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Why haven't anyone done a game like NWN since?


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#51
Aelis Eine

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*casts Animate Dead on thread*

 

Shards Online, a Kickstarter project claiming to "let the players run their own servers" and feature "unlimited custom rulesets" is holding an open preview weekend to showcase their alpha version. Check their blog for more info: http://citadelstudios.net/?p=2458

 

It looks a little unpolished and very indie right now but if they can deliver player-hosted, moddable servers it'll be the first Fantasy game to do that in over 10 years.



#52
Urk

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*casts Animate Dead on thread*

 

Shards Online, a Kickstarter project claiming to "let the players run their own servers" and feature "unlimited custom rulesets" is holding an open preview weekend to showcase their alpha version. Check their blog for more info: http://citadelstudios.net/?p=2458

 

It looks a little unpolished and very indie right now but if they can deliver player-hosted, moddable servers it'll be the first Fantasy game to do that in over 10 years.

 

Someone posted this link on the Facebook builders page. I checked it out, though, and it's really not what we're looking for. It's moddable in code, but it doesn't include any kind of editor. It also doesn't look like it has any kind of server client. All games need to be hosted on the citadel server. There were a number of other issues too. If anyone cares they can check out the Facebook comment I left, but in short...

 

I wish them luck, but I have no personal interest in this project. 



#53
Waschlaff Duschmann

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They are all on the mmorpg ride. Pathfinder mmorpg, D&D mmorpg and now elder scrolls mmorpg.

 

mmorpgs evolved from muds and its certainly an interesting concept, what sold NWN is however another concept, its the original concept of RPGs and i mean pen and paper rpgs. Its actuall not so much a rpg as it is a rpg SYSTEM. Like a pen and paper edition of D&D where players can and do create their own contend. And naturally this bodes for crpgs actually better than mmorpgs because... thats where the game systems originated from. But today where the game industry is big money nobody wants to do experimental investments.


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#54
zunath

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I've been working on a project similar to NWN for the past few months. It's still early, and there's only one person developing it (me) but my goal is to offer three tools: a toolset, a server application, and the game client.

 

My biggest hurdles right now are finding developers to assist with writing the code and obtaining art assets.

 

Here's a few screenshots of the work-in-progress:

 

http://i9.photobucke...zpsae3026e8.png

http://i9.photobucke...zps35f07773.png

http://i9.photobucke...zpsf3a18476.png

 

 

Is there any interest in a project like this? Would anyone want to help with its development?


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#55
NWN_baba yaga

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hey zunath,

 

is your engine using 2d sprites for characters and monsters? I noticed the animated sprites. I like more and more a mix between modern and old school games so i´m not turned off by that stuff. I have a lot of experience in everything design related just not "hand painting" things. But textures, models and anything else shouldnt be a problem. I would like to know more about the 2d or 3d capabilities, a simple skill and quest system and how combat you think you want to implement. Like is it will be done like old dungeon crawler games (Easy but works anyway) or more AC/ THaco based like D&D etc.

 

And 3 base classes are enough for me too. If the toolset is good enough to create great adventures you dont normaly need more then these 3 types... like quest for glory.


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#56
zunath

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Hey thanks for the reply. It's designed for 2D because those assets are easier to program for and create. I considered going with 3D early on, but it's already a huge project as-is so to eliminate some of the work I decided to roll with 2D.

 

I'm actually designing it in a way that classes can be created through the toolset. The three listed are just pieces of dummy data I'm using for the time being. The idea is that each server will have its own specific rules which can be customized via scripts (like NWN, but with some more control).

 

 

I'm also still a little torn on the direction I want to take with combat. I like the NWN style, but I know a lot of gamers today prefer quicker combat systems. I looked at using the D&D ruleset (there's an open source ruleset WOTC offers) but it comes with some stipulations. Whatever route I go with, the combat can be customized up to a point using scripts.


