Monday, November 24, 2008

SoZ thoughts - a focus on the 'game' rather than the 'story'?

Well, I think DW beat me to it, but here's another self-indulgent review. I've been playing SoZ over the weekend, and am finding it a refreshingly new take on the franchise.

It's different, quite different to others in the series, but what I reall yappreciate is how they've focussed on the differences and their execution, and perhaps most importantly on what makes something a game, and pulled it off really well. So many elements of the D&D game mechanic that were only touched on lightly elsewhere have been brough to the fore, with skill checks all over the place - really helping to define the different roles classes have in a party even further (the ranger being an obvious case in point). It does seem like each skill/stat in the system has been looked at and some thought gone into how to build a game around these. The way towns are handled, for example, was a shock at first, but fits well into the game focussed (and without wanting to sound harsh, suprisingly polished compared to some earlier releases)feel.

I quite like the wandering monster/random encounter mechanic - reminds me of playing all those final fantasy games, and I'm half expecting to find a chocobo at some point - although I can see that if I didn't have my ranger I'd be forced into a lot more of these which could get annoying - but not so far (wouyld be nice to have a few more terrains other than all of them being open walkmesh, but still...). Each encounter is prefaced with options to parley, using skills even further to shift the encounter in your favour. Got to admit I'm impressed with the worldmap.

But one thing that I'm actually really enjoying at the moment, is that I have very little cash. Most of it is going on healing kits due to the new bleeding/death mechanic, which also adds a neat dimension to things. My only bugbear here is that potions should be usable on the dying, but I realise this could be tricky to script... the number of times my cleric has been the first to fall, and everyone else if brimming with potions but can't help him... But this is just requiring a shift in how I play. Got to say, even the hamstrung AI is working well, and the battles have been a nice challenge so far. Full party creation was well done. Working towards the new prestige classes, so can't comment on them yet, but I like the swashbuckler style for my main PC.

Areas seem very nicely done at the moment, and lighting settings have been given a bit more attention. Interior design also seems a step up from some parts of OC and MotB - more creative placeable use that you see in some modules. In the toolset there's some nice new placeables and buildings to use. Plus ambient birdies!

So amongst all the glitz, the party interaction is lacking. But I'm a firm believer that player-created PCs can develop a personality through play and dialogue choices, and the party conversation system (and different options each provide based on skill/stat checks) is going a long way to help with this. Some banter would be nice with the cohorts - but after what Mel has done with the Bishop Romance, this should be quite moddable, and I reckon that could be a fun comunity project for the future.

So whilst I love the roleplaying aspects of PS:T, and the story-driven parts such as MotB, I'm also enjoying the tightly constructed adventure game of SoZ so far. Is it for everyone? Probably not. Am I going to miss some developed characters? - you bet. But I think it can hold it's head alongside the other games in the franchise, and bring something new and refreshing to it. I think 'different' is something that was needed.

Wednesday, November 12, 2008

Change is as good as a rest...

...I think it was a case of being around one plot too long, as I've been playing around with another module idea, and feeling quite enthusiastic about it. Will dabble and see where it takes me.

Wanted to thank all the support I got for DA tho. Was great to read and meant a lot. I will see about bringing it all together if I can.

Read a report that computer game sales are going up in the "current economic climate" (seems to be the buzzphrase at the moment). Really, this should be something Atari use to push NWN2....FREE GAMES!! There's been talk that there isn't enough official word to promote the vault and all it's offerings and I agree (although I can understand why a company might want to distance itself from some content). If they'll be officially adding support for PWs via GrinningFools automatic downloader (which sounds like a great tool), would be nice to see some links - something in the NWN2Launcher that promoted all the free modules and gameplay waiting out there for people.

Finished SoT2, which was very impressive body of work. Now on to FoaC, then Trial and Terror. But probably first, got a wasteland still to explore...

Monday, November 03, 2008

Downgrading status

Well, I've finally had to admit it that I'm finding it really difficult to get time on the toolset over the past few months as real life has caught up with me, and when I have, it's been harder to feel motivated (looking back I'm amazed how easily I made time for the toolset, but now, it feels more difficult).

So, I'm officially downgrading from 'Modder' to 'Dabbler'. The game and community still hold a keen interest for me - I had fun doing the BouncyRock Halloween project, and will happily take part in more things like that.

What does this mean for DarkAvenger... well, it's sleeping. The prospect of another 3 chapters worth of content was getting too daunting, and I'd do it a disservice by cramming the story into a smaller effort. It was hard to admit I needed to put it on hold, but I've felt better now I've admitted to myself that I'm not going to be modding as much as before, as it feels the pressure I put myself under is gone.

As I said, I'm not retiring from the NWN2 community - there's too much good stuff due out soon that I want to play. And I want to keep my eye in as a builder - hence helping out Indira taking over Hugie's reins on The Third Sign project, and I'd be happy to help with playtesting, some dialogue/companion work or casting an eye over things for people as/when. I've also got some ideas for a smaller scale project I might dabble on in the toolset, but not commit to anything yet (and you know how it goes -anything small scale can easily suffer from scope creep.... I mean the first draft of DarkAvenger way back when didn't have much more than 20 areas....).

So I'm off to relax, play some Fallout3, finish Subtlety of Thay2, work through the list of modules I've been meaning to get to... then see when the toolset beckons again.

