Showing posts with label Ramblings. Show all posts
Showing posts with label Ramblings. Show all posts

Wednesday, May 16, 2012

Picking it up again... I hope


No, Middleforest isn't completely dead yet. It just smells funny.
After all my failed attempts at doing some techy stuff (first the scripting, then creating custom content) I simply had to take a long break and do other things. There's real life for one, and for the lonely evenings some other games to try out. After all my Singleplayer adventures like Skyrim etc. I needed my roleplay/interaction fix again and tried both other NWN2 PWs and some commercial MMOs just to get an idea where I'm going and what my aim is. After a long time I came to the conclusion that my goals haven't changed and my basic ideas for a PW are still good ideas.

There's no alternative to Neverwinter Nights multiplayer if you're looking for immersive roleplay in a multiplayer game. No MMO can even get close, and nothing will come in the near future. While some MMOs have an interesting concept ( TSW ), they're still MMOs and you will never find the same quest qualities and roleplay quality as in a NWN world made by and played by people who are looking for the same thing. I actually liked some MMO ideas, Age of Conan wasn't half as bad as I expected, but still you have the same boring and meaningless hack&slay, dull quests and, sorry, stupid players. Rift, a game that got nice reviews a while ago, was on a Steam sale and I grabbed it for like 7 Euros. I couldn't even make it past the first noob quests, the dialogues and endless respawns are mind-numbing.

So no, MMOs are not what I'm looking for. I always wanted to have Middleforest lots of things that make it feel like a singleplayer game at times. A very good example is Dasaria, another NWN2 world. I haven't played long enough to go into detail about the setting, world design and combat stuff, but their initial quests for new players are perfectly done. Cutscenes with emotes, great dialogues, quests that are actually fun to play (Vampires!). A huge thumbs up for that, Dasaria guys! The only nitpick I have is that the quests are repeatable after every reset, but well...

As for area design, that's where I aim for more, and from all the worlds I tried Vulpina still makes the nicest areas. I wish more modules would go into so much detail and love for atmosphere. Couple this with Dasaria's quest/writing quality and you're already close to perfection. One world that I tried early on that had also some very nice areas was Legacy - Dark Age of Britain. One big problem I want to avoid in Middleforest though is that you notice that there are different builders with different styles. Other than that, it also has something I like: A unique level system with roleplay focus. However, I don't like permadeath servers, so there you go, Legacy, have fun without me.

Anyway, all this only makes me want to pick up building again. Of course I will run into the very same problems as before, mostly tech hurdles and the lack of a scripter. Also, as hard as it is, I will have to rebuild Rungholt. I never build for lowend systems, especially nowadays anyone with a mild interest in games will have a setup that works for NWN2 at a good quality. But hell, Rungholt makes my own comp melt, and I don't want to know how it feels with many players around too. So, it looks like areas have to be split up, smaller quarters etc. Which is actually quite nice for the atmosphere. But yeah, lots of work. Fortunately, at least area design is fun.

Monday, December 20, 2010

Story depth, sexism and equality


"Jeanne, next time just keep the long hair, ask nicely for that breastplate and bring your girlfriend too."



(Edit 21. Dec.: to avoid any confusion, the blog entries and comments I quoted have now disappeared)

Ah, reality check today. This is going to be long again. A few days ago I linked you people to Alazander's community check during my long Obsidian rant. Who would've thought it'd stir up the trouble it did? I don't ask you to read it all, instead I'll quote a few passages that lead to the argument. It raises some interesting thoughts really.

"I see 300+ page threads dedicated to an upcoming companion's chest hair, and I wonder if the earnest D&D or RPG enthusiasts of the past are now huddling in a corner staring in slack-jawed terror at the teenage girls who have taken over the establishment."


Aahh... my my, bad mistake. Seriously, in the whole context of that long post I didn't stumble over that one, or let's better say, I got the bigger meaning without assuming he's actually blaming girls for the downfall of all roleplaying communities. It was a cynical remark, irrelevant. Let's hop into the comments section now...

"But I'm sorry - the problem with the RPG community today is that teenage girls have "taken over"? Are you serious?"

Other points made in that comment are totally valid, it was just that I hadn't read the same into the post as this person did... moving on in the comments it's getting too much to quote really, people got really upset about this one line and that Alazandar called The Witcher's gritty setting "refreshing" compared to Bioware's "we cater everyone" policy.

"I always like to use The Witcher as a good example of game that sails close to the edge to present a believable world, at the risk of offending or alienating significant groups of people. Not that I think that is a good thing in general, but it’s a breath of fresh occasionally."

That was apparently just feeding the fire and even took it over to other blogs with statements like...

"I think I’m most amused/bewildered by the claim that political correctness is so rampant that games with sexist/oppressive settings and content are a “breath of fresh air”. Like tossca said, I… really don’t know where to start. :/"


"I think statements about how misogyny or other sorts of oppressiveness are “a breath of fresh air” are a bit indicative of what the person in question thinks the world should be like.
Which is clearly indicative that nobody should take them seriously, because that’s really self centered thinking and yeah. Unfortunately, a lot of people don’t seem to have caught on."


