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Sword Coast Legends - Dev Journal @ MMORPG
October 11th, 2015, 16:30
For me, the very limited editor would be more of a disappointment than the D&D Lite systems and combat. If they really do listen to the community, and work on making the editor much richer, I could probably still get some fun out of this.
October 11th, 2015, 16:49
At this point, I'll be ok with just a half-decent story. Obviously, I'm not going to get anything like a proper D&D game or satisfying tactical combat. It's also extremely obvious that there's no way this will have a good editor at launch.
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October 12th, 2015, 16:24
Originally Posted by DArtagnanThat's funny, I didn't realize NWN was an MMO
I don't think you're looking in the right place for that.
NWN was always about multiplayer - and regardless of what you may think, very few people enjoy (up to) 64 player combat in turn-based mode.
2-4 players might work with dedicated friends as players - but anything beyond that - and you'd be facing a dead multiplayer community.
As for SCL, I don't think RTwP is the problem. I think it's a clear lack of talent or ambition.
(unless you're thinking of Stormfront's 1991 release or Cryptic Studios "Neverwinter"). Honestly, I never played NWN1 or 2 with multi-player and had absolutely no interest in doing so. I completely forgot that was even an option. I did however have many hours of enjoyment playing many of the single-player modules released on the vault… so to claim that "NWN was always about multi-player" seems like your personal bias or at the very least hyperbole.
Of course it's a fair point that turn-based combat probably wouldn't be enjoyable for a massively multiplayer game… If that's what this is supposed to be…. As for whether it can work for co-op with up to four players… guess we'll find out with DOS2.
Perhaps what I want then is a spirtual successor to ToEE, but packaged with an editor / toolset. And you know, a good / finished single-player campaign that has more than 2 towns and one big dungeon.
At any rate, the gameplay for SCL looks to be about what I expected. Bland real-time / MMO style drek.
October 12th, 2015, 16:45
Originally Posted by daveydIt's not, but you could have up to 64 players in any given session.
That's funny, I didn't realize NWN was an MMO(unless you're thinking of Stormfront's 1991 release or Cryptic Studios "Neverwinter").
Honestly, I never played NWN1 or 2 with multi-player and had absolutely no interest in doing so. I completely forgot that was even an option. I did however have many hours of enjoyment playing many of the single-player modules released on the vault… so to claim that "NWN was always about multi-player" seems like your personal bias or at the very least hyperbole.I'm not that big on bias. I'm going by what Bioware set out to create with NWN. I tend to rely on their design vision over anecdotally inspired positions of random gamers.
Of course it's a fair point that turn-based combat probably wouldn't be enjoyable for a massively multiplayer game… If that's what this is supposed to be…. As for whether it can work for co-op with up to four players… guess we'll find out with DOS2.I don't know why you're confusing a potential of 64 players in a multiplayer game with an MMO - but yes, it would be absolutely impractical to make NWN according to Bioware's vision with TB combat.
Perhaps what I want then is a spirtual successor to ToEE, but packaged with an editor / toolset. And you know, a good / finished single-player campaign that has more than 2 towns and one big dungeon.I can appreciate that

I'd love that too.
At any rate, the gameplay for SCL looks to be about what I expected. Bland real-time / MMO style drek.Not sure about the MMO part, but yes - it really does smack of bland redundancy.
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