Domain: bioware.com
Stories and comments across the archive that link to bioware.com.
Comments · 341
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Re:To all hopeful contestants:
Bioware is currently working on a new fantasy-style rpg with a completely different ruleset and setting from dnd. Its called Dragon Age.
Dragon Age website -
Re:Game Promotion?
AS one of the employees hired from the community after a similar event, I can say it's the former.
http://www.bioware.com/2million/articles/community _staff_members.html
It's hard to find good writers that can write in the style required for games. -
NWN
Waterdeep is mentioned heavily in Neverwinter Nights. In fact, the entire first chapter is based on Waterdhavian creatures.
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Looks like their webpage is up
http://bioware.pandemicstudios.com/ Oooooh.
I just hope they're hirin'.
--
"Immature Artists borrow. Mature Artists steal."
Wes Borg -
Re:What I would like to see...
If I could just get an AI engine for NPCs and monsters, graphics, and whatever building blocks I need to create my own world. THAT would be cool.
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Re:What I would like to see...
If I could just get an AI engine for NPCs and monsters, graphics, and whatever building blocks I need to create my own world. THAT would be cool.
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Re:How about some innovation please? thx
And yeah, I did explore NWN and its scripting system but you have to do memory-snooping to make it a distributed, persistent world. Online games DMing with a group of RL friends is fun and all, but the joy of mudding was meeting strangers and playing with 100s (or 1000s) of people. NWN isn't the game for that.
Actually, you don't have to do memory-snooping to make it distributed or persistent... it was capable of distributed servers out of the box and persistence was added in a pretty early patch.
Still, ultimately it was nice and all but a little too bland. I'm hoping Dragon Age is better, and it looks like it could be.
I'd also like to see something more like LP/MudOs where we can define our own game ruleset instead of being forced to use the one the game came with... someday, I suspect this may actually become a reality but for now I guess I'll just keep wishing in the one hand and leave it at that 'cause I don't want to get my other hand dirty.
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Re:Huge market
Correct me if I'm wrong, but I believe you just described Neverwinter Nights. There are tons of player run servers, not only are the tools made available for creating custom content/classes/items/etc, but there are player-made packs of items ready for the "weekend GM" to use for creating their own quasi-custom worlds. Not only do you get the online, persistant world, you get a huge single player, offline game with tons of official and unofficial content. One thing you didn't mention, but is available in NWN is the ability for a GM to adjust, control and change things on the fly, a la P&P D&D. Well, not quite pencil and paper, but close enough to make things interesting.
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Re:How about some innovation please? thx
Anyways, enough rambling
.. game designers, get to work, and PLEASE go back and look at MUDs that have stood the test of time.I don't think the designers are the real problem here... Raph, for example, was a long-time MUD geek before he got involved with UO. I think the real problem is those that look at the bottom line...
Sounds like what you'd really dig would be a Neverwinter Nights that has more depth and capability.
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Needs a remake ...Planescape is exactly the sort of game I ought to love -- for example, I thought Baldur's Gate II was one of the greatest games ever. (BG1 was good too, but BG2 was a good deal better.)
Unfortunately, I went to play Planescape after playing BG2, and BG2 ruined it for me. Yes, I could tell that Planescape looked like fun from the beginning, but BG2's graphics were much better (1024x768 is much better than 640x480, even if BG2 didn't make proper use of it) and the interface was considerably better. I know it shouldn't really matter, but it did.
(Note that BG2 and Planescape had the same general interface -- an isometric view, 2D sprites, etc. BG2 just had it polished a good deal more, as it came out later.)
Neverwinter Nights was sort of fun too, but it never really did it for me like BG2 did. Sure, the graphics were better, but I really missed having a full party, and the story wasn't nearly as good. (Story is very important for games like this.) And the interface never seemed right, though I couldn't really put my finger on it, beyond never really liking those `radial selection things'.
It would be very neat if Planescape came out with either the BG2 or NWN engine (or something newer.) The BG2 engine could probably be done relatively simply, though the artwork might need to be redrawn (or we could just have a larger screen, which would be nice too) and the NWN engine would probably require a complete rewrite. And considering how poorly Planescape sold, I don't see this happening. A pity.