"His breath of fresh air stinks for everyone else."


Now, short break here, to get that part out of the way. Up to the point where the first person argued about the truth behind the "teenage girl" statement I can agree that the words weren't exactly well chosen. The "girls part" was meaningless to me, I think those of us who stare in awe at the Bioware Social Community all get the bigger meaning... those boards appear like a chatroom with so much babbling about nonsense like, cough... chest hair... that one's getting close to a seizure. I was following the boards when Dragon Age was new and yes, they changed faster than lines in a chatroom, with the most frequented topics being about character look and who's the cutest bunny and that.

It's not important if it was teenage girls or males who started those, although we all know girls chat faster ;-) (yeah, joke, but call me sexist now if you like). Moving on to the part about male sexism on those boards and teenage males opening dozens of threads about boob size... all valid, sure, teenage males are horrible, teenage girls too, can we move on? The point is that more serious modders feel a bit lost in the kindergarden, not if it's teenage girls or teenage males who started it.

But, since the sexism topic came up now, let's stay there and look at Alazander's new post.

I don't want gaming to become the equivalent of Mass Effect's medi-gel and omni-tools: all-purpose, all-inclusive, homogenized. I refer to the mechanics, yes, but also the stories, the characters, the themes. This is particularly important for RPGs because they form so much of the experience. When one comes along that doesn't knowingly dull its edges to avoid potentially offending someone -- and even BioWare's games do, on occasion -- I'll stand and applaud the artistic integrity instead of screaming blue murder.

Phew... so much for the background... you might've noticed I left a comment there already long enough for a blog post.

Let's make this part short now. Yes, I agree completely with him and I think the Witcher is a great, great game, to a large part for being so different to the homogenized rest. What are we really looking for in a fantasy game? A truly medieval feel or rather a game that caters everyone at the same level? If the latter, how many opportunities for a great story are really there and how many lost? A matter of taste maybe?

So, if I want to make a commercially successful Middleforest, I'll make sure that the world feels all the same to men, women, lesbians, gays, probably a few more. Yes, that's the Bioware recipe. Modern canadian liberal political correctness, as Alazandar called it. May I add.... boring?

Yes, I think Bioware games get more boring lately. I still enjoyed Mass Effect 2, but I don't feel the urge to play it again.
Dragon Age was great, and I especially loved it for the origins, but it dulls out a bit after those.

Let's not forget by the way that DA:O was years in development, they started long before being bought up by EA. Now, the latest developments though don't really spike my interest anymore. I don't care much for Mass Effect 3, and for sure not for Dragon Age 2 which appears to be just a medieval Mass Effect. And may I add that I have my doubts that these games can be really deep and epic anymore with only one year of development and always following the same successful recipe?

No, a game I want to make would be closer to the Witcher's world than to Bioware's standards now.
Do you read into that that I want to make a world in that only heterosexual male players are catered, that female players, or homosexuals or whatever fun you have in your life, characters are not welcome? No, dammit, they should be strong in numbers! But please, don't expect the same treatment. Why? Because it's absolutely unrealistic, it's boring, it ignores so many opportunities for great stories.

Even Bioware was still doing it at one point - play the female City Elf origin in Dragon Age: Origins.
Sadly, they didn't continue this way throughout the game... but even without the gender now... how many people thought it was a brilliant idea that elves or the lower born dwarves are the outcasts, the scum, nothing but slaves in that game and had to fight against all the odds?

Ah yes, as long as it's just a fantasy race, it's a great idea... but telling a story about a woman who has to fight against the odds in a realistic sexist and gritty world is no good idea? Or a gay warrior who has to keep his orientation a secret in a world that would burn him for his sin? That wouldn't make fantastic stories?
Well, just look at literature and real history. Who'd give a damn f*uck what Jeanne d'Arc has done if every second soldier/knight in the army had been a woman during that time? She'd surely not be holy by now, she'd be forgotten.
Would Mary Read and Anne Bonnie still be remembered? What for? There were more successful pirates at the time, they had no males to fight against, and since female sailors/pirates who dress like males and have a same gender affair are considered utterly normal and plain boring...



"Just a snapshot of some average girls in their day job, nothing to see here.
"


In my comment I took "The Pillars Of The Earth" as an example. Did this book cause an uprise among female readers (who apparently bought it) for treating women not politically correct? The women in this book are usually treated like scum, most of them raped at least once, and yet they are the most memorable characters... because they fight against all odds.

