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#31 |
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Social Worker
Join Date: Mar 2004
Location: http://twitter.com/MrSkimpole
Posts: 4,529
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Excuse me.
NWN: ![]() DS: ![]() ![]() ![]() Look at the texture on the terrain and then tell me if DS isn't so much more organic and immersive. And then look also at the variable heights that the terrain can have and the smoother lights. NWN is flat and boxy. DS is organic and does the z-axis quite well. And, I repeat, where DS was much superior was the animations, that in NWN were really horrible and silly. |
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#32 | |
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Goodluck!!
Join Date: Apr 2003
Location: With the quickspeed
Posts: 81
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#33 |
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How To Go
Join Date: Jun 2002
Location: Aurora
Posts: 12,588
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Please, DS wins on terrain alone. I've played both games when they were released. We would look at NWN and say "eek, what's that? This blocky ugly crap is what they dropped the Infinity engine for!?". On the other hand, DS was stunningly beautiful at the time it came out. We marveled that a 3D top-down game could rival the looks of the hand-painted backgrounds of the Infinity engine, and that with background animations (swaying trees!) that only a 3D engine could do.
Not that this comparison in any way matches my judgment on the games themselves. NWN was a very solid, complex game system with some excellent modules, whereas DS was a boring fantasy-themed screensaver that was untainted by any understanding of what makes either RPGs or Roguelikes work. But claiming that DS wasn't substantially prettier than NWN is just fanboy lunacy. |
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#34 |
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Hustle
Join Date: Aug 2006
Location: Toronto
Posts: 346
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The comparisons between the terrain systems used in both games are utterly ridiculous.
Is DS more complicated and organic in look? Absolutely. Is there a reason for this? Absolutely. It's called tile based vs. modeled terrain. (There is one more tiny gloss on this - most of what is modeled in DS is not actually wallkable. The ghostbuster red "0" appears everywhere.) NWN was designed to support a large and vibrant mod community. That's why it was tile based. If you are comparing the games out of the box for each...ok. I agree. But to do so simply ignores why NWN has been on the shelves for four years and DS barely survived the summer of 2002 after NWN was released. To compare the relatively tiny and relatively insignificant (yes, sorry - insignificant is *spot on*) mod community of DS to the massive community of NWN is, moreover, a joke. DS had better lighting. It's terrain out of the box looked better. It's textures, however, were low res 256x256 and were inferior to NWN's. The point arose out of a misunderstanding of the default texture resolution of NWN1. That's it; that's all. |
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#35 |
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Social Worker
Join Date: Mar 2004
Location: http://twitter.com/MrSkimpole
Posts: 4,529
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Higer res doesn't mean better artistic quality.
See, comparing DS to NWN is like comparing WoW to EQ2. |
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#36 | |
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Social Worker
Join Date: Aug 2004
Location: Oceanside, California
Posts: 2,806
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#37 | ||
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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NWN deserved plenty of criticism when it was released. Besides an underwhelming and borderline farcical original campaign, a blocky and inorganic graphics set was one of them. Yet right now NWN is an unrivaled wealth of RPG gaming, with something for everyone. You can look past the low number of polygons and see what it has to offer, or you can continue to bitch, moan and exaggerate about the graphics. |
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#38 | ||
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Social Worker
Join Date: Mar 2004
Location: http://twitter.com/MrSkimpole
Posts: 4,529
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Imho, it looks great fullscreen. And I took those screenshots just because I had them available and nothing else. The very first image from DS is what you see the first time you boot the game. Quote:
Fighting in DS is hundred times more smooth and fun. But then it's the D&D ruleset to not translate well to a computer game. Oh, and I was forgetting the UI. The UI was really good and usable in DS (even more than the sequel) and it had great controls for the party. Last edited by HRose; 08-21-2006 at 11:50 AM.. |
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#39 | |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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Well here's a screenshot that I think highlights some of the weaknesses of DS graphics:
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Is there something specific about NWN gameplay you're going to call awful, or are you just dismissing the whole game? |
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#40 | |
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Social Worker
Join Date: Mar 2004
Location: http://twitter.com/MrSkimpole
Posts: 4,529
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The D&D rules just don't translate well to a computer game. In a party there's at least some space for strategy even if the dowtimes from battle to battle are bad, but in NWN the gameplay was really dull and the bad animations didn't help either. |
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#41 | |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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#42 | |
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How To Go
Join Date: Jan 2005
Location: Seattle, WA, USA
Posts: 10,226
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The whole DS versus NWN debate is pointless. DS was a better looking game than NWN but was a shell of a good game. Gameplay is what matters. DS2 is actually not bad at all, though I know most people passed it by. Converting any pen and paper ruleset to computer is an inherent "Catch 22" situation. If you are faithful to the rules then it looks like you are not taking advantage of what the computer can do. If you deviate from the rules to take advantage of the computer, then you alienate long time pen and paper fans who just want a computer version of what they've enjoyed. |
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#43 |
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Social Worker
Join Date: Aug 2004
Location: Oceanside, California
Posts: 2,806
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ToEE did D&D combat amazingly well. Play it and see for yourself.