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Re:Release gapSo this page is wrong? As well as this? While they can't agree on the exact release dates, both claim end of June 2002 for the Windows version and mid-march 2003 for the Linux (public beta) client. Not to mention Bioware's Linux Client News Archive.
As for the Mac dates, I relied on these IMG stories:
- Neverwinter Nights PC Gold, Mac News
- MacSoft to Publish Neverwinter Nights (official announcement of Mac version June 12, 2002)
- Friday, August 1, 2003 : MacSoft Ships Neverwinter Nights
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Re:Why?
Funny, the Jade Empire game mentioned in the article has a few more realistic looking characters like this one
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Roleplaying, depth, and so on
There is a richness you can give a game when you don't need art assets to deal with everything. In 1998, some friends and I completed the first phase of a mud, Avendar - the Crucible of Legends, now to become a pen & paper RPG project by a fledgling gaming company as well. We were all players coming from the venerable Carrion Fields, which remains popular to this day. We came to pursue our vision - with technological enhancements, an entirely original world, that remained high fantasy but got away from both Tolkienesque and the Arthurian sorts of settings. There are hundreds of areas, thousands of monsters, tens of thousands of distinct rooms, and an original history and lore that players add to as time goes by.
We had a vision, and it evolved as time went by, but as avid students and participants in both the fantasy genre and gaming in general, MUDs were powerful mediums both for Roleplay, and later storytelling. It was also a way to dig deeply into our bag of tricks and realize all sorts of things that are ludicrous to even imagine still in an MMORPG like everquest. Text gives you an amazing freedom to do a lot of things that would be difficult still to handle in a graphical sense - whether it is instantly whisking a pair of players into a pocket dimension for a duel, or having the city catch fire from invading bandits, both of which are things that can and do happen in Avendar, just to name a couple.
The only thing I've enjoyed nearly as much as my work on Avendar - and I wrote 100,000 lines of C code to lay the technological I-beams for its ceration - was using the NWN toolset. While it was far more limited, it did have an enormous power and the ability for fans to add to its base of art by creating monsters, placeables, portraits, and so on gave it a flexibility that an MMO simply cannot have, which is probably why tens of thousands of people are still playing it. The persistent world I worked on, City of Arabel, still to this day is packed to the gills - the 55 slots on the server are nearly constantly filled.
Then again, for all the amateurs, it is easy to see why it is hard for it to flourish. There are so many incredibly *bad* gaming creations out there. They pursue some single-minded vision without considering the playing experience it introduces, and end up utterly devoid of fun. I've always liked Raph Koster for that reason - not so much his expertise, because his actually creations I haven't liked much - but for his focus.
I'd have to say that Jack Emmert is probably the new bearer of that standard, as he's taken "original story and vision" and mixed it with "fun play" remarkably well. I just hope his creation stays viable long enough for him to add all the other things he clearly wants to add.
In the mean time, if you've never tried a MUD, I strongly recommend you do. -
Re:It's all been downhill..The level of support a publisher provides is strictly a business decision, because they're a big corporation with shareholders to account to. Developers, of course, just want to have a great game.
To avoid this, some small independent developers (Irrational Games, Bioware, Valve, etc) are trying to move towards self-publishing. This lets them not only retain more control over their products, but also fund the games that they want to make rather than the games that fit a slot in a marketing spreadsheet. This means more quirky, intelligent, and innovative games like Freedom Force, System Shock 2, etc.
If you feel strongly about the self-publishing model and the potential it holds for supporting creativity and community in future games, please consider buying from these developers.
To learn more, check out these articles about Irrational's adventures in self-publishing, and if Freedom Force versus the Third Reich sounds like the kind of game you'd enjoy, feel free to order it directly from Irrational Games.
Articles:
"Adventures in Self-Publishing"
Bioware-Irrational self-publishing collaboration articleOrdering FFvTTR directly from the developer:
The Freedom Force Online Store : -
BioWare is an exception
BioWare is a company that was rated one of Canada's top employers. They also happened to make successful, kick-ass games such as the Baldur's Gate Series and the original Star Wars: Knights of the Old Republic. They also have an incredible dedication to supporting their games after release. Heck, they are still improving their Neverwinter Nights (and releasing new content for $5/download) almost three years after the game's original release.