The Witcher created a world that is not even that gritty, but surely closer to medieval society than Bioware's games are. And yet, most players still remember most of the female NPCs clearly because they stood out. And not for their boobs. It's just been three months since I played Mass Effect 2, I barely remember the storyline or the characters anymore. Sure I remember Liara-cutiepie still, but honestly, isn't she just a sweet little modern teenager with not much depht at all? I wasn't really impressed by any of those characters, and if there's anything I remember of that Miranda Lawson in Mass Effect 2, it's surely her rearside and a suit so detailed that I'd call it more sexist than the whole tarot card collection in The Witcher.


"Miranda Lawson (Mass Effect 2) - modelling that gap between her legs was surely a necessity. Honi soit qui mal y pense."


Triss Merigold though, I surely remember her from the Witcher, and I'm sure her character would eat any of the Mass Effect chicks for breakfast.

Last, because I'm only rambling again and will probably edit every 2nd sentence later for making sure I'm not misunderstood - Michael has posted a great blog entry a (long) while ago, he's a much better writer and much smarter than me anyway. Make sure to read all of it, not just this little quote that should conclude this post.

"We can't solve the ills of society in a little blog post. But, by extension, neither can we solve them in a game. And really, should we? If conflict is the center of storytelling, isn't the base conflict of woman versus the limitations of society compelling? I've seen character backstories by the truckload that deal with a woman being driven to a life of adventure to escape the chains of an arranged marriage, and nine times out of ten, the conflict stops there. Women in fantasy, it seems, are only chained by society at some distant point in the past. They make a decision to not be the puppets of men and then everything is roses from there. Surely, fantasy is a wondrous thing!

(...)

Being a woman in S&S takes strength. Being a woman and an adventurer, doubly so. The conflict that births that strength should be played up, not down; such resolve in the face of injustice is the thing people tell stories about long after things have changed... if they ever do."

Friday, November 26, 2010

Rumors of my demise have been... etc.


(warning, post contains mild pixel nudity)

Ha! Thought I gave up, didn't you? Well, I won't do you that favor yet. I don't want to say I was terribly active since my last post, but I did a little more than it might seem still. Not everything, or let's say, as good as nothing of it I considered worth a blog post yet, though.

When it comes to area building, I reworked a lot of the existing ones, but you wouldn't see that on a screenshot. For example, with a bleeding heart I split up Rungholt into 4 quarters, because it just seemed so unplayable to me as one giant area. And, it's not half as bad as I feared. However, the performance gain was only half as much as I hoped for too, so... well, that's one. On screenies it still looks the same as before.


I made interiors too, a whole start/introduction base. I'm quite proud of it, but you know how interiors are, they look boring on screenshots, so I didn't bother.
What else... loadscreens. Expect a lot of forest loadscreens in game. Again, no screenies, surprise surprise.

But now, with some screenies that might make some of you literally facepalm, a huge timewaster project of mine lately - the evolution of my nudie stuff.
Oi, you might say, silly Casa, that old pervert, only has nekkid elves in mind anymore.
Wait! It's not that easy. And first and foremost, it's not about nudity, it's about clothing. So let me try to explain my old skin project again, because now I've made a lot of progress with that.


The point is, there's a lot of custom clothes for our characters and NPCs over at the vault, clothing haks almost everyone uses, like, say, Chimneyfishes Always Summer. You know the kind, short dresses showing a lot of skin, some look a bit silly, some are actually quite nice and useful. All of them have one thing in common, they are based on a nude skin, Zylch's Nude.

So, let's keep in mind: Nude skins are not only for running around nekkid, nude skins serve as a base for all those clothes that show a bit of skin.

Right, next step. There are a few problems with this base. First off, it's a bit old. I know, I'm nitpicking, but the quality of Zylch's base is really not up to date anymore. Edgy, low polygon, and very washed out textures. That people who made clothing textures on the base re-jpg'ed the skin over and over didn't help too.
Then there's the problem with some personal taste, like, let's say, a skinny elf girl might not want to carry around those huge bombs... you know. Not to mention the male base by the way (yes, that exists too!), I won't lose another word about it. So, first problem: Quality.


Okay, you might say I don't care for the polygons and washed out textures at all.
But the main problem I've had with all these clothes is: There are other races than humans in the game. Some of them don't have piggie-pink heads. Some of them have blue heads. By default, not by the skin tint you apply as a player on character creation. So if you make a Water Genasi and equip one of those nude skins or skimpy dresses from the existing haks, that looks crap. Totally. You can't tint the ugliness over, no way. Please see the screenshot of the Yuan-Ti further below if you still don't know what I'm talking about.


I know, many people don't care, they claim they started with text-based adventures in the mid-eighties and don't look at anything else than the chatbox anyway. Well, I like eyecandy and some sort of immersion, and I like the head of my character appearing to be somehow related to the body beneath. Huff. Rant over. *exhales*

So, what can we do about the head transplantation? Make retextures of every armor, for every possible character out there? Impossible. But... we can start with trying to make at least the nude bases that cover a lot of the various heads.
Still a hell lot of work you say? Yes, it is, I can tell you because I've done it.. even in various variations for male, female, small chest, large, etc... it's a bit crazy, I know. I started with this when Jester posted his new nude base to the vault, a base that exceeds Zylch's in quality by far. Not only that, he also included different variations and a proper male base, so almost everything is covered. Well, besides dwarves, gnomes and halforcs, but that's nothing new, they never got any love before, why would they now? (actually, I'd welcome them and make skins for them right away).