Friday, October 31, 2008

Happy Halloween



The Halloween project is finally done and up on the vault!
I've only had time to check out a handful of the contributions, but the standard is great, and it's pretty humbling to be up there. Major thanks to the BouncyRock team for making this happen (and if you download this for one thing, it's got to be Jonny and Liso's house!!! You won't look at NWN2 the same...). As someone mentioned, the campaign, if nothing else, is a great resource for builders - clever scripting, custom content galore... amazing to see what a motivated group can do in a couple of months, and I hope it is the first of many to come. So people - download it, play, enjoy and vote.
Even in the few I've played so far, it's been interesting to see the variety in themes and ideas people have used. Amongst all the fun, Elysius' mod really impressed me, and took me back to some of the old style adventures. Very well executed. Other real stand-outs for me were Vendalus, JasonNH, BlackRain, Anduraga, Ree&Liso and Dirtywick - and I love the take GPS have on the candy they give out. And if Amraphael's house is a hint of Zork to come, I can't wait - nice set ups in there.
Now, I just have to finish off the rest.... before Fallout 3 arrives in the mail....

Wednesday, October 15, 2008

HalloWyreen is coming


Just submitted my entry to the BouncyRock Holloween event - fingers crossed for it all working ok! Should be good fun trick or treating everyone else's houses!

Sunday, October 05, 2008

Still around...

...just not being very productive. Slowly working on the HalloWyreen entry for the BouncyRock Collective (see screenie), but otherwise not been on the toolset much at all with other things going on. But made a point to start Subtlety of Thay 2, which is looking pretty sweet so far.

Monday, September 15, 2008

Future tense-ions

Dropped in on the Academy of Modding Excellence NWN2 winners chat over the weekend - check out the log here. I wouldn't focus too much on my small contribution to proceedings but it's definitely worth checking out what the guys at Robinson Workshop have got going on - myconids and gelatinous cubes!! Oozes are sadly lacking the the toolset and what's a dungeon without a black pudding latrine, or gelatinous cube hiding at the bottom of a pit trap?



Still on a bit of a downer with NWN2 at the moment (not as enthused by it - either playing or building) so not much toolset time the past week, but did make some good progress on the Halloween project. I've finished the cellar part, and am working on an investigation in the upper reaches of the house - which is hopefully good practice for the quests i'll be working on for Dark Avenegr 3. Jclef has put together my exterior building which looks pretty cool. It'll be interesting to see the ideas other have - and how many themes recur across them.



Something that cropped up at the end of the AME chat was a discussion about the future of NWN2, which I couldn't hang around for much of. But I was interested that the overwhelming consensus was that NWN2 would die with the advent of Dragon Age - especially with some big names in the community agreeing with this. There's still an adventure pack, and expansion and many big-time modules from forum/blog celebs to come for NWN2, so I thought there's life in the old dog yet, but maybe things are slowing down? WHat do you guys think? We're quite insular and insulated in the blogging community, but do you sense thigns quietening and the end in sight with Dragon Age?

Friday, September 05, 2008

What's so great about real-time...?

I never really understood the fuss when suddenly the focus on strategy games went to making them real-time. Maybe I need slower action so my dinosaur-like brain impulses can keep up, but I'm a big fan of turn-based games. This is prompted by me replaying The Temple of Elemental Evil at the moment, which is as close to a D&D 3e similation as you can imagine. And I'm really enjoying it, after the arcade-ified action of NWN2. It's great to be able to move the party with proper strategy, place those fireballs where you want, split your magic missiles amongst enemies - and my personal favourite - give a DEX based warrior a spiked chain and the combat reflexes feat, and let the enemy run into their own death. Some of my favorite games have been turn-based - XCOM, Fallout series... It's FUN to actually use tactics, something many of the real-time games make it harder for me to enjoy (although admittedly, I did like the Dawn of War series). Keen to see how Fallout 3 handles things with the VATS combat, and got my copy on pre-order already.

As you might have guessed, I'm playing more than building at the moment. The toolset doesn't always leave much time for playing, and I'm enjoying the break. Still working on what is now dubbed my HalloWyreen area for the BouncyRock Globetrotter All-Stars, but I'll keep most of that under wraps for now...


.. other than to say "Hail to the King, baby"

Tuesday, August 26, 2008

No PC, No Toolset - keeping myself busy...

funny pictures

Computer round at a friends as we work on building me a new one - so no toolset for a week...! Idle hands and all that..

Made a start on my entry for the BouncyRock Halloween Experience (see previous post) before I started taking the old PC apart - going to be one house with two themes 'Trick' and 'Treat'. I couldn't keep my love of the Army of Darkness under wraps, so the Treat section is a homage to that - the other slightly more serious in tone. Should be fun!

Thursday, August 21, 2008

From little seeds, giant pumpkins grow


It started as an innocent request on the forums. Irradiated by a mysterious green light from outer space, it mutated, and grew into the vast despicable be-pumpkin-holder you see above.
Jclef and the bOuNcYrOcK massive are organising a special event for Halloween and calling all builder to contribute. Check out the links above for more details. I'm going to skim through Heroes of Horror to flesh out my ideas - one of my favourite 3.5e splatbooks actually. Readers of my blog last Halloween will know I'm a big fan of the Evil Dead films, but might try a different tack here. Looking forward to seeing how this comes off - I've talked before about how I think it'd be good for the builders to work together more, and hopefully this could be the start of beautiful sweaty limb-thrashing gore-filled relationship
In other news, I officially threw a girly hissy fit during a toolset crash on saving an area after updating to 1.13 the other day. Two crashes since updating which doesn't bode well - but what annoyed me more was that I'd just gotten back into it after a break from building and written two conversations with companion interjections i was quite proud of... Luckily no on around to witness my tantrum... and fortunately the folder I was left with was recoverable, and all the dialogue work was there. A new computer is due in the coming weeks, so really hoping the extra memory will sort out any remaining toolset woes.