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#57
NWN_baba yaga

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sounds good so far. Combat is a realy huge thing one has to exactly know how it should be. You know i think many different types of combat simulations i like. There is this click and click combat from quest for glory (which is hardcore and funny at the same time) then complex rules like nwn and fps combat where you just use the mouse (similar to old shot em ups) and thats it. A great thing would be an adventure editor where you can use these 2d tilesets like old zelda stuff, Baldurs gate or something like old cannon fodder and a simple 3d/2d (tunnel) system like old eye of beholder. It´s not realy 3d anyway and it could be very cool to switch to this system when you lets say move trough mines or caves, thick forest or jungle etc.

 

But combat is realy important for me to know what the possibilities are and how customizable enemys can be like increasing their armor and hitpoints and give them some special attacks that just make nice effects but deal only regular damage...

 

When you think about how the old guys did games like platoon for c64 (especialy 3 different types of levels) i´m impressed today way more then i was back then. Sure the gfx looks ehm... well c64 like but it such a cool kind of game design. Just an example on how one can do great things with not todays FPS superhardcore Crytek engine stuff. Now i think anyway that our todays FPS is nothing more then old shoot em ups with a cursor and oversimulated realitys. But the concept is always the same.

 

So it would be cool if someone can just create modern sprites too, use only ranged weapon with custom sounds and these 2s/3d stuff and voila you have a little cool action shooter game too.


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#58
Grani

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Interesting.
I might be an exception, but I personally believe that it is a good thing that no game like NWN has been made.
Why? Well, first of all, as long as NWN has a kin of monopoly on the combination of its three attributes mentioned in the first post, it can still hope to attract new players, which means that new modules and content will still be released. The uniqueness of this game is what keeps it alive and if there were any ciable alternatives, many people would choose them ocer NWN.

It wouldn't mecessarily be bad, but make way for my second concern, as it's related.
Call me a pessimist, but I highly doubt that if a new game like NWN was created, it would have nearly as much content and complexity as NWN and everything that the community made for it in these 12 years.

Worse yet, with DRM craze that we experience today, it's very likely that this new game would be its next victim. Imagine NWN with online authentication, and all other miseries of DRM.

All in all:
1. New NWN would likely divide the community, which is already spread thin
2. It's improbable for this new game to have as much content as NWN
3. DRM

I think that, instead of wanting another game like NWN, we should just play this one.
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#59
NWN_baba yaga

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@Grani

 

Good points you made and i dont disagree with them. The only thing i know for myself where i wish we could use a different engine is the "renderer". I want shadow maps so badly and some other nice effects which they didnt even bothered to think about back then but where already in use by other games. So for me it´s only some Render specific stuff including fixing the damn alpha bugs.

 

And to bad that the nwshader person just did stuff that didnt fix anything or realy enhanced the renderer. Everything in it was very broken for me and shadows are the most important part for every 3d environment. There are even open source codes available with engine stuff written in C and C+ for halfllife, quake etc. that one could use just to throw in some cool new things but i guess most people want to ONLY use their stuff and invent the wheel again... which is nonsense imo.



#60
Sumthing

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Part of the problem is companies worrying about return on investment - they want to be able to either keep selling new games or at least new expansions. Making a game like NWN at this point would still be doable but it would require a very different system of payment to work - a much higher up-front cost, some sort of subscription model, or something else entirely. It's simply not worth making a user friendly toolset for most games.

 

Or you could release it on steam (as an option, rather than forcing people to use steam DRM), opening it up for hundreds of people, who might buy it when it comes on sale, or just if they see it in general. They will recommend it to their friends if it is good, who might buy it, and recommend it to their friends, so on and so forth. I think it is worth it. You could have a Steam Workshop, which would keep the game alive, and even might persuade people to buy the game if it has enough good content and modability, because that is a definite selling point I have heard people mention.

