Continuity Posted September 16, 2012 Posted September 16, 2012 Please consider the option of making it a player stronghold instead, like the one in BG2 and Crossroads Keep. Finish what you started in NWN 2, and make the design complete this time by making the minigame reactive and integrated with the main game. Don't cater to larpers. That is all.
Delterius Posted September 16, 2012 Posted September 16, 2012 First of all, I believe that 'Player House' and 'Stronghold' have different meanings. 'Player House' (look no further than the Minecraft Heartfire DLC for Skyrim) implies a much more domestic connotation - kids, decorating and stuffies. This isn't what I remember from Baldur's Gate. In Amn, you'd take over a cool castle or a nice giant sphere of doomagics and follow a storyline based on it - fitting your choice of class, no less. You had 'Strongholds', something that's worthy of a chapter (or several) in a heroic fantasy book. So while I fear that 'Strongholds' may be outside the project's scope in terms of content, I believe that 'Player Housing' is beyond the project's scope in terms of inspiration. 3
C2B Posted September 16, 2012 Posted September 16, 2012 There's no way. No way, this is actually going to be a simple player house with boxes in it. They may still be in the game as places to hide out/sleep safely, but the specific one in the stretch goals is almost certainly going to be something special.
Delterius Posted September 16, 2012 Posted September 16, 2012 There's no way. No way, this is actually going to be a simple player house with boxes in it. They may still be in the game as places to hide out/sleep safely, but the specific one in the stretch goals is almost certainly going to be something special. I haven't finished NwN2 yet (I'm early on the campaign), but they described the feature as stronghold then. Now they are talking about Player Housing. Sure, I won't rule out a sad misunderstanding but these guys are writers, they know their words.
C2B Posted September 16, 2012 Posted September 16, 2012 (edited) There's no way. No way, this is actually going to be a simple player house with boxes in it. They may still be in the game as places to hide out/sleep safely, but the specific one in the stretch goals is almost certainly going to be something special. I haven't finished NwN2 yet (I'm early on the campaign), but they described the feature as stronghold then. Now they are talking about Player Housing. Sure, I won't rule out a sad misunderstanding but these guys are writers, they know their words. Not all of them are writers. Also Saturday evening after staying up long a night watching counters. And: The Sink in Old World Blues And again: We have no idea what they actually mean with "player housing" except for prejudices. There's no definition. Edited September 16, 2012 by C2B
Delterius Posted September 16, 2012 Posted September 16, 2012 And again: We have no idea what they actually mean with "player housing" except for prejudices. There's no definition. And, again, I do not rule out a sad misunderstanding but its unlikely.
J.E. Sawyer Posted September 16, 2012 Posted September 16, 2012 In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay. 2 twitter tyme
Wombat Posted September 16, 2012 Posted September 16, 2012 (edited) Proximities would be NWN2's stronghold, KotORII's starship, Alpha Protocol's hideout, and FONV's presidential suite. Possible functions are item storage, (additional) PC-NPC interaction, crafting/shopping interfaces... To be honest, I've gotten an impression that these functions can be integrated into interface screen for resource management game-play, the designers simply need to block access to the interface screen while party's are not in a safe place or specific place(s). Also, these houses are not well designed as "interfaces," either. [edit] Oops. Same timing with Sawyer post. I'm yet to play all the DLCs - due to my time and my tendency to start over the game each time. And yet, I don't think the Sink's function can be totally different from the ones I listed above except some humors and (possible) addtional functions. Edited September 16, 2012 by Wombat
Longknife Posted September 16, 2012 Posted September 16, 2012 (edited) In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay. So does that mean flirty light switches are confirmed for eternity? Edited September 16, 2012 by Longknife "The Courier was the worst of all of them. The worst by far. When he died the first time, he must have met the devil, and then killed him." Is your mom hot? It may explain why guys were following her ?
Delterius Posted September 16, 2012 Posted September 16, 2012 In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay. Oh, ok then.
Continuity Posted September 16, 2012 Author Posted September 16, 2012 (edited) In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay. Alright, so basically a place to manage resources, and interact with some cool stuff. Maybe some crafting tables or an alchemy lab. Just don't allow for people to get kids or whatever. Not that I would ever believe that you would sink that low. edit: but still, consider a stronghold minigame with good reactivity and integration as a further stretch goal. Edited September 16, 2012 by Continuity
Risen Posted September 17, 2012 Posted September 17, 2012 A stronghold would be nice, might come as stretch goal? maybe you could have both stronghold and house, or something like "captain quarters" inside the stronghold that would be like a house.
^Rayne^ Posted September 17, 2012 Posted September 17, 2012 I never got the chance to play the expansion to Fallout 3, so I may be restating things that happened with that house, but I will state my hopes for the house just in case they're not similar. One thing I've experienced in a game where the player could get a house was that they got it in a state of disrepair and over time through the completion of quests they were able to improve the house and see its transformation. I also recall enjoying surprises like a secret door into a hidden complex below the house that wasn't found until later in the game. I like having reasons to revisit these homes over and over again in the game and I hope some of these ideas will be present in this home if the stretch goal is achieved. By the way, I really hope we at least see a doubling of the 1.1 million. I put in my money, and I hope a lot of other people do too.
Kraidy117 Posted September 17, 2012 Posted September 17, 2012 In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay. So is the toaster making his comeback? :D
Remus Posted September 17, 2012 Posted September 17, 2012 (edited) While I guess that the following is somewhat out of the question since it's a rather big concept, I wanted to leave it here in fear that it could be overlooked. Someone with the name K Edited September 17, 2012 by Remus
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