Gee, I guess it is possible to combine a good working environment with solid business success at a game studio.
The biggest problem is not that there is a lack of creative talent or that Holywood-style games are driving everyone else out of business. The biggest problem, as usual in every field, is the abundance of jackasses in power. -
BioWare is an exception
BioWare is a company that was rated one of Canada's top employers. They also happened to make successful, kick-ass games such as the Baldur's Gate Series and the original Star Wars: Knights of the Old Republic. They also have an incredible dedication to supporting their games after release. Heck, they are still improving their Neverwinter Nights (and releasing new content for $5/download) almost three years after the game's original release.
Gee, I guess it is possible to combine a good working environment with solid business success at a game studio.
The biggest problem is not that there is a lack of creative talent or that Holywood-style games are driving everyone else out of business. The biggest problem, as usual in every field, is the abundance of jackasses in power. -
RPGs
Role playing games such as Baldur's Gate and Neverwinter Nights... they allow you to pause the game and take your time while you queue up your next few moves, then sit back and enjoy the show for a little while. Rinse and repeat.
M_bob. -
RPGs
Role playing games such as Baldur's Gate and Neverwinter Nights... they allow you to pause the game and take your time while you queue up your next few moves, then sit back and enjoy the show for a little while. Rinse and repeat.
M_bob. -
Re:RTS,MMORPG
(mods sorry for double post) Something that just occured to me, MMORPGS wouldnt be a good choice because of the typing invovled, although do check out some RPGS ( Neverwinter Nights which has already been mentioned I belive)
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Notes from Another Headmouse User
I've been skimming this thread and I didn't see many replies from other users with disabilities. I also use a type of headmouse because of a neuromuscular disability. I've had this type of setup since I was 16 (I'm 31 now and work as an attorney). I've always been a gamer and I tend to gravitate towards games that don't require twitch reflexes. I'm a big RPG fan and most of these are mouse-driven. Check out some of the classics like Baldur's Gate or Planescape. Planescape is especially brilliant. A more recent game I really enjoyed was Freedom Force, a rpg/strategy game that is also mouse-driven. Does your headmouse allow you to hook up separate switches for the left and right mouse buttons? These switches work really well if you have limited movement.
If you do play games that require a few keyboard commands, check out Game Commander. It allows you to program voice commands for games. It has a pretty customizable interface and you can even program macros.
If you have an on-screen keyboard, you can always go old-skool with text adventures from Infocom.
Stop by my blog if you have other questions. I've seen other disability-related questions posted on /. and the quality of the responses tends to run the gamut from troll to somewhat helpful. I hope other users with disabilities will see this and offer more ideas. -
Give you money to BioWare!
Stop wasting your money on Lucas' wayward comical views of the StarWars universe. These guys really know what they're doing. Great story and great characters... Sure, it's a game that will take 40 hours to extract the story instead of 2 but at least you'll enjoy yourself.
At this point I'd rather see a movie about Revan and Malak than the misery that will be Episode III. -
Neverwinter Nights AI Communities
Some of you might be aware that the PC/Mac/Linux Game Neverwinter Nights includes a toolset with a C-like scripting language that allows users to code the behavior of characters in a game---not just for combat, but generic interactions as well.
BioWare, the developers of the game, are known for the imaginative story lines in their Star Wars: Knights of the Old Republic and Baldur's Gate series. However, by their own admission, they never have as much time as they want to work on creature AI. In Neverwinter Nights, this shortage of time resulted in a number of unfortunate situations during game play. For example, friendly characters would waste powerful spells on pitifully weak enemies; or they would continually attempt to cast spells in close hand-to-hand combat, not realizing that this gives the close-by enemy countless opportunities to tear them into pieces, and that pulling out that dagger in their backpack might be a better idea. Especially sad were near-death enemies who would try to heal themselves with woefully inadequate healing spells (in RPG talk, down 80 hit points and casting cure minor wounds).
