Cael
Arcane
- Joined
- Nov 1, 2017
- Messages
- 22,067
Easy moddability is, of course, something that is up to the developer. I tend to make modules when I was doing programming back in the day. Makes it easier to chop and change things as required.C&C makes the games replayable but putting a lot of options there also does. Look at the IE games. Lots of mods and lots of options out of the box. It makes a bountiful gaming platform.
Not everyone is willing to do it, but it will make your game stand that much taller.
However, what you have in a RPG is a game with a story. Forget about what other people can add to it. I am talking the story straight out the box. NWN2 OC, for example. You aim the base game DIRECTLY at that story and that story alone. That is YOUR GOAL. Therefore, you only include classes and races that are directly relevant to that story. Khelgar, Neeshka, Elanee. That is 3 races and 3 classes already. Forget about any other race/class. Now, OC the is set after some sort of cataclysm of West Harbour. Instead of the vague timeline (which was of course, nitpicked to hell) and vague mother, let's make it a human mother, which means the character is human or near human. Add those races in.
What does that do immediately? It tightens up the timeline. You can be more precise as to when things happened, who was there, how were they affected, who saw what. It potentially give your mother more personality in your adopted father's recollections. When you run into a NPC that was flagged to insult you, you don't have to cater for all hundreds of permutations of race and class. Notice how, in the OC, in the first Chapter before you got to Neverwinter, the insults thrown your way were rather specific ("a demon, a dwarf and a harbourman walked into a bar..."), which is exactly what real people would do. After that, it all became personal. Just you and with the generic "harbourman" appellation.
Fixed characters makes for a tighter and more believable banter and world building. That was what made Serpent Isle so memorable. The companions interjected, they had personalities, they spoke up and other NPCs spoke to them directly. Which modern RPG has a NPC speaking directly to your companion asking for a song, and the companion responded by trying to be humble and modest, and had to be cajoled by multiple NPCs into singing (you have the option of encouraging him, too). The only one I can recall is actually... the much derided NWN2. Hilarious, isn't it? But here is the thing: Those companions were actually vital to moving the plot along. They get kidnapped, they sacrificed themselves for you, they get possessed. You can't have that when you have a dozen companions, of which only 3 is ever onscreen at a time.