Re: You're right, but you've missed the point...
Evil Homer said:
Ok, so I've just reached Act III and tried to complete every quest so far, so I think I can now comment on this...
Have you noticed they all involve making multiple things dead yet? How many enemy heads have you had in your inventory by now?
You have to admit, the HeadEx quests in NWN get a little silly after first few, because they use it so often.
Graphics?
Dungeon Siege is sooo pretty compared to NWN, but that's all it is... there's no substance to it. The engine for NWN is far better than the Seige Editor, most likely becuase of the tiled use of graphics in NWN. Also NWN allows for far more character actions the DS (i.e. spells, thievery, etc) and can be expanded on. So you take the good with the bad.
I'm really not sure thieving is part of the graphics, but I agree with you that Dungeon Siege offered next to nothing in terms of what you could do...
However, neither did NWN, since 99.9% of everything you do in NWN is killing something. It's interesting you should mention thieves though, since NWN handles them so poorly, reducing them to a lesser fighter class that can pick locks and remove traps, since there are very few outlets for the thief in the game.
If you look at other CRPGs, like Fallout, Morrowind, or Arcanum, thieves have quite a bit to offer in terms of what they can do - and do silently. In Arcanum, you can wait until nightfall, break out the street lights in an area, and have all kinds of thiefy fun because it makes it so the guards have a harder time spotting you prowling around, going in and out of windows, and so on. In Fallout, you could stick close to walls, use a StealthBoy, and sneak passed guards as to NOT kill them. Morrowind is the same way, even giving you a Thieves Guild to join that gives you stealthy quests and assists you with the law.
Gameplay/Story?
NWN is a story RPG in the grand sense. DnD was always meant to be played as a heroic campaign and you and your party being the hero(s). There's always an evil bad guy (i.e. foozle) and your job is to go take him out, be it for good, money, etc. (At least in the circles I play in.) Going around and killing random people and just generally running amok pretty much ruined the game and destroyed any sense of story the DM was trying to convey. Also, how many DnD campaigns have you ever played "twice". There's no going back once you've done it. Same here.
Well, there's a number of problems with that. NWN allows you to play a Chaotic Evil person, right? Where's the outlaw part of the game? Why can't you join the bad guys? Or even screw over the good guys along the way? There is no grand sense here, because you're going against your alignment here. Taking money to do quests isn't evil. It may not be noble, but expecting to get paid for doing a job for someone isn't exactly the work of the devil.
In fact, to stay evil, going around and killing towns people is exactly what you have to do to stay evil.
Now, if you're talking about what I said about immortal characters in the game, there are a good many CRPGs that allow you to kill everyone in the game if you're a mean spirited, evil type person. In fact, there's even
home brew shareware ones that do that! Having immortal NPC as to not break the story is half assed, especially in this day and age.
Any experienced CRPG developer should be able to get around the notion of having a plot character killed off by a player. After all, the story should be about the player, and certainly not about everyone else in the game.
That's another reason it's hard to say that it's a "grand tale", because your character is nothing more than a lackey through most of it. You're constantly reporting back to someone and told what to do next. You're the lowly grunt of the story.
Now if you've ever played a module in DND (not little story idea campaigns, but the actual modules), then you know they are very linear. Anybody that goes too outside the box, and the modules over. Done with. It's up to the DM to see if he can recover, but in most cases, the adventure is over. In fact I remember one module where one of the players was upset that item A wasn't in box B. He was one of these guys that memorized every module and would throw a fit if you changed stuff around. He would always make a beeline to the best item, always avoid the trap in Room AA, (becuase "he" knew where it was, not his character) and pretty much ruining it for everyone else.
That's why modules aren't the best way to go, they're basically learning tools and/or source material. You'd be better off finding a DM that doesn't use them.
However, there are still CRPGs out there that aren't linear and do handle lots of events that players can try. Charm and orc and take it in to town in Divine Divinity, then set it free. Watch what happens.
However, if you're looking for a good roleplaying experiencing with a grand scope of a story and actual character development and change, you'll enjoy playing this game.
Other than levelling up, what character development? What change? Heck, what role playing?
The only role you have in the story is the guy who goes out and kills the hordes of critters to enter a new chapter of the story. NWN is basically on par with Diablo 2 in that repect.