Luckily, the toolset allowed a number of us to code improvements to NPC behavior. I was one of them, starting the Henchman Inventory and Battle AI project, now lead by Tony K. The focus of our project was immediate improvement of game play. An even more impressive community is the Memetic AI group. These folks are putting together a full package of complex behaviors for an entire world, from peasant farmers to fearsome dragons. Impressive stuff. -
Neverwinter Nights AI Communities
Some of you might be aware that the PC/Mac/Linux Game Neverwinter Nights includes a toolset with a C-like scripting language that allows users to code the behavior of characters in a game---not just for combat, but generic interactions as well.
BioWare, the developers of the game, are known for the imaginative story lines in their Star Wars: Knights of the Old Republic and Baldur's Gate series. However, by their own admission, they never have as much time as they want to work on creature AI. In Neverwinter Nights, this shortage of time resulted in a number of unfortunate situations during game play. For example, friendly characters would waste powerful spells on pitifully weak enemies; or they would continually attempt to cast spells in close hand-to-hand combat, not realizing that this gives the close-by enemy countless opportunities to tear them into pieces, and that pulling out that dagger in their backpack might be a better idea. Especially sad were near-death enemies who would try to heal themselves with woefully inadequate healing spells (in RPG talk, down 80 hit points and casting cure minor wounds).
Luckily, the toolset allowed a number of us to code improvements to NPC behavior. I was one of them, starting the Henchman Inventory and Battle AI project, now lead by Tony K. The focus of our project was immediate improvement of game play. An even more impressive community is the Memetic AI group. These folks are putting together a full package of complex behaviors for an entire world, from peasant farmers to fearsome dragons. Impressive stuff. -
Neverwinter Nights AI Communities
Some of you might be aware that the PC/Mac/Linux Game Neverwinter Nights includes a toolset with a C-like scripting language that allows users to code the behavior of characters in a game---not just for combat, but generic interactions as well.
BioWare, the developers of the game, are known for the imaginative story lines in their Star Wars: Knights of the Old Republic and Baldur's Gate series. However, by their own admission, they never have as much time as they want to work on creature AI. In Neverwinter Nights, this shortage of time resulted in a number of unfortunate situations during game play. For example, friendly characters would waste powerful spells on pitifully weak enemies; or they would continually attempt to cast spells in close hand-to-hand combat, not realizing that this gives the close-by enemy countless opportunities to tear them into pieces, and that pulling out that dagger in their backpack might be a better idea. Especially sad were near-death enemies who would try to heal themselves with woefully inadequate healing spells (in RPG talk, down 80 hit points and casting cure minor wounds).
Luckily, the toolset allowed a number of us to code improvements to NPC behavior. I was one of them, starting the Henchman Inventory and Battle AI project, now lead by Tony K. The focus of our project was immediate improvement of game play. An even more impressive community is the Memetic AI group. These folks are putting together a full package of complex behaviors for an entire world, from peasant farmers to fearsome dragons. Impressive stuff. -
Re:The ONLY problem with non-digital RPG's is...Replying to your post again
:)
(Just ignore if you're not interested ;)Found some info on gaming online using Neverwinter Nights. There is a d20 Modern Project going on where they are trying to bring a more modern feel (including cyberpunk) to Neverwinter Nights.
They also have an Online matchmaking service which allows people to meet up with strangers/friends online to play...
Might be what you're looking for in terms of a sense of RPG community?
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Re:The ONLY problem with non-digital RPG's is...Replying to your post again
:)
(Just ignore if you're not interested ;)Found some info on gaming online using Neverwinter Nights. There is a d20 Modern Project going on where they are trying to bring a more modern feel (including cyberpunk) to Neverwinter Nights.
They also have an Online matchmaking service which allows people to meet up with strangers/friends online to play...
Might be what you're looking for in terms of a sense of RPG community?
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Dragon Age?
I don't know if they missed this one, or if it's not going to make 2005...
Dragon Age -
Waitaminnit!So are you saying that the D&D computer games and novels are based on some sort of weird setup where people sit together in a room and socialize while throwing dice and fondling small painted pieces of lead?
How truly bizarre.
In all seriousness, D&D deserves kudos for being the icebreaker that allowed fantasy to break into the mainstream of American culture. I vividly remember my first exposure to the game, way back in 1980. I was in Junior High School, and I encountered this odd group of kids talking about whether Asmodeus could defeat Orcus.