My main problem with NWN is it's a single "character" game IE non-"party" based. The D&D rules are made with a "party" in mind, hence D&D computer games should be "party"-based. Only being able to control a single character (class) is pretty lame, and doesn't feel like actual D&D. |
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#44 |
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World's End Supernova
Join Date: Jul 2002
Location: somewhere in OH gamertag: bobertchin
Posts: 15,939
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You still can't control any of those other characters, except to give them orders that they may or may not follow. I just feel like the game took a huge step back from the infinity engine games (which are STILL good). NWN did add parties, but the lame AI and inability to control them made the game essentially single-player plus some pseudo-allies.
I had fun with NWN (diamond) for a couple of weeks, despite its many problems. The mod community made a huge difference. I still think the game would be fun with an actual group and a DM (I never played it that way, sadly). But as a single-player experience, it lacks a lot (IMO, of course). |
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#45 | ||
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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As a singleplayer cRPG, the D&D rules do create issues when you have one PC as your resource in a system designed for parties. However this can be worked around by design. If you simply don't like single PC RPGs like Oblivion and Gothic, then you still won't like it in NWN, but there are plenty of adventures that are well tailored and appropriate to playing one PC. Would it be better without D&D rules attached? sure, but if your main problem with NWN is that it isn't Baldur's Gate, then you are missing the point. |
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#46 | ||
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Social Worker
Join Date: Aug 2004
Location: Oceanside, California
Posts: 2,806
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Pity I never played a multiplayer DMed game of NWN. I enjoy single "character" crpgs a plenty (Fallout, Arcanum, and Bloodlines). However single "character" D&D is different. My problem with NWN is it doesn't really feel like D&D, at least when you play it as a single-player game. |
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#47 | |
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Spinning Toe
Join Date: Jan 2005
Posts: 597
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The shoehorning of Real Time into DnD for the computer is always doomed to failure I think. DnD combat for low level characters is really quite dangerous, and having an engine where one mistake can result in death at the beginning of the game is just bad. Other games, such as Diablo II or Titan Quest, show how Real Time combat can really work. In those games, one mistake = death comes at the end of the game, when the player has hours of experience with the interface and his characters abilities, instead of at the beginning when the player is trying to learn the basics. Chris Woods |
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#48 | |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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#49 | |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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#50 |
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New Romantic
Join Date: Jan 2004
Posts: 8,672
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NWN2 has true BG-style party members and 2006 graphics. Having just replayed BG+BG2+expansions, I'm really pretty stoked about that. I expect the single-player campaign included with the game to be excellent. Only concern is how much support it receives after release, if they generate the same kind of mods, etc.
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#51 | |||
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World's End Supernova
Join Date: Feb 2003
Location: Summit of Mt. Sexy
Posts: 15,597
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#52 |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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Ok, let me try and explain some things here. I fail to see where I've insulted anyone. The folks here at Qt3 are not nearly so thin-skinned to be insulted by me saying they are bitching and exaggerating. They have every right to do that, but I think I can be allowed to counter-argue. Plus, I don't want to continue dragging this thread off-topic.