Anyway, Jester delivered a high quality base, and what's even more fantastic, a solution to make new dresses without having to replace/paint on the actual nude base.


Okay, that's the part I was never able to explain to anyone until they could see it in game. So... the idea is, you have the nude skin, plus a base to make dresses on that does not use the armor slot, but the belt model instead.
Sigh... let me try it like this. You make a new armor in the toolset, you choose a nice little dress, done. To add detail, you change the armor parts then, like boots, gloves, and belt. Now, with Jester's base you make a nude armor, and change the belt part to a whole dress that overlays the nudie skin beneath. Where the belt dress is transparent, the nude skin still shows.

So, that solution opens the possibility to make the base of the outfit the player's own custom nude skin, and the whole dress he/she wears just goes into the beltslot overlaying that base, so the uncovered parts still show the original skin color. Ack, dammit, just look at the pictures.

Sadly, it wasn't just as easy as that. The first big problem was, while you can easily make dresses that show up as armorpart: belt, it was impossible to make an actual item that goes into the belt slot. Just didn't work, technical limitation, NWN2 engine doesn't want that. So back to the drawing board, and Jester played around a little and discovered the gloves slot would work. So, finally we went with a gloves slot solution that works perfectly.

There's a second option though, a scripted one: Run a script that changes armor_part_belt to a specific number, like, when the player equips an item. Sounds like the best solution, no? Haha, if NWN2 would actually do that. But no, NWN2 doesn't want to. There is a NWNX plugin that supports this, however, not everyone uses it, wants to use it or has an idea how to set it up. So, the solution for n00bs like me is using the gloves slot.

Anyway, let's illustrate that whole thing now so you finally get an idea what I'm rambling about:

The first pic here is a comparison of the nude bases. We use the greenish elf head here because it shows the effect Zylch vs. Jester's base and my custom skin best. I think you'll agree the quality has slightly improved and it looks more natural, yes?


Fine, this next pic shows how the skin lands in the player's inventory, so they can actually have it too, not just NPCs made in the toolset. I made a big mirror in a bathroom here that lets the player choose between the various options (and there are a lot!). On the left is Jester's default nude base, already looking quite fine, but not actually a match for the greenish elf, as you might agree. A few clicks further through the dialogue and our little elfie has found one that matches better.


And now our poor little elfie is all naked and will catch a cold! We must prevent that and give her some undies!
As you can see in the pic, her undies are just pretending to be a dress, game-mechanically they are gloves and wander into that slot. The nude skin stays where it is and is not unequipped. As you see in the small inventory pic of the character, our elf has it a bit warmer now.


Well, and the Undies are currently the big side project, actually. They take a while to make and I'm still a noob when it comes to texturing, especially with normal maps I'm still fighting a lot. Below you can see a little collection of working test undies I made so far. But don't think it'll be limited to undies, there are a lot of options to make whole dresses with long skirts, suits and whatnot. It just takes time.


And finally, the last pic to convince some that might be on the edge still... I think this comparison shows the difference best. Left is the underwear as it is currently present in... uh.. Chimneyfishes? Aleanne's? Not sure. The poor Yuan-Ti lass looks quite wrong in it. Right is my own conversion of the outfit to a gloves-slot dress, worn over the Yuan-Ti nudie skin.


Phhheeew... that was a long rant. Anyway, yes, this whole thing has taken a lot of my time lately. And a thousand cudos go to Jester for being incredibly helpful in the process. If you like the whole idea, run over to the vault and give his (1) stuff (2) a high vote, he deserves it.


Besides that... oh yeah, I made some areas too. Did I mention it? I know there might be one or two people in the world who are not interested in nudity, so for those freaks, I'll try to gather some screenies of the few (or rather, two - and it even rhymes) exterior areas I made completely new. This first one is, yeah - call me a copycat - a ship, and even a starting ship. It'll probably be the intro to Middleforest. BTW, what made it impossible for Obsidian to make some f....ing sails? Hello? White Sheets? That difficult? Apparently, because they have multiple ship models, but no sails. Well, a creative builder taught me tapestries and curtains do the job too, if you don't look too hard at it... Oh, and btw, it has underdecks.


Well, and this one... the screenies don't do it justice, but I'm terribly proud of it. I just wanted to try out the RWS cliffs and somehow ended up with this area. Hope you like it, I do.




