Last
updated- 24th November 2002
E
2002
Thomas
writes (25th November 2002)
I
have found a link on the web that might be useful in the actual quest
design in Neverwinter Nights. Have a look at it and tell me what you
think (also you Susana :-) http://www.geocities.com/Area51/Keep/9194/qdesign/index.html
Steinar
writes (19th November 2002)
Actually
we are interested in doing something more in the lines of proposal 4),
making a NWN module (which I own), so it will be part construction,
and part theory about quest design. Pen and paper RPG games gives the
DM almost complete freedom to do what they want to do, this is probably
one of the reasons that this hasn't translated so well to the computer
screen. When you look at a game like Vampire:The Maquerade they
haven't really succeeded but now it seems NWN has, according to game
critics. How has NWN succeeded (debatable) where others have failed?
Partly because of natural game evolution, better programming, better
computers, building on years of experience perhaps. We like the idea
of exploring quests, and how to make immersive quests, storytelling
if you will, in an environment that has already been made, so you don't
have to think about the design of that tree, or that house, you can
focus solely on quests or events in your game design. The graphics are
premade, so environmental planning is just needed, how to use those
elements to create convincing scenarios, dungeons, we might be going
into the dramatical aspects of quests there, enhancing immersion with
predesigned elements. The general idea is to explore making quests and
storytelling through the NWN module and documenting our findings, both
in regards to construction and theory.
Susana
writes (18th November 2002)
It seems the project will get going as there are 5 people interested
in forming a group. Great news! Let's get to work!