - 08:22
For now, what lies beyond NWN2 ? Perhaps an unannounced kick ass game
#14
Posté 30 août 2010 - 11:22
After that's done, however, I was thinking of trying a Norse campaign (where Bards will be Skalds and Barbarians will be awesome). Maybe a post-Roman Celtic Britain (yay no more Clerics, Druids rule!), like what I think some people are doing with Dark Age of Britain.
#15
Posté 30 août 2010 - 01:23
As for the future - like I said, this is my first mod. It is mostly hack and slash and very linear, so my plan is to go in a different direction next time. I do currently have two ideas for low-to-mid level adventures, but I think my next project will probably be an epic campaign. Maybe even something that will take the character from where they left off in MoTB to 40. But I'm trying not to think too much about the specifics yet, as I am easily distracted and really want to complete this first one.
#16
Posté 30 août 2010 - 02:02
#17
Posté 30 août 2010 - 02:03
Just for reference, NWN2 is level capped at 30, unlike NWN1.Tonytobinus wrote...
Maybe even something that will take the character from where they left off in MoTB to 40.
Also, welcome to the insanity that is making your own mods
#18
Posté 30 août 2010 - 02:22
#19
Posté 30 août 2010 - 05:44
The Vertex Chronicles - Vertex 1 was a module that I made for NWN that never saw a sequel which as far as planning and story, there are 4 other chapters. Vertex II was in production for NWN but I halted that for NWN2.
A Proper Snuffing - This is a humor based module, in which the player's goal is to choose a manner of death and then go make it happen. Short, sweet, and just a ball of fun. This module would actually be a great community-made mod with many different death options created by the community. Perhaps a 2011-2012 Halloween release...
Minion - This is a Dungeon Keeper style mod that I had planned to take the player from level 1 all the way through 20, with a chapter per level. You might have seen some of these areas for this module on the Vault as prefabs already...Underwater passages, anyone?
Realms of Ultima: Shades of Doom - It's no secret that I'm an extreme Ultima fan and have had a design doc sitting on my drives for an Ultima mod that takes place after the events of the previous games. I am waiting for the Return to Serpent Isle team to finish some systems before I contemplate that module.
Eodon Unleased - This is a sandbox overland map of the Savage Lands of Ultima fame. Dinos, giant gorillas, man-eating plants and leopard print bikinis...
So, as you can see, I have all sorts of module ideas...I'm not sure I'll be done with the toolset quite yet...
#20
Posté 30 août 2010 - 06:25
I also plan on ripping the trade system out of SoZ at some point, like I did for the OC Stronghold, to allow people to put trade systems in. Does anyone have concepts that need the SoZ trade system?
#21
Posté 30 août 2010 - 09:42
#22
Posté 30 août 2010 - 11:05
PJ156 wrote...
... I only get downhearted at the low vote rate; about 2.5% of downloads. I realise 1 download is not 1 play but still, more effort from players would be nice.
.....
No kidding. I had hoped for a little more response when I released, but after checking around on the Vault, I realize that this low vote rate is pretty much par for the course. I just focus on the few votes I have recieved and hope that I get the 10 requisite votes before interest dwindles and my module falls into module limbo, never to be played again.
Nevetheless, I have started TWA II and plan to see this campaign through to the end. After that, we will see how my time constraints are.
Modifié par M. Rieder, 30 août 2010 - 11:05 .
#23
Posté 30 août 2010 - 11:07
Tonytobinus wrote...
Blargh. See, that's a good indication of how in touch I've been with Neverwinter in the past few years. Oh well. Technically that makes my ambitions a little more attainable. Maybe I'll just shoot for a 20-30 campaign, then.
Just get one of the scripting wizards to script rules to level 40. I'm sure it wouldn't be too hard!
#24
Posté 30 août 2010 - 11:15
Tiberius209 wrote...
This is a question I've been asking myself a lot recently. My gut instinct is that I'm done with full campaigns unless I find a group to join that has a vision I like. I can, however, see myself doing short 1-2 hour "sidequest" mods whenever the mood strikes... although that won't be for awhile. Mostly, I'm waiting to see exactly what the size and makeup of the NWN2 community is nowadays.
Did I mention that clerics of Hoar tend to be itinerant and a bit mercenary? Seems perfect for a village hopping adventurer, like a Ronin. dl.dropbox.com/u/2559919/Faiths_and_Pantheons.pdf
I really like the use of spells in convos, skills and feats too. It makes the convos more action packed and consequential and expands it beyond the bounds of the default game.
#25
Posté 30 août 2010 - 11:18
kamalpoe wrote...
I also plan on ripping the trade system out of SoZ at some point, like I did for the OC Stronghold, to allow people to put trade systems in. Does anyone have concepts that need the SoZ trade system?
Yes, I would use this for sure, in both the Minion module and the Shades of Doom.





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