Sunday, July 26, 2009

And while I'm on it, a reminder

Baking is a pain, especially when the walkmesh just doesn't do what I expect it to do. So while I bake 10 minutes, make a small change, bake again, change again it seems like this is a good time for another reminder of the initial goal of all this. In my last post I already rambled a lot, now I'm going to list a few more specific things about what I would like to do that others don't.
First of all, like Michael said and, I assume, most others would agree on, I want to build the world I want to play in. Now, there are so many Persistent Worlds out there, and I assume a few of them already did things I want to do, but the perfect mix is still missing. So here are the main goals I have:
  • an immersive world. I want to get lost in it, forget about real life for a few moments and be in a different life.
  • a fair world. Where should I start about fairness? It would be a long long rant
  • a unique world
  • a fun world
First point: Immersion. Immersion is the general atmosphere, and the main factors are probably area design, setting and lore, and the quality of Roleplay. The most beautiful world is not immersive when the playerbase only consists of World of Warcraft-kids. The best Roleplayers cannot get into a world if it looks like a child has quickly thrown an area together. One goes with the other. The area design is what I think I can get done, it is not about the technical skill which I certainly lack, but I think I know what I want it to look like. I'm not a "form follows function" builder who makes a list of area contents and quests, then throws in the buildings as it fits. I have an image of a city or area in front of me, try to build it, then "walk through the streets" and consider what kind of interior a house might have, if a corner would be a good place for a market stand and so on.
The other side of area design is the technical side, to be immersive a world shouldn't be full of bugs, the NPCs should act realistic, scripts just have to work. That's step 2, I'm not even there yet. I'd rather have a nice looking base first I can fill with life, the systems behind it are secondary. Not less important, but when I see the world in front of me I can better imagine how I want it to function.
As for immersive roleplay, there are two factors: The world and the player. I noticed that when a someone's thrown into a really well built world, most people automatically adjust to it. If my server is full of exciting baddies to kill, players will focus on killing them. If my world has a lot of stunning areas, players stop and look around, and might even just want to sit at a lake for hours to enjoy it.
However, not every player is like that, and that's why, as sad as it is, there need to be rules. I hate rules, really, and I want to keep them low in numbers. Nexus had just one main rule, that was:
Everyone gets to have fun - Nobody gets to have fun on another one's expense
That's a good rule, however it's not enough. Not even for Nexus it was, for example there was the rule about no evil characters. There might have been many good reasons for that rule, however I think in an immersive world there's no place for such rules. There's actually not even a place for alignments, if we're talking about realism. Alignments are silly, I despise the whole system and it ruins my fun. The rules for Middleforest would contain different things, but I can live with the Nexus main rule above them all. A few examples for rules I consider necessary:
  1. Roleplay. Live your character. Stay IC. Limit ooc chatter to tells
  2. Strict PvP rules. PvP is allowed for realism, however only in rare circumstances when roleplay justifies it and only if all parties agree on it.
  3. Classes are roleplay tools. Be free, experiment, don't think you have to act like a monk only because you took that class. Be a character, not a build
  4. Be an adult, act like an adult. Adult content is not what a teenager considers adult content, it's about being mature and playing a mature game.
  5. (A few rules to prevent munchkinism, like the 3-level rule)
There are not many more that come to my mind at the moment. Middleforest should be free of those hundreds of rules other servers require you to read. Middleforest will not have character applications, most classes will be treated as tools, not require certain roleplay. Players are required to play out their character build, but they are free to do that however they want as long as it makes sense. Why is that? Because the players know their character better than any DMs.

That brings me right to point 2, fairness. I hate unfairness, and there are many aspects of it. And it starts right with the rules above, and not only when it comes to social interaction between players. Unfairness could be that you don't let the other roleplay their character as they think it fits best. You are a rogue, you have to act like a rogue. Utterly bullshit. It continues to fairness in game mechanics, and the main point Michael's xp system is all about. There are many kinds of classes, and they all play differently, however they should all have the same chance to advance, without having to go completely out of character. Here's an example: In Dammendrech, a roleplay world, a lot of people play characters that are not combat orientated. However, everyone wants to advance, that's the crux with the levelling system of D&D. What happens? At some point they all go ooc grinding alone on different sides of the server, hoping not to be seen by others because IC their character wouldn't hurt a fly.
At that point I miss the relaxed fun of Nexus, where people just had a relaxed adventure together, not terribly in character, but it was fun.
In Dammendrech I rarely have that fun, just like in most other roleplay worlds. Adventuring becomes a necessity, you do it mostly on your own unless everyone agrees it's the half hour of ooc grinding of the day.

Now, with Michael's XP system I hope this one problem (My character would not kill, but I have to) will become obsolete. More ways of making xp that are not combat-focused is absolutely necessary. And good RP rewards. Back in Nexus, we could make a 1000xp by grinding for a half hour, but a RP reward for 4 hours was like... 100xp? People, I see that on most RP servers - RP needs to be rewarded, for many servers without a nifty xp system this is the only xp income for non-combat characters. And they are playing their ass off. Reward good RP generously, not like a small nod. The players will otherwise just be grinding again as soon as you turn around.

