Somewhere in the comments of an older post Ben asked me about the NWN2 water, and I compared it to the Witcher there, and got the idea for a comparison of the two games.
Now, I've talked a lot about The Witcher in my last year's posts, I don't really want to repeat all that, and the two games are very different approaches of a Roleplaying game where you can't just say this one is better or not.
However, the two games have something in common, and that's the Neverwinter Nights 1 roots, and it's amazing how different two games based on the same technology can turn out, and even more what CDProject Red squeezed out of the old Aurora Engine (thereby customizing it a lot) while Obsidian decided to make their own partly backward compatible Electron engine for their approach.
But let's start with what triggered this post, the water. Ben told me that water movement was something he was missing in NWN1 and asked if NWN2 had something like it. The answer, to my best knowledge, is no, only a few optical tricks can give the slight impression of a river actually flowing, but in most cases it still looks like a perfectly calm lake. You can adjust ripple and waveforms a little, but that's it. Also, the realism depends very much on the lighting, in many cases the NWN2 water, even though having steep hardware demands when every option is enabled, looks much more artificial than The Witcher's, which is technically the more outdated solution. But see the screenshots.
As you can see, the river gives quite the impression it's flowing, and when Geralt goes for a bath, the water has that slight "flow around" effect. Not the most awesome realism ever seen, but it works. Now for NWN2:
Do I have to say more? Disappointing, isn't it? Now, to be fair, there are more options for water and a few tricks to make it more realistic, but whatever you do, you won't get the movement you have in the Witcher screen 1.
By the way, see the wonderful buildings in screenshot number one? If I could build a PW with the Witcher's placeables, oooooh yes, that would be it. Oh, that reminds me, The Witcher has a toolset too, called Djinni. Have a screenshot:
If you enlarge it, you'll see that it doesn't hide it's roots - you have quite a few sections there starting with "Neverwinter..." or NWN. Sadly, there's two problems: First, you can't play The Witcher in Multiplayer, and you're usually stuck with Geralt as only character (he's not a bad one, but a world full of Geralts would be boring after a while). And, we don't have a terrain editor in Djinni. We have to stick to the prefabs that come with the game, or use a 3D Editor to make our own terrains and import them into Djinni. That just as a side info, for Middleforest I'll have to stick with NWN2, no other way.
Now for a few things I saw in the Witcher and that I'd love to see in NWN2. Some things might be possible with some effort, some things nearly impossible, but since both Squatting Monk and I talked about ambience recently, I'd like to show you a little about the ambient system in the Witcher. So let's visit a country inn:
We enter and look around. It's early in the morning, just very few guests and the Innkeeper is sweeping the floor on the right. Since thee's not much to do here in the main room, Geralt goes around the corner and starts a little fistfight....
After we broke the fat guy's nose we go back for a drink, and see what happened in the meantime: A cat walks up to the window to enjoy the sunlight and a new NPC has entered and took a seat at the table, waiting to tell Geralt a tale for a beer...
We look around and see at the table behind us a quest NPC has appeared too... the cat sits and licks it's paws...
... and the Innkeeper has positioned himself behind the bar where Vesna, the barwench, has just appeared too and prepares to serve. In a few moments, she'll walk about talking to the patrons, and in the evening we'll meet her outside on her way home, where we might have to protect her from some thugs...
Or let's head over to Abigail, the Witch. It's again early morning and she just awoke and prepares to leave her bed and make breakfast:
We're polite and don't disturb her, so she chooses to ignore us and, after some breakfast at her table, starts sweeping the floor until we finally have enough and speak to her:
So this is the daily schedules NPCs have, exactly what Squatting Monk dreams about in his recent Ambience post.
But there's more, again something SM mentioned, and that's the weather system. See what happens when the weather suddenly changes to rain:
Scripting something like this would be a pain in the rearside, but imagine this in a persistant world... one can still dream, no? Or, well... there's an idea I have to look into... mayhaps CD Project Red has done that scripting work for us already? I'd have to dig in Djinni for NWN-compatible scripts.... but before that, a few more ambient things that make the Witcher's world so alive. Like, ambient animals. These are no creatures like in NWN2. In Neverwinter Nights(1/2) everything that moves is a creature and is clickable, or highlighted. You want some rats running around? You have to place creatures there, with factions, they will be highlighted when you point your mouse on them, they are clickable, they block your path etc. etc. etc. In the Witcher, we just have ambient creatures you cannot interact with, they are for the atmosphere. And see how that looks:
We see a few goose and decide to scare them...
They are scared.
Some pidgeons on the path, what do pidgeons do? Right...
The Witcher is full of these... rats that run from you, small frogs at the lake, hens in the Inn, etc.
But now an example for another type of ambience you will find in the game quite often: Random reactions of NPCs. They react to a lot, we've already seen the weather, but another example would be they pass another NPC on the road and make a snide remark, or they see Geralt walking by and make a comment. One example I like very much are the kids you often see playing on the streets, balancing on sidewalk edges or dancing or running about. Here's a nice one:
Kid stops playing as Geralt approaches and looks stunned...
But nosy at the same time....
Other comments include "Your hair is like milk!" Or, if a girl, "I'll become a barwench when I'm grown up!".
It's also amusing to see who suddenly joins you when you decide to rest at a fire. You sit down at a lone fireplace, take a small nap, when you wake up suddenly a few people sit around you throwing around random comments of all flavours from "I need a drink" over "I hate nonhumans" to "My balls itch". The ambience in the Witcher really makes half of the game, sometimes I laughed tears about the behaviour of some NPCs I saw down the road. And I still wonder, if all that is based on the old NWN1 engine... shouldn't it be possible?
Well, so much for my huuuuuge Witcher comparison. As you can see, the game is full of ideas and I only scratched the surface yet. A lot of it's content is worth being ripped off, and if you haven't played it yet. go ahead and get it, it's even running multiple times smoother than NWN2.
Episode 91: Birds of a Feather...
2 weeks ago