Blackjack
05-16-2006, 09:14 PM
I have a, um, cynical bud who's a big Neverwinter Nights player. He thinks forcing players to use a new character or importing a character from the original campaign is a mistake as far as the custom quests. His thought is:
It may stop cheating, but it's a total big mistake. It means that small modules, which are the mainstay of any *real* modding community, are not useful. You need to, at the very least, be able to save your "custom quest" character to use in other "custom quests".
Face it, even one small NWN dungeon (or call it an "act" given that the tiny demo of TQ is considered two "acts"), if it is not to look and feel totally machine-generated and boring, can take 40-100 hours to craft. If mods can't be small and allow incremental persistent play of a single character, they will not be interesting to most people.
The meat and potatoes of NWN mods is not the very few individuals and groups who craft entire replacement worlds, it's the hundreds of folks who try their hand at a short adventure. Maybe one in a hundred ends up getting it right, but that means a steady flow of good adventures every month or two. And armed with the positive feedback, and not burned out from a gargantuan effort, those folks go back and create more good modules as they have time.He's rather cynical, like I said. :) I'm just wondering if his point is valid. Or will we be able to save the progress of characters during custom quests?
A simpler way to put it: If I use a new character to play "Blackjack's First Quest" and reach level 4. Can I then take that level 4 character and use him to play in "John Doe's Second Quest" later on?
It may stop cheating, but it's a total big mistake. It means that small modules, which are the mainstay of any *real* modding community, are not useful. You need to, at the very least, be able to save your "custom quest" character to use in other "custom quests".
Face it, even one small NWN dungeon (or call it an "act" given that the tiny demo of TQ is considered two "acts"), if it is not to look and feel totally machine-generated and boring, can take 40-100 hours to craft. If mods can't be small and allow incremental persistent play of a single character, they will not be interesting to most people.
The meat and potatoes of NWN mods is not the very few individuals and groups who craft entire replacement worlds, it's the hundreds of folks who try their hand at a short adventure. Maybe one in a hundred ends up getting it right, but that means a steady flow of good adventures every month or two. And armed with the positive feedback, and not burned out from a gargantuan effort, those folks go back and create more good modules as they have time.He's rather cynical, like I said. :) I'm just wondering if his point is valid. Or will we be able to save the progress of characters during custom quests?
A simpler way to put it: If I use a new character to play "Blackjack's First Quest" and reach level 4. Can I then take that level 4 character and use him to play in "John Doe's Second Quest" later on?