So, XP system and RP rewards, one thing. The other is encouraging party play in every aspect.
As much as I hate people around me only chatting oocly and grinding like mad like on most action servers, I also don't want to enforce an absolute strict IC rule. Sometimes it's necessary to relax a little, be half IC, but up for adventuring together even if your character might not fully agree. Everyone needs to let some steam of sometimes, and it's more fun together. It's fine, forget about it the next day, but it's a multiplayer game, it's a community game, it's not a singleplayer game. If there are four people on the server who are just in a killing mood, hell, please team up, do it together and enjoy party fun. It's better than seeing it as a monotoneous work and an evil necessity that has to be hidden from others. As long as it does not get out of hand and you don't annoy others with it. When a DM pops up players should be ready to RP, when someone else comes in and starts roleplaying I expect an immediate stop of ooc chatter (which should be kept to tells and party anyway) and appropriate IC reactions. For those who knew Nexus: The dock chatter there was fun at times, but it totally got out of hand. Real Life stories are a subject for tells, or go and look for a quiet room where nobody else comes along and talk there. I hope all this is not too much to ask on a RP server.

Now, for PvP I don't think there's much to say. This won't be a PvP server, PvP is only about realism and a last ressort. PvP is usually a thing that happens in RP, not in brute force. There are characters that don't get along and one might hate the other IC, however, there are almost unlimited ways to play that out without actually attacking the other. If there's absolutely no other way, then the fight must be IC, it must be in consense, and I'd prefer if a DM is around. There's no WoW-style "kill the n00b because I'm an evil rogue", such players are simply not wanted. We're all mature and expect players to behave like that.

Mature brings me to adult content, my favourite subject. 18+ = Oooh, pixelporn? No Sir, 18+ means 1. It's not a kindergarden but a mature game with mature storylines and yes, I'd prefer a mature playerbase. 2. I don't want to have anyone complain if a prostitute shows some skin or a drunken sailor uses dirty language. That's realism, and not pixelporn.
When I say 18+ I mean the average US-american rating by the way, I wrote more about that in an older post. In most european countries it would be 16+. There will be nudity if I decide it fits the context, there will be foul language if it's realistic, maybe even some minor erotic content. But I'm not building a "social" server where players meet to roleplay the act of reproduction, such players are as welcome as WoW-kids trying to get from 1 to 30 in a week. Saying this server will be adult-only is a precaution, nothing more. I don't want angry parents complaining about my content, as I've seen elsewhere. Expect adult content to be presented in a mature way.
Last, for the rules, the anti-munchkinism rules. It's quite simple, I like unusual builds and interesting combinations, but there's just the old issue of cherrypicking for power. And even if it can be explained IC, there's always a foul stench around builds like a Rogue29/Shadowdancer1. A class can mean anything the way you RP it, but it should matter nevertheless. I'd like to see people playing out the classes somehow and not pick it for just a single feat. So there's the 3 levels of each class rule that still stands, maybe I have to redefine that a little for NWN2, I might end with 2 of each, we'll see about that.

Now I think I covered most points of the lists above. The hardest thing is still making a world unique and stand out, and even with all those technical details, it's mainly the setting that makes the difference. Where will Middleforest stand out, if all my plans become reality and I really get all done I want to be done? Well, I think it will stand out in a quiet way, not outshine all the rest. I'm not aiming for an extreme world, I will stay close to what players are used to in NWN2, the differences being in the detail.

  • There's the setting. It won't be on the moon or underwater, it will be a fairly realistic world with some fantasy in it. But much more european than the original game and D&D, with more european (folk)lore and artwork.
  • The system. If I get SM's system in, it'll make a major difference.
  • the quality. I hope.

So what's the point?