 

Also, if people wanted to make money off their modules, they could send it to the team in charge of the game for sale if it is considered to be of a high enough standard. Now, you might not want this sort of idea taking hold, that people would be able to make money off modules, but, they could sell them for really cheap, or bundle them together in module packs, giving both the developers a small amount of money, and the module maker, encouraging them to make more content, and giving the developers money to make expansions or sequels to the game. Then, hopefully, you will still have people who make modules and content for free, despite the fact that they could monetize it if it is good enough. (You could always just remove this feature and have the team develop modules for sale like the premium modules, while all community modules are free, but if cash is really short, then it could be done I suppose)



#61
NWN_baba yaga

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I think lots of NWN content is worth some money. I dont know how much the people were paid via the contracts with bioware but the released CODI content alone is worth more then todays crappy DLC stuff from some greedy office companys. I dont mean a gaming studio but a office lion company that just use the entertainment sector as a money machine. On the other hand modders who can make money can become so greedy and selfish and so the whole spirit of "modding" a game is gone. Money attracts some naughty personalities imo and maybe thats the reason why free modstuff communities are way more cool and grounded.

 

And that we can make money with NWN is uhm over... donations would work but nothing else. No one is gonna paying for a mod just to play it. If it is so good that people are so impressed that they want to support you then do it via donations but dont force anyone into that stinky money shoe.


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#62
Sumthing

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I think lots of NWN content is worth some money. I dont know how much the people were paid via the contracts with bioware but the released CODI content alone is worth more then todays crappy DLC stuff from some greedy office companys. I dont mean a gaming studio but a office lion company that just use the entertainment sector as a money machine. On the other hand modders who can make money can become so greedy and selfish and so the whole spirit of "modding" a game is gone. Money attracts some naughty personalities imo and maybe thats the reason why free modstuff communities are way more cool and grounded.

 

And that we can make money with NWN is uhm over... donations would work but nothing else. No one is gonna paying for a mod just to play it. If it is so good that people are so impressed that they want to support you then do it via donations but dont force anyone into that stinky money shoe.

 

 

Well, you could still have a premium module system in any new game couldn't you, with the game creators making modules that you buy?



#63
Cablefish

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Hey Zunath! Been a while since we messed up stuff together :)

 

I'm totally up for supporting it from a hobbyist perspective as i'm not a coder. I've seen your neat skills at work and it sounds great with the 2D and all. Actually i think the 2d could work really well with the upcoming games like Pillars of Eternity and Torment why are gonna make it big in "our" circles.

 

Lets see if i can offer you anything (writing or something). I'll write my mail to you on Xfire. See you!



#64
tleilaxu

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I've been working on a project similar to NWN for the past few months. It's still early, and there's only one person developing it (me) but my goal is to offer three tools: a toolset, a server application, and the game client.

 

My biggest hurdles right now are finding developers to assist with writing the code and obtaining art assets.

 

Here's a few screenshots of the work-in-progress:

 

http://i9.photobucke...zpsae3026e8.png

http://i9.photobucke...zps35f07773.png

http://i9.photobucke...zpsf3a18476.png

 

 

Is there any interest in a project like this? Would anyone want to help with its development?

 

 

This is looking great. I would think that the community would really stand behind a project such as this. Have you tried taking it to Reddit to get some response? 


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#65
Jfoxtail

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Hail all. 

 

Most of you wont recognize me but this is a question asked many times over the years; refreshed when the successor game came out.

 

I am a very old timer who has been missing in action for years.

 

I do wonder if some Indy company may yet "understand the original business model of Dungeons&Dragons" and kick-start the intellectual successor.

 

1) D&D succeeded being a "modular publication company". It was fresh and exciting because of periodic "content updates" that was cheaper than the core book "system". New Modules and Dragon Magazine.

 

2) Yes there was copy write infringement in those days. It was called the Library photocopier. We pooled our money - bought the latest supplement module "Descent to the Vault of the Drow" and photocopied it.  Then when we saved enough - the other bought their own copy "for safekeeping". Much like the CD industry in the current digital music age - people buy CDs. There are any number of mechanisms now a days to control computer copywrite hacking - not the least of which is Steam for example. However even then it may not be necessary. 

