What kind of PC game do you want from 4E?

What kind of PC game do you want from 4E?

  • MMO like wow

    Votes: 10 4.6%
  • Real time, like dungeon siege

    Votes: 7 3.2%
  • Real time with pausing for commands, like neverwinter nights

    Votes: 43 19.8%
  • Turn based, silly. Like ToEE

    Votes: 150 69.1%
  • None, DDI will be the only one for me.

    Votes: 7 3.2%


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I don't think it would be possible to do it without it being turn-based; though I would like as much as possible of the BG2 party/NPC interaction in it. I find a self-created party with no interaction pretty boring, and if all you get is a tactical combat game I'm not interested.
 

Turnbased preferably but decent pausable RT is ok. More important, I want it Obsidian-style - I can't see any other developer out there right now that would be able to make a game with enough flavour to please me. (See NWN2:MotB for an example of what I mean.)
 

Things like combat challenge, Quarry even Divine Challenge have been designed to run smoothly in a tabletop enviroment and seem like they would be annoying to implement properly, even in a ToEE style game. If done properly, sure, that'd be fun, but honestly I'd prefer something like KotOR, which rips out the base mechanics and creates a system which feels similar, but is actually designed to be used in a computer game.
 
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They need to make all shades of dnd games from straight action-console rpgs like some of the console games to - to turn based like TOEE. And they need to release module updates like NWN.

Also should target all the platforms. There should be a CG dnd game or module coming out every six months.

They are some of the best marketing tools around for the core books and help feed the void for people who cannot find a good group.

EDIT: There should be three or four Brands so fans can identify what type of game they are getting.
 

Argyuile said:
I would like just an MMO framework with some generic buildings, npc, dungeons and monsters built in with maybe a default setting that you could build out. It would include easy ways to customize graphics, create terrain, AI's for your monsters.

Then you could run it just for several people, or make it a multiplayer server with however many people your server could handle or throw yourself in there or whatever.

This.

Make it a toolkit first, add scripting and DM mode as in NWN. Give people tools to build modules or worlds and then build a module on it. The first things people did with NWN was build adventures and build persistent worlds. DDI looks like it will be great for gaming with your mates over the 'net but won't have any rules or scripting built in or the ability to build a module and play through it without a DM.
 

Well, in terms of game system, I favor turn-based. NWN's use of real-time collided with the turn-based nature of the D&D rules, with unfortunate results.

For the actual content of the game, my current favorite is the original NWN expansions, particularly Hordes of the Underdark. I have not been much impressed by NWN2. I feel that the focus should be on the player character, not on the NPCs - not to say there shouldn't be well-fleshed-out NPCs, but I don't want to spend a lot of time listening to their stories. I want to shape my story. Just like in tabletop D&D, the PCs are the protagonists, the NPCs are supporting cast.
 

Sanzuo said:
Isometric view, turn-based combat, destructible terrain, 300 million hours of gameplay.

Hm... I feel like playing x-com for some reason.

X-COM rules, still have it on my dual core :p

Turn based >>> all for D&D.

Eye of the Beholder...4th ed!
 

None of the above. I've played plenty of D&D-ish turn-based games and wasn't very thrilled with NWN (or NWN2 for that matter).

Real-time, definitely not like Dungeon Siege, but more like Morrowind/Oblivion (or to go back further in time, Dungeon Master), but with the option of cooperative play (not as an MMO though) and lots of D&D-isms and a nice story. The mentioned games had their faults, but I still fondly remember the first time a goblin hit my character's shield in Oblivion, with a heavy *clunk*. It felt like I was there. I'd be more interested in a game that captures the feel of being an adventurer in a D&D world than in a faithful conversion of the actual rules.

That's what I'd like to see, but an approach similar to KotOR or Jade Empire would likely be easier to pull off successfully.

(I guess I should check out Mass Effect, now that it's available for the PC).


cheers
 

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