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<blockquote data-quote="coruscadragon" data-source="post: 3986544" data-attributes="member: 58953"><p>There are three things that I want to see in a 4E CRPG. The first and most important is DM and Builder support. This means letting the users create and modify modules, skins, models, UI, and even the way the rules work. The games that have done this the best in the past are those NWN line. </p><p></p><p>Given the aformentioned extensibility of the engine to user-created content, there are two styles of play that I would like to see supported. Whether or not both could be achieved in the same game does not bother me much, although it would be a definite plus if it was done without cutting corners.</p><p> </p><p>The first style of play would be for single-player modules and also multi-player modules meant for small group play; many have mentioned this ideal already: real-time out of combat, turn-based tactical while in combat. Basicaly this could be an enhanced version of the ToEE style of play, with support for multiplayer and a DM client and whatnot.</p><p></p><p>The other style of play I would like to see would be like the style of NWN, where things are based on a turn cycle, but happen in a real-time flow. The NWN style could be enhanced to give more actual control in ways too numerous to mention here, but the idea would be to enable Persistant Worlds to exist (small, community-run custom-content campaign servers which are like MMORPGs without the 'Massively' part), which are a very fun part of the MP experience in NWN (though the details of how it's accomplished could use some work). </p><p></p><p>By focusing on an improved NWN-style of play where things happen in real time for PWs (an entire server running on turn-based combat would get old way too fast), and on a hybrid of real-time exploring with tactical combat a la ToEE for single player and small group play, both venues would end up with a style that is suited to that mode of play. Of course the real-time NWN style of play would still be useable in SP and small groups, but for those of use who prefer the tactical feel in these situations, we would have something to fit our needs.</p><p></p><p>I'll just say breifly here that there is another venue, that of the truely Massively MORPG, and the NWN-style of play could be adapted to this too, but personaly I prefer the smaller PW-scale servers of NWN to the massive ones of WoW, at least for my DnD experience.</p><p></p><p>It's also worth noting that, If done right, ToEE-style muliplayer could replace many of the features of DDI subscriber content; I've said before that I think they're doing DDI all wrong, but that doesn't neccessarily mean that someone else couldn't create a third-party engine that does it all right...</p><p> </p><p>Hope springs eternal~</p></blockquote><p></p>
[QUOTE="coruscadragon, post: 3986544, member: 58953"] There are three things that I want to see in a 4E CRPG. The first and most important is DM and Builder support. This means letting the users create and modify modules, skins, models, UI, and even the way the rules work. The games that have done this the best in the past are those NWN line. Given the aformentioned extensibility of the engine to user-created content, there are two styles of play that I would like to see supported. Whether or not both could be achieved in the same game does not bother me much, although it would be a definite plus if it was done without cutting corners. The first style of play would be for single-player modules and also multi-player modules meant for small group play; many have mentioned this ideal already: real-time out of combat, turn-based tactical while in combat. Basicaly this could be an enhanced version of the ToEE style of play, with support for multiplayer and a DM client and whatnot. The other style of play I would like to see would be like the style of NWN, where things are based on a turn cycle, but happen in a real-time flow. The NWN style could be enhanced to give more actual control in ways too numerous to mention here, but the idea would be to enable Persistant Worlds to exist (small, community-run custom-content campaign servers which are like MMORPGs without the 'Massively' part), which are a very fun part of the MP experience in NWN (though the details of how it's accomplished could use some work). By focusing on an improved NWN-style of play where things happen in real time for PWs (an entire server running on turn-based combat would get old way too fast), and on a hybrid of real-time exploring with tactical combat a la ToEE for single player and small group play, both venues would end up with a style that is suited to that mode of play. Of course the real-time NWN style of play would still be useable in SP and small groups, but for those of use who prefer the tactical feel in these situations, we would have something to fit our needs. I'll just say breifly here that there is another venue, that of the truely Massively MORPG, and the NWN-style of play could be adapted to this too, but personaly I prefer the smaller PW-scale servers of NWN to the massive ones of WoW, at least for my DnD experience. It's also worth noting that, If done right, ToEE-style muliplayer could replace many of the features of DDI subscriber content; I've said before that I think they're doing DDI all wrong, but that doesn't neccessarily mean that someone else couldn't create a third-party engine that does it all right... Hope springs eternal~ [/QUOTE]
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