 

(If you can find it - Alazander - a Hall of Fame NWN Author moved opinion on NWN2 with a blog. Its worth a read).

 

3) They temporarily lisc fan favorites themes. Greymouser & Fahfred - Lahkmar, Conan, and due to a peaceful slip up Elric of Melnibonne. Limited run content we were willing to pay for.

 

4) Bioware was truly on the correct path with Premium modules; however they may have been motivated to produce them by other contractual issues with Atari ; not purely for the growth of the game.

 

Now a successor game that offered more or less what NWN does:

 

1) A simple single player game - don't over invest here

2) multiplayer and GameMaster tools and

3) toolset

 

..will succeed especially if the "premium modules" business model is FULLY implemented. The Graphics can even be "sub optimal" if the content is correct.

 

Small royalty based payments to fan creators who would bear the development costs - and larger royalty's to the IP holder. The IPs get something for nothing with final approval on something their own "number 1 clients" likely created.

 

Imagine a generic medieval "fantasy game" (Pathfinder perhaps) with:

 

1) Runequest themed content created by Fans and sold a premium modules for $10.00 digital download. 

 

2) Judge Guild City State of the Invincible Overlord themed content - as above

 

3) Tunnels and Trolls - as above.

 

Clearly certain IP's would never cooperate. The successors of the Tolkien Estate for example. I am unsure of GRRMartin.

 

But I seriously do not doubt that a person like Michael Moorcock would at least consider cooperating with such a "fan loyal" driven business module.

 

Guy Gavriel Kay would be another such (Tigana, Arbonne) author I suspect would be intrigued. 

 

It would work ! It does work !

 

Its called Itunes nowadays in non CRPGs applications but perhaps someday someone will wake up :)



#66
Shadooow

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Hi, jFoxTail, basically I agree with you but the mention of the premium modules deserves a reply from me.

 

While I basically agree that premium modules were the right path to go, the way they have been implemented was not at all.

 

1) encrypting them in order to prevent those who bought them to edit them is extremely bad idea.

2) online authentication check is also quite bad idea, especialy when the policies of the game industry companies these days are to cut off every support after one/two years when the game is not earning enough money anymore - we are very lucky the Bioware still maintaining the server for premium online authentication and even for those who haven't paid them. I wouldn't expect it will last forever though...

3) lack of translations - Im not a native english speaker and while I do understand, reading the story in english is not that immersive as it would be in my native language. This would be something that community could provide if only the premium modules weren't encrypted.

 

But yes, the basic idea was indeed good, yet the implementation killed it. The above points (well mainly the 3rd actually) are reason's I haven't bought any of them.



#67
NWN_baba yaga

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If someone would just do an engine that is so simple to mod with like nwn and has a roleplaying system as a template you can build on I would work for free for it. But no one has done it yet and i think the engine part seems to be the most difficult thing to do. Programming an engine like that + all the features of the game mechanics must be an enourmous piece of work to do.

 

And somehow i feel that we dont realy need anything new. We just need more people who see NWN as what it is. It´s the only game where all your adventures can become true if you realy want them to be alive. When you compare the limitations you have vs. the posibilities you have  NWN always wins. One has just to make a compromise or use work arounds for certain features you think that are important but not implemented who you imagine them but in the end i have never seen anything that was not possible with this game. To me NWN is realy worth more then i can express. It gave me so much freedom of the creativity i never imagined i can visualize :)


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#68
Jfoxtail

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Hi Shadow 

 

You may of misunderstood my point 2 or I did not state it clearly enough.

 

There are any number of mechanisms now a days to control computer copy write hacking - not the least of which is Steam for example. However even then it may not be necessary. 

 

My general theory is the encryption and online authentication were not the solution. I think Bioware was somewhat pushed that direction by other considerations namely financial disputes with Atari ; not growth of the game.

 

Premium modules in a way was am early version of Itunes store; it came out in the mid 2000's. Don't use that example of what it could be given where tech is.