A few days later I found myself rolling up my first fighter (yeah, my imagination needed a kick-start) and going on my first dungeon crawl. Through D&D (and a host of other games, many of which I prefered to D&D for game mechanics) I met some of my best friends, and found an "in crowd" of my own. Of course nobody else thought of us as the "in crowd" but that didn't matter. We had a lot of fun and exercised our imaginations.
As others have stated, the specifics of Basic vs. Advanced, 2nd Edition vs. 3rd Edition, etc. don't really matter. What matters is that D&D opened the door for everything from Aftermath! to Call of Cthulhu to Neverwinter Nights and the DragonLance world.
My cap is off to Dave Arneson and Gary Gygax for getting the ball rolling, and for the countless game designers, module builders, DMs, and players who have brought fantasy to life for so many people over these 30 years.
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Re:for those of us who value fair use backups...
If it's the click that generates the acceptance, than people will just start making tools to extract the software without running any install code. (I've actually seen tools that do this already in limited circumstances.)
I've seen games that do this. Prime example being the Linux client for Neverwinter Nights. Following these instructions, given to me by the copyright holder no less, I installed Neverwinter Nights on my Linux system without EVER being prompted with an End User License Agreement. This includes both of the expansions. I wasn't required to agree to anything before I downloaded any of the packages either. -
Bioware has Xbox experience, too
Don't forget, while Bioware's Neverwinter Nights was not released for the Xbox, they also produced Star Wars: Knights of the Old Republic, probably still the best RPG released for Microsoft's console. They're also working on Jade Empire , which will be an Xbox exclusive, and was specifically designed from the start for the Xbox.
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Re:I'm not experienced with the industry...Come on, you got to try harder than that
;)Trip Hawkins tried to compete in the market with 3D0. No sucess, but I'm sure it taught him something about the console biz.
http://www.thefeature.com/article?articleid=100496 Steven Kent. Writer - here's his book:
http://www.amazon.com/exec/obidos/ASIN/0970475500/ qid%3D1015862334/sr%3D1-5/gamingageonli-20/002-162 5945-0001657Greg Zeschuk. Bioware -- ring a bell? Bioware did the enormously successfull Neverwinter nights game. It's even got a Linux client, for heaven's sake.
http://nwn.bioware.com/downloads/linuxclient.html -
Re:Uhhh...
Of the games that I have enjoyed most lately, the following top the list:
Neverwinter Nights
Morrowind
Chromatron
Tales of Symphonia
E.V. Nova
Advance Wars 2
Of these, Neverwinter Nights is probably the most graphically advanced. None of them hold a candle to Doom 3, or Far Cry, or any of the other engines you mentioned.
I dunno about you, but for me gameplay comes first. If I really want eye candy, I'll go look at 3D Renderings. Yes, the masses can indeed enjoy games with weak graphics, and it does open your game to a wider audience. If you need any convincing of that, I implore you to check out the sales figures for any of the Sims games.
If EV Nova had been 3D rendered with dynamic lighting and reflections and all the other goodies, it would not have played on my laptop very well, and I never would've purchased it. -
Re:And now for the actual problem
...to even _try_ to make a whole new game, the entry barrier is huge. You have to work your way past that huge barrier before you're even allowed to _try_. ... What I dream of, is some tool where you can do away with most of that. I don't know if it's possible. But it certainly would be nice to lower the entry barrier to the point where everyone is able to just start scripting.Have you played any of the winners of the Interactive Fiction contests?
Or, if you must have pictures, the highly rated adventures designed for Neverwinter Nights?
Probably there are many other examples of low-barrier-to-entry games but these were the first to occur to me. (Both run under Linux, too!)
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Re:Tis good!
The fact is, piracy is limiting the availability of software for PCs.
Perhaps you might want to back up this "fact" with evidence ? Such as some examples of software that wasn't released on PC because of piracy ?
I think PC gaming is basically going extinct.
Of course. That's why there's no new games being released for PCs. None are being planned either. And there certainly is no freeware/FOSS ones either.