If there were no modules for NWN, if there were no independent content at all, I would be right in line with calling NWN an overhyped piece of crap. The best parts of HoU were still not worth the price of admission at a game and two expansions. Yet NWN being a toolset first, singleplayer campaign second, changes everything. Active DMed sessions, online persistent worlds, and more hours of quality modules than I can ever hope to complete, changes everything. NWN is a PC gaming phenomenon. It hits multiple strengths of what a PC game can be today. The community is bigger than you think. I'm heavily involved in it and still I'm just a mere drop in the pond. The poster Steel_Wind, is spokesman for DLA, a content group that's produced the tileset used in Daggerford, a cloak system, and ridable horses, and he's still asked "Is that all?" Daggerford has over 10k downloads in under a week, about on par with the Caesar IV demo on fileplanet. NWN still ranks in the top 10 in player activity on Gamespy servers. Yet unlike other large communities, NWN's is not monolithic. There's a lot of heated debate about what is the best way to play NWN, whether it's DM online multiplayer, LAN multiplayer, singleplayer, roleplaying PW, MMO-esque PW, action localvault PW, or arena PvP. And then what are the best examples of any of these categories? What all this size and variety means is that, whatever your tastes, it's likely that there's something for you. It's not as if NWN is entirely original, it has heritage with Unlimited Adventures, Adventure Construction Set, and the original NWN on AOL. But it is indisputably the greatest achievement of it's kind. If you replay BG2 and feel it's 'been there, done that', if you can't quite commit to re-reading the novel of Planescape: Torment, if you wished that maybe some of that wordiness found it's way into Morrowind, then you really ought to look at NWN. NWN has problems aplenty, but what's with the drama of 'I can't play it because my eyes will bleed' and 'I can't stand that it's D&D yet doesn't play like Baldur's Gate'? Let me just say that I find these thoroughly unconvincing displays of rational critical opinion, and I'll leave it there. |
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#53 | |
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Social Worker
Join Date: Aug 2004
Location: Oceanside, California
Posts: 2,806
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#54 | ||
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Social Worker
Join Date: Mar 2004
Location: http://twitter.com/MrSkimpole
Posts: 4,529
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#55 | |
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Mad Chester
Join Date: Jun 2002
Posts: 1,453
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#56 |
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New Romantic
Join Date: Apr 2003
Location: Seattle
Posts: 6,196
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I'm a little further into Daggerford and the experience is improving. Still find myself stunned by some of the dialog. Also, it really blows until you get out of Daggerford... the chain of plot quests is just stupid until then. Lots of go look at this thing and then report back to the fucking inn you have to change your fucking clothes to get into. And it's called The Chateau Elite Inn. What the fuck kind of name is that?
The overworld map with random encounters is nice, even if that random pack of gargoyles in the woods didn't make a huge amount of sense. Also there are a whole lot of side-quests. My main complaint there is that most of these side-quests are short. Like "Here's a thing, ok, kill it in the next room, YOU WIN!" short. It's a bit odd. Definitely my favorite thing about the module is the collector's store. There are tables filled with junk and if you have a good Search score you can find some really nice stuff cheap. If not, the item descriptions and random curiousities are still pretty damn amusing. |
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#57 | |||||
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World's End Supernova
Join Date: Feb 2003
Location: Summit of Mt. Sexy
Posts: 15,597
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In spite of Sebmolo's final say, I reply anyway.
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Last edited by Bill Dungsroman; 08-22-2006 at 03:35 PM.. |
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#58 |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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I'm sorry that Caltrops sucks so much Bill.
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#59 | |
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Goodluck!!
Join Date: Jun 2003
Location: Canberra, Australia
Posts: 81
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#60 |
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Mad Chester
Join Date: Sep 2005
Location: Edmonton
Posts: 1,091
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Anyone still talking about Daggerford? Or are we all done and have moved on? /wink
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Darkness over Daggerford
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