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DArtagnan
Guest
Shattered Steel, I think it was called. Relatively competent mech game - though I thought it was a piece of shit
You didn't like KotOR?
Before I start, let me say I've enjoyed every Bio RPG to some degree or another - I just think they often aren't anywhere near as good as they should be.
- Embarrassingly small areas with no exploration. Was Taris the opening city? You see a cutscene with sweeping vistas and traffic streaming everywhere. The reality is locations that could be as simple as two corridors. Seriously? I realise technology couldn't match the cutsene but Athkatla in BG2 was a far more convincing city.
- Small party, no real tactical positioning in combat. You could position someone to your hearts content - as soon as you switched to another character, it all dissolved.
- The introduction of BioWare's "rule of three", designed to keep things accessible. Three party members, three starting classes, three active skills at a time…
- The start of BioWare's inexplicable inability to do a decent inventory UI.
- One of those terrible tutorials - we're being attacked!!! Urgent!!! [Please open the chest to retrieve your boots]
- The big story twist didn't do much for me. Yes, I know this is just me. I prefer games that frame the player as an "everyman" and the game is about my journey, rather than a past that has nothing to do with me. Yes, I realise lots of games do this.
- The big twist didn't fit together with the design. So, I used to be The Big Bad, and we eventually end up the Sith Academy (was it Korriban?). I'm playing an evil character, so time for a path to open up where I retake control, right? No, it still plays essentially the same as a good guy, even though I'm at "home".
- Force Wave. No other skill required.
- Recycled characters. Bastila/Aribeth. Mission/Imoen etc. And why did BioWare like to make the game effectively about female NPCs? Rescue Imoen, redeem Aribeth, rescue Bastila.
- Swords were so much better than blasters.
Some of these are minor and present in many games but you get the idea. In a nutshell, the start of BioWare looking for their big audience, with simplified areas and the Rule of Three.
Well, I've been ridiculously pedantic about some of the points. It's not like the tutorial is that important and you are right about the "everyman" vs the Star Wars IP. You're probably right about the inventory but I do remember hating it after coming from their previous drag'n'drop setups to this list-based version.
You're also right about production values but the full VO didn't really connect with me - I generally read ahead. It takes really great VO coupled with good facial animations to make an impact with me. Vampire Bloodlines was probably the first game I really sat up and thought "this VO stuff can be pretty good!".
- Recycled characters. Bastila/Aribeth. Mission/Imoen etc. And why did BioWare like to make the game effectively about female NPCs? Rescue Imoen, redeem Aribeth, rescue Bastila.
But other devs had already made mod toolsets available, and some had already included easier integration of mods into games as well. NWNs toolset was just slightly easier to use, partly due to the use of tilesets, and the scope of game mean that user-created modules could be satisfactory adventures.You gotta give Bioware some credit for making it possible for the mods to be created. I do not believe any other developer had tried to do and accomplished what Bioware did with NWN
That is the key point IMHO - the limited-size multiplayer engine was good and it worked incredibly well for a party sized group and DM. That it then got extended to a mini mmo was by accident, but well supported by the devs post release - that support was another highlight of NWN devs - we world builders would talk to the devs - they'd come play on our worlds - and they would implement things we requested.However, I do remember the interviews when NWN was being made and all the talk about how they were trying to bring a real roleplaying experience with friends to the computer. They succeeded in that and surpassed anything available up to that date.
But primary to what most people wantedI never did understand why people forget that because of the crap OC. The OC was secondary to what they were trying to do.
But other devs had already made mod toolsets available, and some had already included easier integration of mods into games as well. NWNs toolset was just slightly easier to use, partly due to the use of tilesets, and the scope of game mean that user-created modules could be satisfactory adventures.
That is the key point IMHO - the limited-size multiplayer engine was good and it worked incredibly well for a party sized group and DM. That it then got extended to a mini mmo was by accident, but well supported by the devs post release - that support was another highlight of NWN devs - we world builders would talk to the devs - they'd come play on our worlds - and they would implement things we requested.
But primary to what most people wanted
I never did understand why people forget that because of the crap OC. The OC was secondary to what they were trying to do.