 

Frankly lack of translations is also a non issue under the business model I am describing.

 

If enough "German/Russian/Thai/Hindu" speaking 'fanboys' bore the development costs themselves, agreed to a small royalty per unit as reward, and leveraged the publisher purely  to interact with a specific Intellectual Property Holder for the formal approvals - then the premium module would come out.

 

I mean to say that even in NWN I believe there were sufficient fans to update TLK tables. If the demand is there - people would pay the $10.00 for their native translation ...

 

I am willing to bet that Drakensang (spelling?) content for such a game would induce a 1000 German modules for such a game with Multiplayer - DM Client - Toolset.... if I understand that it is the number one Paper RPG in Germany. 



#69
Jfoxtail

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If someone would just do an engine that is so simple to mod with like nwn and has a roleplaying system as a template you can build on I would work for free for it. But no one has done it yet and i think the engine part seems to be the most difficult thing to do. Programming an engine like that + all the features of the game mechanics must be an enourmous piece of work to do.

 

And somehow i feel that we dont realy need anything new. We just need more people who see NWN as what it is. It´s the only game where all your adventures can become true if you realy want them to be alive. When you compare the limitations you have vs. the posibilities you have  NWN always wins. One has just to make a compromise or use work arounds for certain features you think that are important but not implemented who you imagine them but in the end i have never seen anything that was not possible with this game. To me NWN is realy worth more then i can express. It gave me so much freedom of the creativity i never imagined i can visualize :)

You are close to the truth... but not quite.  :cheers:

 

Perhaps the Aurora Engine could be bought for a song and dime from Bioware / EA. I opine that minor bitmap skinning refresh would do it !

 

I mean the Engine is still beautifully simple and powerful.

 

But NWN is too anchored in D&D 3.X. Too much WoC content vis a vis Spells / Classes / Levels. Too much Faerun. Too much DC's...

 

A "generic" medieval CRPG would be better if the Aurora Engine could be easily converted.

 

Stats based on D100 for example (X5 duhh) . STR, DEX, Mana, Health. Derived generic skills. Derived generic spells. Derived generic base classes. No penalties associated with cross classes ... and cross classes would open up prestige classes that build on the best of both.... 



#70
Shadooow

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If someone would just do an engine that is so simple to mod with like nwn and has a roleplaying system as a template you can build on I would work for free for it. But no one has done it yet and i think the engine part seems to be the most difficult thing to do. Programming an engine like that + all the features of the game mechanics must be an enourmous piece of work to do.

 

And somehow i feel that we dont realy need anything new. We just need more people who see NWN as what it is. It´s the only game where all your adventures can become true if you realy want them to be alive. When you compare the limitations you have vs. the posibilities you have  NWN always wins. One has just to make a compromise or use work arounds for certain features you think that are important but not implemented who you imagine them but in the end i have never seen anything that was not possible with this game. To me NWN is realy worth more then i can express. It gave me so much freedom of the creativity i never imagined i can visualize :)

My friend from Czech Republic which was in 2004 workign with me on a PW is working on a new engine like this for a year already taking best from NWN1 and NWN2. The project is progression slowly because its a one man show, but the main problem is that even if he released it tomorrow as a CRPG engine that allows to converts NWN1 and NWN2 modules and grant additional features for builders/CC creators, would this be a successful? Seriously, I doubt about it. As an open source project its invisible to everyone not playing NWN1/2 and even then only peoples following a forums would learn about it. It would only fragmented the NWN community further. And we are fragmented a lot already because of the incompatibilities with NWN1 and NWN2 and because too many peoples are reiventing a wheel instead of working together. And how many ppls are playing NWN anymore? That number is lower and lower every day, despite that both these games are getting better and better every day thanks to modders like you and me. Hell diablo2 are still playing ten thousands every time in a day, and nwn? Maybe 1000 online in primetime.

 

Im very sad from this and feel that the work we are doing there is less and less worth the effort.