First, thank you all for your last comments, they boosted my morale a little bit again. Guess what, I already sat down and rebuild the whole thing. Well, I'm in the process, I have the same old walkmesh troubles again I had every time when I worked on the docks, and the terrain looks still very plain and simple. But I'm on it. And I've had a little success, I was able to configure the autodownloader and from now on could theoretically host the mod whenever I want, the multiplayer side is done. Not that there's anything in there to see yet, but so what, one thing less on the list.
But after all those troubles, I guess the question why I'm still doing this is more than justified. I'm not really sure where to start, there's a lot of reasons, and also a lot of reasons why I don't want to go back to NWN1, which has a stable, easy to use toolset and a lot of very polished community content. And last but not least, I'm envious of what Squatting Monk was able to set up, especially in regard of staff and helpers. NWN1 has a great community, and if I had sticked to it, Middleforest would probably be almost finished at this point. The decision to switch over meant being on my own on most parts. So what's so great about NWN2 then?
At first sight, nothing. When I started playing NWN2 I hated it in almost every aspect. The areas in the official campains looked worse than most NWN1 areas. More polygons, great. Terrain editor, wonderful. But what a bad artwork, so easily outshone by The Witcher for example, which was even built with NWN1's engine that was oh so old and oh so outdated and limited according to NWN2 forum posts. And, NWN2's performance was ridiculous. Such shitty artwork, zero eyecandy but crawling at 10 FPS? No thanks, we wait for Dragon Age.
Now, I think most credit for changing my mind goes to two persons. The first being lowfatpretzels, who I played a lot with in NWN1 and who insisted I should try some NWN2 PWs. The first of them was Abyssya, and my first steps in this world were exactly the same I later saw Michael do: A torrent of hatred against everything NWN2. "Why is the camera doing this, why can't I do this, why is my view blocked, why does my toon do that, why are my FPS so low when nothing here looks good... hell, I crashed" etc. etc. It wasn't really Abyssya's fault, I think that was a well made world, but I just wasn't ready. Neither was NWN2. I saw absolutely no reason to continue playing, went back to NWN1 and done.
A few months later Pretz tried again, and this time it was Dammendrech, the world he co-founded. I was a little frustrated with NWN1 back then, my old server Nexus was growing too old, nothing happened anymore and the few players who were left all fought each other. I was still absolutely sure I wanted to stick with NWN1, but I had no server to play on at that moment, so I gave Dammen a shot. Now, two things need to be mentioned here that are really important: 1. NWN2 had seen a few patches in between, 2. I had a better graphics card.
Yes, NWN2 is very demanding, but nowadays all midrange graphics cards should do the job fine, and boy, NWN2 can look so much better when you can actually enable a few more options and, this was the case in Dammendrech, someone actually knows how to make nice areas. Vulpina is a really good builder, and Pretz knows how to handle area lighting and all that eyecandy stuff, and both together are a very different experience than the areas Obsidian did.
Furthermore, customization. NWN2 has actually a very high level of customization, even though as a player you might only see that you can't change your armor as nicely as in NWN1. Still, it gave me some ideas of what is possible. There's a lot of potential in this game, you just have to dig a little. But there's also one more point, and that was simply Roleplay. After a while Dammendrech was just great to play on, I had wonderful Roleplay there, which hooked me up and made it more and more difficult to go back to NWN1 again where I actually had no idea where to play anymore.
So, three points:
  • Gaming hardware: NWN2 is a different experience when you can actually make it run smoothly (nowadays this is a cheap thrill, in 2006 it was expensive)
  • Players: If you enjoy playing with community one, why building for community two?
  • Customization: NWN2 offers more of it, especially in area design. I just love eye candy.
Now I mentioned two persons, and now we're at Mask's comment about Monty Python's Black Knight. That one has a name, and that's Rob McGinnis, Obsidian's former assistant producer and Community manager(?). I think nobody in NWN2's community was closer to that wonderful example than him. Whatever was wrong in NWN2, if a patch broke the whole game, if your computer exploded after entering Act 2 - Rob McGinnis fought for this game like a cat in the corner and was a good example for what I think was Obsidian's role in this story: They knew they f...ed up at the beginning, everyone knows Atari cracked the whip behind them and made them throw out a half-finished game. Obsidian/Obtusian/Osidiots did wrong whatever could be done wrong when it comes to game development, but hell they had dedication, and first and foremost Rob McGinnis who held the whole NWN2 community together all the time with his countless Developer posts. All that gave me the impression that there is indeed a community for NWN2, and even a likeable one. Hands down, NWN1 has a great community, but there was a lot of elitism there too, and often PW projects only seemed to exists as a show-off of what is all possible and who makes the greatest systems and whatnot - NWN1 just worked. NWN2's community was more like "Hell, this is crap, but somehow I like it, let's try to fix this up as good as we can and make the best out of it". And I think for he most part it succeeded, at this point NWN2 is very enjoyable, even with it's 1000s of bugs I can see it catch up with NWN1 and even taking over. It's like making a sculpture out of garbage.

Now, there's one more point, and I think this is a relict from NWN1 times. Competition. I admit, even with my limited skills I sometimes think I just want to do it better. I've played on some great servers, but I always see room for improvements, things I absolutely not like or that I just would approach differently. Especially in NWN2. I've seen a lot of good area design, but much more really bad area design. Just take all the official campaigns for NWN2: The artwork is just not what I would sell to anyone, I think I can do it better. Yes, it's an immense amount of work, but I want to show that more is possible with NWN2, there's so much potential.
Then of course there's the setting. I want to make a different approach than the others, not quite as different than Michael or Ben, but in details. I want to make the world I want to play in. And of course there's Michaels great S&S core system. Even in NWN1 it will outshine most others, and I'm a huge fan of it, even though in the beginning I just wanted a 1 to 1 copy of the Vives xp system. But in NWN2 I haven't seen anything like this yet, and I think making it work in a PW will immediately set the world apart from any others out there, as long as the quality of the building can live up to it. I like playing NWN2, and there's a system that makes playing a lot more enjoyable, but there won't be a NWN2 world ever using it if I don't. Someone's got to be the first, no?
Anyway, that's why I go back to the toolset now.

