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MortalHarmony

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About MortalHarmony

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    (4) Theurgist
  1. i really liked the following plot suggestiong made by blucihnu is thread 21 "Hopefully this will be wild enough to qualify as a quality first post... Here are my thoughts for the final installment of the KotOR series, rusty as I am on the plots of both games: To this point, we have encountered two entites of "indescribable power." So far as we know, both are still alive and, as the expression goes, kickin'. We all know that in the Star Wars universe, this simply cannot be. A conflict, therefore, is facilitated simply by their very existence. In keeping with the tradition set by the first two, KotOR 3 will introduce us to an entirely new protagonist, who will either be the go-between for the two powers, or could perhaps even be a third candidate in the upcoming primaries, so to speak. This game will push our undestanding of "Dark Side" and "Light Side" to their furthest extremities, inviting us to question, as Camus, the nature of Good and Evil. Neither Revan nor the Exile will be pinned to a particular cosmic allegiance (given the choice presented to the player in 1 & 2), and a war will be waged in psychological space, rather than physical. It would be EXTREMELY COOL if the party system were flexible - to the point that people NPCs could voluntarily leave your party and join with one of the other two "leaders," based on in-game decisions. I'm no video game developer, but I imagine this wouldn't be terribly difficult to integrate, though goodness knows I've been wrong before. Of course the physical aspect will still be very much present, it simply wouldn't be KotOR without the crazy battles, repetetive though they could at times be. I don't have too many thoughts regarding locales, but I rank among the proponents of introducing new systems to the Star Wars Universe, or touching on the existing ones that have gotten little press thus far (books, comics, games etc.) in the Star Wars universe's ridiculously young life. (What, thirty or so years now?)" of course, this would mean putting names and faces to old protagonists. personally i would not have a problem with this. i like the idea of division between two great powers. perhaps they differ in their preferred approach to an impending crisis. perhaps this difference is not necessarrily a crude question of good vs. evil, but perhaps deciding upon the lesser of two evils, in the vain of all those other unending debates, like abortion or the iraq war. i hope obsidian is at the helm and i doubt bioware would want to do it. my main desire is that the developers are given the time and resources needed to make a truly fantastic product. great games are not made in less than two years. that is just the way it is. i hope that obsidian can finally stop making the same mistakes they have been with their last few games. the endless mind numbing filler combat, the way i feel like the combat and the dialogue are two unconnected games. mainly though, i want to talk about things that few people have touched upon so far. ie, the gameplay. KOTOR3 needs more skills. of this i am sure. although i loved the implementation of skills like repair and cumputing into strategy, the fact that almost any party would, between them, just about master every skill in the game, slightly cheapened this. the game needs more. some suggestions: - multiple dialogue skills like bludd and intimidate, as in NWN2 - a general crafting skill, that is used for all crafting in addition to the current set. i'd also really like to be able to multiclass with non jedi classes, and gain ranks as a scout, fighter and others. multiple races would be great as well, with twi'leks, duros, iridonians and others that use a similar basic body shape probably being most eligible. i also hope that the game does not take you to such high levels this time around. i think that the philosophy of "the player must get to see everything in the game" is deeply flawed. by the end of KOTOR2 i was picking feats i didn't want and powers i didn't need until i basically had the full set. i no longer cared about levelling up and i had less desire to replay the game with different characters. i am not suggesting that they saturate us with unecessarry powers and feats, but that they try and keep players hungry right up to the end of the game, and leave us with characters which, though powerful, are still flawed and interesting. i think that the trend of recent rpgs has been to treat players like spoilt children and give them everything they ask for, even if it means not having as mch fun in the long term.
  2. I don't like custom settings. I know that DA will just be generic and dull. I'm following NWN2 because it is FR.
  3. My vision for NWN2 after release is this: Expansion pack 1 NWN2: Icewind Dale After you campaign in the Neverwinter and Luskan area, you travel north for new adventures in Icewind Dale. Conveniently, it is located just north, so they could be placed on the same world map. The first chapter would involve your quest through the dangerous passes of the Spine of The World. Would satisfy all those people who want an IWD3. Would also be a good opportunity to include winter/arctic content that probably won't be in the original release. Second expansion would either be in Calimport (you get there by boat), in the Planes, or in the Old Empires (Mulhorand or Unther) which hasn't been done yet. Anything but the Underdark again. Preferably the game should have more than 2 expansions!
