Naked Ninja
Arbiter
Good lord NN you really are an idiot at times.
Back atcha buddy.
This demonstrates your perspective pretty well. You'd like powerful, efficient tools to create game content for a game broadly similar to TES.
Yes. Powerful efficient RPG creation tools please.
No - they've stated publicly and repeatedly when questioned by modders on TESCS features that TESCS is designed entirely for their own designers. If their designers need it, and it's practical, it's in, if they don't, it isn't.
Uh huh. Was this in response to "why can't I add multiplayer to the CS"? So they made their RPG design tool based around the requirements of their rpg designers, not all possible future requirements from modders. Those bastards.
If you think it's designed specifically as a modder-friendly tool, you might explain why GMSTs are not exposed to scripts. This would be a fairly simple change, and would add huge potential for modders.
They should also expose all possible code functions to the script. And everytime the code makes a function call, it should callback into script! That would add huge potential for modders. In fact the script should just be a direct bridge to all engine code. Those bastards, the only reason I can think of not to do that kind of massive undertaking is to screw modders.
Perhaps they haven't found a need to do it because their designers found they could achieve almost all of what they needed using the existing functionality?
It's just not something we've found a need to do.
You can almost see the subtext : Because for most reasonable modifications whats there can do the job. This is a mod-oblivion tool, not a "make any game you can imagine" tool. Thats the difference between a game editor and a game engine.
So you're clearly better informed than people who've used the tools extensively
Your electrical wiring at your house can be faulty and you spend weeks trying to figure out why, poking around in your attic and suchlike, then finally you call an electrician and he takes 5 minutes looking around and tells you what the problem is. Get what I'm saying?
So now it's impossible that Bethesda would want to make a tool user friendly when they're investing tens of man years into using it? It's not some small utility that the occasional designer uses from time to time - it's a tool that many designers spend almost their entire time using.
The notion that tool efficiency and user-friendliness couldn't possibly be aimed at increasing designer efficiency (and thus saving money) is simply daft.
Oh it is totally possible. What you fail to realize is that the reason most in-house tools are not amazingly user friendly is because they don't have to be. You have the programmers on hand to ask questions, and most people have an idea of how the thing is designed. They tend to be designed for technical peopl. If you run into an issue, go ask the programmers. In that kind of environment the designers pick up the tools and learn to work with their quirks. Compare that to the cost in time of making truly user friendly tools (which is numbered in months-years) and you see why for the most part game companies go with the "let the designers use the fugly tools" option. Like I said, you're obviously not a professional programmer or you'd be aware of just how nasty internal use tools are, for the most part.
trivial bugless software is relatively common
Wrong, they all have bugs. You just haven't found them yet.
complex bugless software is merely very rare
Haha, still wrong. It is "merely" nonexistant. Again, it's obvious you aren't a programmer. No programmer would ever claim their code 100% bug free.
"Everything has bugs" is, as you well know, an idiotic defence of buggy software.
No, but it is proof that "The code has bugs = Beth doesn't care about modders!" is false.
True enough - yet it's quite possible to do both (with a versatile scripting language), with the first part acting as a façade over the lower-level systems.
Your logic is flawed. You see, powerful guis and suchlike a built around a particular structure. If your user can go into that structure and really muck about with it then they would break the guis and editing tools. It's like building a house, on a foundation, then going and removing the foundation. What happens to the stuff built on it? Exactly. All fall down. Thats why Unreal ED doesn't come with a "powerful RPG content creation editor" on top of it's powerful script. Because you have to build the foundation first, then the "house". The two goals are somewhat incompatibale. The same will happen with SoW. I will expose ways for modders to modify variables, write scripts, create items, spells, creatures and special abilities. But I can't give you the ability to modify the fundamental structure and still give you working gui editors. Certain foundation stuff is going to be locked because I can't give you the ability to modify it without everything falling down.
And just for the record, the "systems" in an RPG are vastly more complex than an FPS, and the interactions between those systems are also complex. But obviously exposing all that at the most fundamental level is as complex as with an FPS engine eh.
Their explanation makes perfect sense - TESCS has what they've used, and nothing more.
It's only when you start to assume that it was built for modders that the design looks poor.
Lol. No. It's only when you assume it was built to handle any possible thing modders want to do that it starts to look poor.
Which, again, everyone concedes - so long as you don't want to change any fundamental mechanics significantly.
Thats why it's called modding and not game authoring. What you are looking for is a game engine. Of course, you'd need to write all the RPG subsytems on top of that. Then, when modders complain that they want to tear those out by the roots and why didn't you give them that flexability via scripting language and mod tools you can come back here and copy-paste this speech to give them! :D
would you please bring some specific facts.
Cool, how about you bring some experience with software development.
FACT: the TESCS could not replicate the campaign of Fallout 1, never mind Arcanum. It just doesn't have that capability.
You wouldn't have the same skill system but you could do a good chunk of the flexible quests and dialogue and suchlike. Some triggers to psuedo simulate the area descriptions like in Fallouts text window, some new models....
No mate, you can't do anything else. Sorry, thats actually what you are saying.but it can't do anything else.
The Morrowind construction set can't create RPGs because is not a real RPG module creator.
Sometimes I wonder why I expect intelligent conversation on forums. Sigh, I must be masochistic. But anyway : No. just no. Stop talking before you hurt yourself, you're clueless in this regard.
but I think the fact that there are no great gameplay mods for Morrowind (adding interesting, multi-segment quests) given the size of the modding community speaks for itself.
No, it says something about the community. I refer you to my sig. You know that significantly less than 50% of skilled indie devs who start an indie game ever finish? And that is even truer of modders, for anything more difficult than a few cosmetic changes. Most people are dabblers.
while in UED it's only a question of hacking together a few pieces of code in UnrealC.
Oh well done. Yes, you are right, you can trivially modify a variable in UED script. How fantastic. But UED has no RPG content creation tools or guis. No interconnection of subsystems to break (well, it does, but how many modders are going to want to muck about with the collision detection subsystem?). You'd have to code them up yourself. And once you did you'd find fundamentally modifying how the system works far less simple.
A group of skilled modders could very well make an RPG running under UnrealTournament with UED and basic 2D/3D graphics software
I love that "could". Sure, they could. In fact, when I was originally going to mod an RPG instead of write my own (geez, that was ages ago) I was going to do it on top of UT2003, very powerful editor system. That same group of modders could probably do a Shivering Isles sized mod for Oblivion too. Heck, maybe even with good roleplaying!
But since you're using this fact in your proof of how awesome UED is versus CS, show me some nice examples of these RPGs ontop of UED. Links plz. Because there are hundreds of MW&Ob mods out there. Sure, many of them are small things, but that level of use by a community of mostly noobs is quite a thing.
But since it is so simple, why not do it yourself? In fact, why not buy Torque, since that would let you sell your RPG? They differ in details, sure, and the Unreal engine is obviously much more capable of gfx tricks, but Torque has a wicked scripting language that will let you modify variables to your hearts content. The BSP level building and terrain editing will aready be familiar to you. Heck, I hear there are even people making RPGs with it already! *
*disclaimer, may take a number of years greater than 2.