Friday, May 22, 2009

A little theory on races and classes (lore)


It's time to think a little about theory, and since I'm already on it, I'll just share some thoughts and file this under rambling and brainstorming. 
As the first cities and villages soon need to be filled with life, it's about time to decide how this life should look like. That means, I'm considering the different races, classes and how they fit into this world. I already pointed out that going with the standards and stereotypes is no option, however, I'm reconsidering the amount of changes I really want to make. On the server I play on, a lot of classes have very specific lore and places in the world, which first appealed to me and made me want to do the same. However, a very specific place in the world can also be very restrictive, like for example, a lot of prestige classes require the player to join a specific organization or guild, which again comes with a set of rules that might limit the character too much. But that alone isn't the problem, I also figured that some things that sound awesome in theory just don't work in reality. There are a lot of caveats, some caused by the amount of work for the player (requiring an incredible amount of RP time that can't be catered by DMs, feeling of being stuck), some caused by the amount of work for DMs, some caused by game mechanics. Also, I always thought it's not the build and choice of classes that makes a character, the game mechanics should just be a tool to form a character, and what counts is how it's played out. I want classes to blur into each other, in some cases it's even fun when you play for months with someone and never have an idea what his actual class is. 
I thought I'd start loosely rambling about classes and races in between other things from now on, filling you in with some lore and ideas how certain things fit into Middleforest. 
Why not start with races and my favourite race, the utterly adorable elves? A good start because they give me the least problems, I already know pretty well how they fit into the world. So here we go.

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Races - Elves:

Elves and Halflings are the most commonly seen non-human races in the civilised lands around the forest. As we know, the game mechanics give us a few options on elves, the most commonly used is probably the Moon Elf, while the special case is the Drow. 
Even though the elven subraces blur into each other and one can use pretty much any base but drow to jump in right away, I might rename the most commonly used Moon Elf to City Elf.

These City - or civilised elves live in human cities, but often as second-class citizens. They might live as gypsies and travel the roads, might live in an elven quarter of a human city and work in human professions which may range from tailor to beggar. Female elves have a certain natural beauty that appeals to humans, so elven performers or, in the worst case, prostitutes, are well received by 
human males, although rare due to the moral standards most elves still share. The male elf has it worse in a human society, as they can't even play the slight advantage of female beauty they are often simply seen as second class citizens or even picked on for their "lack of masculinity". However, elves with a strong will and a talent to impress occasionally gain respect and a good standing in human surroundings.  
City elves still share a certain bond to nature like their wild relatives, however, they are far away from the usual cliché of tree-hugging ethereal beauties. Forget the Disneyland stereotype, they should more be treated as, say, an asian in Europe, different, but not astounding.  
The only exception to this is the dark or "Mountain Elf" (Drow) who is so rarely seen many believe they just exist in tales. 
Game mechanical note: I consider changing the City Elf's favoured class to something more down-to-earth than
 Wizard, this is not decided yet but would make sense if it's not causing too many problems. 

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Classes - Barbarian

I chose the Barbarian as my first example not only because he shows up first in the class list, but also to give an example for avoiding stereotypes in Middleforest.
The first thing we think about a Barbarian is of course the uncivilised rude Neanderthal who's barely able to speak but quick in bashing things out of his way. Maybe the nicest thing that comes to the mind is that of a proud, honorable tribesman, maybe a Native American, which already comes closer, but doesn't quite hit the nail. The name Barbarian goes back to the Greek who used the name for everyone who wasn't able to speak proper, which originally even included the Roman Empire, and the Romans adopted the word and used it for anyone not sharing their culture and education. 
For Middleforest this means, Barbarians are Outsiders of all colours. They can be Nomads, they may be tribesmen, but they might also be of a certain education or civilisation "outside the ordinary". Think of Vikings, think of Goths, Saxons, Franks, or simply propaganda about a nearby land. We will not be historical accurate in a fantasy world, so while the "more civilised" lands might have reached the modern age already (cities might resemble a 16th, 17th century atmosphere), the atmosphere further in the wilds or a few hundred miles over the sea might easily drop you a few centuries back in time, and the warriors you meet there would simply be called barbarians even though being a knight in their society. Take this as an example for the freedom of choice you still have with this single class. Or, the other way around, the freedom of class choices you have if you want to be a barbarian in roleplay.

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Classes - Red Dragon Disciple 

Unless someone can come up with a very good reason why I shouldn't - this class is easiest to deal with. Out. Disabled. It's a cheesy high fantasy munchkin class that doesn't really fit the setting at all. Winged characters would be considered demons, poked with pitchforks and end up on the pyre anyway. I *might* consider making them a totally evil, outsider demon thing that can hang around with dragons somewhere in a volcano, or somewhere where I store the tieflings, but it wouldn't be fun to play such a thing I assume. No really, sorry, but it doesn't make sense.