Gargaune
Arcane
- Joined
- Mar 12, 2020
- Messages
- 3,587
Completely agree, and I think this is something that Beamdog got wrong with NWN EE. They had a steady stream of features for module builders, but player-oriented content was slow and sparse. They rushed it, they should've launched with DoD EE out the door and TotM on its heels within a couple of months, then followed up with another expansion or two. You can't kickstart a modding community if there isn't a healthy supply of active players to feed them props for their work.One also apparently needs a large community of players who are actually interested in the toolset. Most people are not going to do much with an editor unless they know there are people out there willing to play and give a friendly critique to what they produce.
There's a plot twist for you, it was tough love all along.Come to think of it, the questionable quality of NWN's OC might also have helped in the same way. I know it encouraged me. When I first purchased NWN I expected I would have some fun playing around with the toolset (as I had with editors for other games) but never imagined I would be able to make anything remotely on a professional level. After playing the OC my reaction was something like: "WTF is this? I could make a better RPG campaign than this in my sleep!"
I can think of one thing that would make it less shit... but it if there's one thing that BioWare, Beamdog and Larian all have in common, aside from a Baldur's Gate IP, it's a visceral hatred for sensible companion controls. Or maybe it's more of that tough love thing.There’s a reason that the top rated mods on nwvault back in the day (Lone Wolf, A Dance with Rogues, etc.) were to a large degree adventure games: the combat implementation of 3E in NWN was shit. There’s just nothing you can do to NWN combat to make it not shit. The best you can do is make it be over quickly.