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<blockquote data-quote="Luke" data-source="post: 253840" data-attributes="member: 602"><p>This is pretty much a first step towards D&D roleplaying on networked computers:</p><p></p><p>- the plot behind the single player game doesn't hold a torch to Planescape:Torment.</p><p></p><p>- There are pathing problems, as when you're own party leaves you stuck in doorways. This was fixed between BGI & BGII. Presumably it'll happen in NWN as well...</p><p></p><p>- A genuine first-person perspective camera option would have been really great.</p><p></p><p>- the monster/AI is fairly brain-dead. The toolset doesn't support allocation of "attitude profiles" with "interactive memory" that allows you to simply place creatures that will automatically respond to things you do in a semi-intelligent way.</p><p>Whilst the toolset has a flexible scripting language, there's a *huge* amount of effort required to lift general concepts like monster AI.</p><p></p><p>- Those hoping to find their pnp experience translated to the networked computer will be waiting for a long, long time - even after voice is standard. Playing in a modeled 3D world is great, but hugely inflexible compared to what the imagination can offer. Stop and think about how long it took Bioware to construct the single player modules. Check out the conversation editor for it using the Toolset.</p><p></p><p>That said, I *love* this game, and I really appreciate what Bioware has done!</p><p>A huge amount of money has been poured into the development of this first step, and possibly only it's success will see future further development.</p><p>The amount of effort required to do what they've done in the toolset for us is staggering (I do RPG development).</p><p></p><p>This was an extremely brave development on several fronts:</p><p></p><p>- They designed and started this project before the hardware capable of running it existed!!! That's a *huge* commercial risk.</p><p></p><p>- Nobody else has come even close to taking such a massive first step for us.</p><p></p><p>There's no question that the Bioware development team probably wanted to continue improving before releasing, but there are commercial realities that have to be faced. After all these years of very expensive development, you *have* to get some kind of commercial return before you continue to pour more money in.</p></blockquote><p></p>
[QUOTE="Luke, post: 253840, member: 602"] This is pretty much a first step towards D&D roleplaying on networked computers: - the plot behind the single player game doesn't hold a torch to Planescape:Torment. - There are pathing problems, as when you're own party leaves you stuck in doorways. This was fixed between BGI & BGII. Presumably it'll happen in NWN as well... - A genuine first-person perspective camera option would have been really great. - the monster/AI is fairly brain-dead. The toolset doesn't support allocation of "attitude profiles" with "interactive memory" that allows you to simply place creatures that will automatically respond to things you do in a semi-intelligent way. Whilst the toolset has a flexible scripting language, there's a *huge* amount of effort required to lift general concepts like monster AI. - Those hoping to find their pnp experience translated to the networked computer will be waiting for a long, long time - even after voice is standard. Playing in a modeled 3D world is great, but hugely inflexible compared to what the imagination can offer. Stop and think about how long it took Bioware to construct the single player modules. Check out the conversation editor for it using the Toolset. That said, I *love* this game, and I really appreciate what Bioware has done! A huge amount of money has been poured into the development of this first step, and possibly only it's success will see future further development. The amount of effort required to do what they've done in the toolset for us is staggering (I do RPG development). This was an extremely brave development on several fronts: - They designed and started this project before the hardware capable of running it existed!!! That's a *huge* commercial risk. - Nobody else has come even close to taking such a massive first step for us. There's no question that the Bioware development team probably wanted to continue improving before releasing, but there are commercial realities that have to be faced. After all these years of very expensive development, you *have* to get some kind of commercial return before you continue to pour more money in. [/QUOTE]
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