Moribund
A droglike
Liking things purely for ideological reasons is pretty typical these days, bt he was the first and most adamant so that counts for something I guess.
That is a p. dumb reason. Specially since to play with other people you're much better off with the actual thing.
NWN > ALL
P.S. Anyone who thinks BG1 is better than BG2 in ANY way is fukkin' stupid.
"Newfag" to the Codex, yeah. Thanks for the welcome...
"NWN easily has the worst single player store bioware has ever served."
No. Fuck no. hell to the fuck no. WTF kinda drugs are you on.
Neverwinter Nights, unfortunately, frequently uses all three of these
- The roundabout. Literally a location where the end goal is clearly visible, but to reach it requires the player to follow a huge diversion, usually spanning almost the entire level's breadth, just to reach it. Bonus points if you aren't just using a big path that goes around in a redundant loop, but also winds and coils excessively to maximize use of floor space.
- The maze. Lots of winding, twisting corridors are routes, most of them dead ends, from where there is no clear vantage point to ascertain exactly where to go, or where any one location exists relative to any other location. Usually mitigated by top-down games, as the camera has a better perspective, but if limited view distance is still a concern it can be just as effective.
- The path. An overlong, straight and completely uninteresting level punctuated and given meaning by forced encounters and scenarios which cannot be avoided, bypassed, or even significantly delayed. Usually extremely transparent because the only reason the path exists, and is as long as it is, is to delay the player from reaching the end point and completing an objective.
- The copy-paste. This literally involves game designers using the same level portions or layout again, and again, and again, in order to create two or three times the amount of content for almost no effort whatsoever. This can apply to sections in an individual level, or multiple levels that share the same layouts.
Proof-read your opus before releasing it to the adoring masses, sea!
With regards to narrative time-wasting, I think the most consistently irritating way of padding out the game is the unnecessary shifting of the goalposts to delay the end of very basic locate-this-plot-coupon story arcs (and as a result force in more compulsory, linear content), which Obsidian in particular used to make a bad habit of (I'm thinking vast swathes of NWN2/Nar Shaddaa). Player must complete three tasks to reach the Macguffin -> Player does so, reaches MacGuffin -> oh, no, that treacherous NPC has stolen the MacGuffin before the PC could use it! -> PC tries to go after the MacGuffin again but then the NPC with the map to the MacGuffin gets kidnapped by some other people and needs rescuing -> A local crime boss will help the PC find out where the MacGuffin's been taken, but only if they complete three tasks...
It's storytelling-as-treading-water, and the game ends up with a simple plot dragged out and overstretched to the extent that you start to resent it.
it makes nwn very boring
i play fightan.
i fightan all the time
i get bored
wanna start new game
make cleric
clerk all the time
mage
magin' all the time
the companion is not gud enuff replacement for 5 other party members u can take from BG series. So much variety lost.
Indeed. What is good about Diablo either which doesn't even have any of that.except for the fact that it hasa toolset with a very active community and that you can take on a (limited) role as a DM, what's so good about NWN?
BG are all worse SP campaigns.
Well, NWN 1 played like poor man's diablo 1. They made a generic hack&slash out of it while taking out player's input. If you played a fighter it essentailly turned into dice-rolling simulator with RPG overlay on the top of it.
Well, even though I said it had an active community, I didn't mean a good one. I remember playing a series of modules a long time ago, which everyone said was the second coming of jesus and was by far the highest rated on the nexus, which was so forgettable, so bland, that I can't even remember the name of it. The only thing I vaguely remember, is that at one time, I think towards the end of the series, you had the head of a dragon, or a lizard, I can't remember which. I truly can't remember playing any story module on NWN that wasn't ten times worse than anything you see in other bioware games.Indeed. What is good about Diablo either which doesn't even have any of that.except for the fact that it hasa toolset with a very active community and that you can take on a (limited) role as a DM, what's so good about NWN?
I am hardly defending NWN OR Bioware now, am I?Well, even though I said it had an active community, I didn't mean a good one. I remember playing a series of modules a long time ago, which everyone said was the second coming of jesus and was by far the highest rated on the nexus, which was so forgettable, so bland, that I can't even remember the name of it. The only thing I vaguely remember, is that at one time, I think towards the end of the series, you had the head of a dragon, or a lizard, I can't remember which. I truly can't remember playing any story module on NWN that wasn't ten times worse than anything you saw in bioware games.Indeed. What is good about Diablo either which doesn't even have any of that.except for the fact that it hasa toolset with a very active community and that you can take on a (limited) role as a DM, what's so good about NWN?