  4. Since I started this, I should probably explain why I'm here. I guess it all began with a little game called BG2. Chapter 2 of that game must have been the most fun I have ever had playing a video game. A whole country was opened up for me to explore, but unlike in say Morrowind, it was all quality. and so immersive. I fell in love fith the Forgotten Realms, got into all the other IE games, as well as NWN, just looking for something to match the high I got from that game. PST came very close; that was an awesome game. I guess my expectations for NWN were a bit too high. The campaign felt like a big step back from BG2. It wasn't a world, just a bunch of areas witch all looked the same, and everything was generic. I mod because I have yet to find any really good mods. They're all so unpolished that you can never get very immersed. I don't like custom worlds either. That's why I took it upon myself to try and bring as large a part of the realms to life as possible. It took me a while to get round the scripting and limitations of the toolset. Now I make the NWS modules (which have proven very popular). So what I want from NWN2 is this. - A good campaign. it doesn't have to be huge, but it should be a bit less linear, and it should feel like I am exploring the forgotten realms rather than moving through a bunch of areas. - A good toolset that will allow me to build varied FR adventures as easily as possible.
  5. I like Rib n' Saucy flavour Nik Nacks with marmite myself, in between pieces of fresh, unsliced bread. What's your favourite?
  6. I was just wondering what you all are doing here. Why are you here? What sort of NWN user are you? A player? A Builder? A developer of custom content? Do you play online? Do you play in PWs? Would you class yourself as a roleplayer or powergamer (though I don't expect many to admit to the latter)? What is your background in RPGs. Why are you following NWN2's development, rather than Dragon Age (unless you are following both)?
  7. Or getting there could be part of the game as you try to navigate through the dangeorous terrain of the spine of the world.
  8. How about Icewind Dale 3 as an expansion for NWN2? There doesn't seem to be any reason to develop a separate engine, especially when the NWN2 engine is going to look as great as they keep telling us. They're probably not going to give us winter/arctic content in NWN2 anyway, but it would probably be the sort of thing that they ended up creating in an expansion. Why not merge the two? The Icewind Dale name would be a great way to increase the sales of an expansion, which is normally greatly reduced compared to intiial game sales. Even better, Icewind Dale sits just north of the Neverwinter/Luskan area that NWN2 will deal with in its OC, so there could even be a world map connecting both campaigns!
  9. How about Icewind Dale 3 as an expansion for NWN2? There doesn't seem to be any reason to develop a separate engine, especially when the NWN2 engine is going to look as great as they keep telling us. They're probably not going to give us winter/arctic content in NWN2 anyway, but it would probably be the sort of thing that they ended up creating in an expansion. Why not merge the two? The Icewind Dale name would be a great way to increase the sales of an expansion, which is normally greatly reduced compared to intiial game sales. Even better, Icewind Dale sits just north of the Neverwinter/Luskan area that NWN2 will deal with in its OC, so there could even be a world map connecting both campaigns!
  10. I'd rather they stuck with DnD. I think they will do so for commercial reasons if nothing else. Look at what happened to Black Isle with Lionheart. A 3d, 3.5 edition version of BG would probably do well. If they could convert BG1, BG2 and both expansions at the same time they'd have a monster smash on their hands.
  11. I don't see why a remake wouldn't sell. The critical reputation of PS:T grows every year and it could sell well on the back of it. It couldn't be any worse than the original, assuming the graphics were good and nothing was fixed that wasn't broken. Then all you need to do is add perhaps a few more areas of sigil and maybe another plane as a sidequest, the ability to join a few more factions, the ability to complete the main quest in a few more ways, a couple more hench people etc, conversion to 3E rules (OB could use the Electron engine for it), the choice to be a few different classed/cast more spells etc. I believe that anyone who played the original would buy it, plus many more, on the back of the reputation of the original. I think it would be very popular with munchkins too, if the graphics were great. The original game had the largest level range of any CRPG I ever played (level 3 to 20 with my wizard). It had awesome spells, the chance to be really evil, some great hack n' slash sections too. I think most munchkins woud love it. Very few powergamers ever complain that there is too much story in a game.
  12. Obsidian could easily use the saem engine, and even the same art as they did in NWN2 for a such a game, so all that it would really require would be a bid module and hak pack. Or, such a game could even be created as digital distribution for NWN2.
  13. Apparently Interplay is near bankrupt, and IMHO Obsidian should make a bid for the Planescape: Torment licence. Either the original could be remade using the NWN2 engine, or a continuation of the original story (even if it doesn't have the nameless one in it, the planescape setting is one of the best in terms of roleplaying opportunities). Regardless, such a game would be well received by critics, and every RPG player has now heard the legend of planescape torment.
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