#71
Jfoxtail

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Sadly I am sad for you and your friend in the Czech Republic. (No sarcasm intended).

 

Your intentions were good - method not so good.

 

Old engines, old content, no interest.

 

Now if you : 

 

1) Launched a Kickstarter campaign to fund and find other scripters/programmers to join you

 

1)b - approached EA / CDProjik (the Polish Team)/ Osian Studios to lease or learn how to lease the engine.

 

2) Approached an eminent author like Michael Moorcock - promised him full artistic say / veto - and the lions share of royalty's ....

 

3) and then promised to deliver a "long over due' game based on Stormbringer, Melonibone, and the Young Kingdoms......

 

...well 100 Million readers in 50 languages cant be wrong. You would find interest.

 

Especially with "kingdom updates" periodically. Pickyard, Elwhere, Oin an Yu.

 

How many fans would join to develop Tanelorn ?? Hawkmoon cross overs, etc

 

Actually it shocks me to this day that Bioware Edmonton Studio, Osian, Obsidian, DLA, CDProjik (the Polish team) never did this.

 

But Mr. Moorcock - "I believe" has a healthy skepticism of "big business".

 

Still the common advise is build for yourself first I guess when building a NWN module or persistent world... based on D&D 3.X rules etc. What you were really building is simply an extension of old content.


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#72
Shadooow

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....

 

Im not actually working on this with him, got actually meet with him at saturday when I want to suggest him exactly this. Agree absolutely.



#73
Jfoxtail

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Yep.. it is about fresh content and quality writing.... and any game system that periodically adds content will maintain a healthy subscriber list.

 

Now Mr Moorcock (for example) may want proof your friend can actually write an adventure with quality.... :) 

 

Its not as easy as I say.

 

But I am an optimistic and naive Canadian / Canadien that believes simple honest business ideas will work. Especially if you are doing because you are passionate as opposed to "scam a quick million".

 

If scam a quick million is the objective  - "refer to reality TV" business model 


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#74
NWN_baba yaga

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About download counts i think we all have been caught in an illusionary fame trap. If you have 10000 downloads and you did a nude patch the author of it feels good because of the downloads. That was never my intention to feel good because of a number. It means nothing to me. A painter who paints pictures that he thinks makes money is not an artist but a guy who wants to make money. I can strip out his whole artistry point because it´s just about money. Many people walks from game to game and do nudeskins in order to have many downloads...

 

Well, nwn takes time to work with it. To write a complete module means precious time and the modern mindset is rush rush rush entertainment bum bang flash. Now we see that NWN had a hype that summoned people into creating modules... now it´s a very old game and people moved on or people just dont see that gem. So most of them were just hyped people influenced by the thought of my module will make many downloads maybe. I dont know and dont care about other peoples intention why they mod for NWN realy because this game is a hobby or passion alone. You also dont do swimming and playing soccer a day for 4 hours. You either do this or that!

 

NWN original content aged very bad and that may be one reason people dont think it´s the best engine to work with. They just see something not so good looking and turn away without a real interest. So my conclusion is there is no real interest at all!

 

Thats why i always do what I want to do!

 

EDIT:

and somehow i´m not only tired about hearing that you cant do that or this I also think it´s a very sad excuse of people. Because i know that you can do anything with it (i now work for almost over 8 years with nwn). But if it is about the ruleset only then... well. Dont fantasize about being able to realize your dreams at all in your lifetime in an interactive game. Illusions but not the will to challenge yourself dont have any value. An example is shadowmaps. You can do real shadow maps in NWN but youhave to design everything completely different and way more complex then by default. So it´s possible but yes it takes a lot of time, patience and willpower to do.


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#75
zunath

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This is looking great. I would think that the community would really stand behind a project such as this. Have you tried taking it to Reddit to get some response? 

Just now seeing this - sorry about that!

 

 

I'm not that familiar with how Reddit works for projects like these - do you just find a game Reddit and make a post about the project?

 

I appreciate your interest :)