Poor NWN
Ok, Neverwinter
Nights ships this week, and, I gotta tell you, RPG geeks have been
waiting for this game for years. Specificly, this game, for years. Not
just the the concept of the game... heck, to be able to play your D&D
games over the internet has been a dream of geeks since they
discovered the internet... and this dream brought forth the creations
of MUDs, and internet playing tools, and whatnot... but never
everything in one big package.
And the wait is almost over.
So I'm going to take this opportunity to piss in everyone's soup.
I'm a crotchety old curmudgeon, and I'm going to put my money where my
mouth is and tell you what's going to disappoint everyone when they
get their hands on NWN.
- Gameplay
-
There's a lot of die-hard D&D fanatics out there, and they're
going to start gretching and moaning about this and that rules tweak,
ignored skill, or complete rewrite of the skill set. There are some
things that computers still can't do, and the game code has to take
that into consideration for certain aspects of the play. The climbing,
swimming and riding skills are completely ignored since the game just
simply couldn't crowbar everything in the world in before shipping.
- Style over Substance
-
D&D players have been making due with little or no visual aids for
almost three decades now. Sure, some groups use miniatures... but
they're the same miniatures every week, and some of those miniatures are
very crudely painted. Unfortunately it seems that Bioware spent a huge
amount of their development effort in making the game seem really
snazzy and visually appealing. This is time I think would have been
better spent adding extra features for a more dynamic play.
- Flatworld
-
The world of NWN is very flat. Sure, there are hills and walls and
houses and all the things you wouldn't find in a completely 2D world,
but the game relies on some of the same rending/pathing/computation
short-cuts as the original Quake game did. You can't have two paths go
over each other. No bridges that you can both walk across, and
under. No caves that wind under and around themselves. You can
simulate it by having the over and under sections in different
zones... but you can't have the two interact.
- Smallworld
-
Every adventure that the players go on will have to be divided into
very small subsections. I suspect that the players will quickly start
to feel cramped when running about the NWN landscape, constantly
having to bolt through one doorway to zone into another room, or the
field just West of where they once were.
- Scripting
-
One of the brilliant things about MUDs is you can make just about
anything in the world happen in them if you have the time and the
programming know-how. Unfortunately my 1000 yard view of the coding
engine NWN has put out makes me think that Bioware has distanced the
code-writer from the power that they could have. I can see why Bioware
wanted to do this... They wanted to be able to provide the power of a
scripting language to everyday users, in what they thought was an easy
to use GUI with plug-and-play style code. I think what they got was
the worst of both worlds -- any adventure short of a hack-n-slash fest
will require quite a bit of work by a reasonable coder working
through a limiting GUI to produce adventure code that covers maybe 20%
of what the DM could think up.
- Dialog
-
All dialog in NWN is based, it seems, off a simple tree structure. You
pick an opening statement by an NPC, which connects to possible
responses by the players, which each connect to their own unique
counter-responses, and so on. As you can see, any complex dialog will
rapidly expand into a huge tree. There is no looping back to the start
(or other key nodes) -- the module author would have to fit every
possibly dialog combination into it's own node-path. Why not implement
dialogs as DAGs instead? It's beyond me.
Don't get me wrong, I've already reserved my copy of NWN at the local game store, and I'm anxiously awaiting it. I'm just bracing myself for the worst of all possible games, while hoping for the best.
i,jasona
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