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#26
Beerfish

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Hassukissa wrote...

Not really a design tip, as some here are, but rather a designing philosophy I go by. The bit about not working in a vacuum comes close, but from a different perspective.

Make the kind of module YOU want to play, and make it primarily for your own entertainment, and try to ignore the forum buzz going on about what OTHER designers are doing.

I'll elaborate a little. It's easy to get caught up by the forums/fans, those never-ending threads of 'what do people want to see in modules?' and the somewhat binary approach of generic forum population when things totally suck unless it is their current favorite. It's very easy to start comparing your project to someone else's who gets a lot of positive buzz, and feel discouraged.

Don't get discouraged, believe in your own project. If you like to play it (and you should, since you are the primary playtester), chances are high there are others who will like it as well.


Well said and there is nothing wrong with making a niche module.  It will be impossible to appeal to all people.  Even the highest rated NWN modules got their fair share of flack so follow the advice of the above poster and make something you like and narrow the focus if you wish.

#27
FalloutBoy

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Beerfish wrote...

Hassukissa wrote...

Not really a design tip, as some here are, but rather a designing philosophy I go by. The bit about not working in a vacuum comes close, but from a different perspective.

Make the kind of module YOU want to play, and make it primarily for your own entertainment, and try to ignore the forum buzz going on about what OTHER designers are doing.

I'll elaborate a little. It's easy to get caught up by the forums/fans, those never-ending threads of 'what do people want to see in modules?' and the somewhat binary approach of generic forum population when things totally suck unless it is their current favorite. It's very easy to start comparing your project to someone else's who gets a lot of positive buzz, and feel discouraged.

Don't get discouraged, believe in your own project. If you like to play it (and you should, since you are the primary playtester), chances are high there are others who will like it as well.


Well said and there is nothing wrong with making a niche module.  It will be impossible to appeal to all people.  Even the highest rated NWN modules got their fair share of flack so follow the advice of the above poster and make something you like and narrow the focus if you wish.


And try not to take it personally when some don't like the results of your hard work. Not everything will appeal to everyone. :)

#28
Thirdpres

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In line with the last few comments, go where your muse takes you. Do what you enjoy. It's been said that if you don't mind your muse, you'll lose it.



--



I do think it is useful to keep an eye on constructive criticism, but you need to want that and you need to do what you feel is important for you and your work. You are the builder all after all.



All of this gets a little complicated when your project becomes a collective effort, however, and that is another thing all together.

#29
indio

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Thirdpres wrote...

I'll post a link to the old Module Design and Builder's Toolkit from NWN here as it fits the general purpose of this thread. It is a massive series of posts that was a sticky in the Modules section of the NWN Bioware forums.

http://nwn.bioware.c...2&forum=66&sp=0

Here is the first paragraph, sub NWN for DA, somethings will be different the essential ideas are very much the same:

The purpose envisioned for this post is to act as a series of tools and a forum for builders to discussion the processes involved in developing a NWN module but not in anyway that demeans another’s point of view. This post is not an attempt to establish an authority over methods for designing and building NWN modules. Not every topic has been thoroughly explored here so there will be issues not fully addressed, or not addressed at all, due in large part to this being a huge, complex, subject. Add subjects, ideas, and opinions as you see fit. Refining both the structure of the post and its contents may end up being an ongoing process so that it, or a future version of it, can be used by builders to design and build better NWN modules for the community to enjoy.


I'll hope this proves useful for some people.

Thanks for the link to your thread. Brilliant stuff.

#30
Thirdpres

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indio - Thank you.



8)

#31
Doombringer_sec

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Well, it was a long read so far, but i must say its totally worth it. Maybe create a pdf or sth with a more clean layout. Would be good for the community to have it as a file. Again, thx for the work, i go back reading :)

#32
indio

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Doombringer_sec wrote...

Well, it was a long read so far, but i must say its totally worth it. Maybe create a pdf or sth with a more clean layout. Would be good for the community to have it as a file. Again, thx for the work, i go back reading :)

Good idea.

I'll wait till the thread floats to the second page to make sure everyone who wants to has contributed, then I'll make a pdf.

#33
Thirdpres

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Doombringer_sec wrote...

Well, it was a long read so far, but i must say its totally worth it. Maybe create a pdf or sth with a more clean layout. Would be good for the community to have it as a file. Again, thx for the work, i go back reading :)


I let one of the old builder's guilds ( The Builders Project) use content from that thread for thier big project, here is a link to one of the pdf's:


http://nwvault.ign.c....Detail&id=1160

The first volume is more about the tech side of the Aurora Toolset and so has little place here.

I wrote a few newer versions of the original posts, one of which I have on my hard drive. I might decide to add a few things to it and post it. 

#34
Martin E

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most important aspect to me: "Have Fun" - because without that, the inspiration and drive to carry on will wilt over time. It was what kept me going when working on various projects on TNO/NWN1/NWN2 etc.



Looking forward to getting to look under the hood of DA.



Martin

#35
Mawr

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(This may or may not fit into #8.)

Collaboration > Competition.

While competition may be one of the driving forces for someone to build their best, it ultimately becomes a petty goal in contrast to the idea of collaboration.  If you are working on a piece that is similar and in direct competition with a rival, then both of you are wasting time and resources.  Reach out to your competitor and form a team.  Get your ideas together, and if your visions are similar, you won't have to compromise.  Instead you'll be collaborating, and you'll both win, without losing anything.  The community will also be rewarded with your product:  not only will it probably be finished sooner than if you and your former rival were working alone; but the product will probably offer more options, be more solid, and have more polish.

Delegation > Micromanagement.

Also; if more people come to your team:  Learn to delegate.  Yes, you want to follow your vision;  but delegation is key.  Delegating someone who is new to your project to place trees and boulders has less potential of ruining your vision, and more potential of helping you to complete your project sooner than if you were doing the M word -  Micromanagement (shudder).

Modifié par Mawr, 09 novembre 2009 - 06:05 .