Slashdot confirms it - PC is dying
:).Why release for a platform where most people won't even pay you
Apparently some companies think that it still makes sense to make games on PC. But what do they know
:)when you've got platforms like Xbox and PS2 where there's little or no piracy?
I must have imagined those hundreds of pirated PS2 and XBOX games on suprnova then.
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DA is not Aurora-basedhttp://www.bioware.com/games/dragon_age/faq/index
. html#121.12: What game engine does Dragon Age use?
Dragon Age will use a brand-new cutting edge technology engine, called the BioWare Dragon Age Engine. BioWare's programmers are applying the experience learned from working on past BioWare engines like the BioWare Infinity Engine, the BioWare Aurora Engine, the BioWare Odyssey Engine and the BioWare Jade Empire Engine to create this new RPG engine.
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Re:The Zen of Outsourcing
Dragon Age and "New Project - Console" (the latter a quote from their BioWare Games mouseover menu). Considering the Dragon Age FAQ linked to above says that it is a new RPG from the ground up including original ruleset, brand-new engine, etc., I expect that it's quite a bit of work.
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Re:The Zen of Outsourcing
This
*drool* -
Re:Simultaneous Linux playability to come out 2010
uh.. they already have a linux client for NWN.
Linux Version -
Re:Timeliness of Expansion Packs
All of the files are cross-platform. If you have the mac version of NWN, you could have installed the PC expansions and had it work flawlessly months ago. More information can be found here.
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NWN 2? I guess...
I'm a fan of NWN and all, but is a sequel really needed? I was under the assumption that Bioware's Dragon Age was going to be the spiritual successor to NWN.
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Re:Gravity
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It's Possible - in fact it's already been done...It is possible to create an RPG with GTA's open endness and flexibility - along with a real good story.
Bioware already did it with Knights of the Old Republic.
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Re:It's the Apps Stupid...
Dreamweaver
Works under crossover office. Also see NVU, Bluefish, and Quanta for great native GUI HTML composers that run natively.
Warcraft
Frecraft or under TransGaming.
Neverwinter
Runs natively
EQ
Runs under Trans Gaming -
Re:I'm Just Curious
Where do you get that Jade Empire will be coming out for the PC? BioWare says X-Box only, not X-Box and PC.
Nephilium
Against stupidity, the Gods themselves contend in vain. -- Friedrich von Schiller -
They ought to make a KotOR movie instead
The computer game Star Wars: Knights of the Old Republic had better developed characters, dialog, and story than all the Star Wars movies combined. Clearly BioWare, the company who made the game, has a better sense of the Star Wars universe than does George Lucas himself. It's so evident that they retain the sense of wonder that Lucas himself has lost.
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DS I, Mac Version: C
GPG actually ported DS to Mac OS X. It's playability was stronger due to a typical Mac's better-than-standard-issue video card (in my case, initially a GeForce 4MX 32MB).
It wasn't much different than Diablo II in playability, although I appreciated the ability to blend abilities to create characters, unlike in Diablo II where the character type is quite fixed.
I, too, was disappointed with the overall plot (the word "contrived" fits well) and lacked Diablo and Diablo II's storyline that kept its rigid universe interesting. Weapons, armor, and graphics were very nice, including the use of a true mule for loot (no other game since that has been popular enough for me to play on Mac OS X has duplicated this), the wide, wide world that had lots to explore (particularly the MP map), and showing definitive changes to the character's appearance as armor and weapons are added.
The bad news: The Mac version lacked an inherent MP game list system, since DirectPlay is not available for Mac OS X. Thankfully, GameRanger, a free game access service for some Mac games, worked well to link up Mac users. Next, while the Mac and PC versions essentially did and used the same resources, the use of DirectPlay for the PC version and coding changes with the Mac version made it impossible to play with PC users, nor was it possible to port character or game files from PC version to Mac, or vice versa.
That, and stability was a problem in some configurations. Overall, I enjoyed it for many months--it was actually the first game that broke my routine play of Diablo II, after I played that game and its expansion for almost 3 years.
Neither Diablo II nor Dungeon Siege hold a candle to Neverwinter Nights and its 2 expansions. Being an online adaptation of the D&D world, this game was designed for storylines, but does not slouch on game play in the slightest. And, although the official Mac versions of the two game expansions are not yet available, Mac OS X users can install the Linux game components to play both expansions without issue. Character and game files are easily transportable, and Mac, Windows, and Linux users can play and host without issue (only the Windows users can create worlds as the toolset was made only for this platform).
Still, I would appreciate a DS II if it arrives for Mac OS X. However, since GPG (and the Mac company, MacSoft, that ported the game) has not worked to bring its single expansion of DS I, called Legends of Arrana, to Mac OS X, I doubt it may show any earlier than 1 year--if at all--after DS II arrives for the PC. And, after enjoying the diversity of NWN, I'd be more cautious on the quality and usability of a GPS game. -
Re:Multiplayer Online
There are alternatives to the level grind and roll-playing as opposed to role-playing. There are players and worlds that prefer to get into character rather than simply bash pixels for experience.
Legends of Greyhawk Persistent World
Avlis Persistent World
Here is a list of some others that might be of interest:
Recent Bioware Forums PW list
And if you'd prefer a more PnP-like experience with scheduled game sessions:
Neverwinter Connections -
Neverwinter, and graphics in interactive fiction
Good interactive fiction doesn't need (and doesn't have) graphics for the same reason that pictures don't make a good book any better.
While I agree that interactive fiction doesn't need graphics, there's plenty of interactive fiction which does have graphics and which, in my opinion, greatly benefits from having graphics.
For example, Neverwinter Nights and its Aurora toolkit provide excellent tools for creating interactive fiction with the ability to do all the sorts of things you can do in a text-based IF environment. But it renders these fictions in an attractive real time near 3D environment. The game engine does have some flaws - in my opinion it is based too ridigly on Dungeons and Dragons, and some aspects of gameplay are a bit mechanistic in consequence - but it is a worthy successor of such game engines as the Infocom ones.
It would be possible to argue that Neverwinter is to Infocom as film is to printed books, but I think this would be a mistake. It is no harder or more complex to create IF in Neverwinter than in Infocom (indeed, I personally find it easier). It seems to me that Neverwinter and Infocom (and my own LISP based text game engines of twenty years ago) fall into the same category: frameworks for the creation of interactive fiction.
As an aside, does anyone know of other modern interactive fiction toolkits which compare to Neverwinter Aurora? Much as I like it, I'd like to try anything else that's good and around.
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Neverwinter, and graphics in interactive fiction
Good interactive fiction doesn't need (and doesn't have) graphics for the same reason that pictures don't make a good book any better.
While I agree that interactive fiction doesn't need graphics, there's plenty of interactive fiction which does have graphics and which, in my opinion, greatly benefits from having graphics.
For example, Neverwinter Nights and its Aurora toolkit provide excellent tools for creating interactive fiction with the ability to do all the sorts of things you can do in a text-based IF environment. But it renders these fictions in an attractive real time near 3D environment. The game engine does have some flaws - in my opinion it is based too ridigly on Dungeons and Dragons, and some aspects of gameplay are a bit mechanistic in consequence - but it is a worthy successor of such game engines as the Infocom ones.
It would be possible to argue that Neverwinter is to Infocom as film is to printed books, but I think this would be a mistake. It is no harder or more complex to create IF in Neverwinter than in Infocom (indeed, I personally find it easier). It seems to me that Neverwinter and Infocom (and my own LISP based text game engines of twenty years ago) fall into the same category: frameworks for the creation of interactive fiction.
As an aside, does anyone know of other modern interactive fiction toolkits which compare to Neverwinter Aurora? Much as I like it, I'd like to try anything else that's good and around.
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Re:You're right...
noiz2sa - SDL
Aleph One - SDL/OpenGL
BZ Flag - OpenGL
Egoboo - SDL/OpenGL
PoopemUp - SDL/OpenGL
Neverwinter Nights - SDL/OpenGL
Not to mention all the Loki titles that used SDL (heck, didn't they develop it in the first place?): Myth, Rune, Civ3,Sim City 3000, Tribes 2, Alpha Centauri, and so on
Don't forget the billion or so Doom/Quake/Wolfenstein 3D ports/spinoffs.