amorais's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=747Neverwinter Nights (PC) - Tue, 29 Jan 2008 02:25:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=19771/28/08 I began playing NWN again and I stuck strictly to the original, single-player campaign this time. I've been using a Dwarven Sorcerer/Fighter who is increasing in strength very quickly. I originally set his alignment to Neutral Evil, but since I started I've been a little too nice to people causing my alignment to swing toward "Good." This is mainly because I'm talking to people and agreeing to help them so that they'll quickly give me objectives and then pay me handsomely. I like the fact that your alignment requires you to roleplay truthfully, otherwise adjusting it to more accurately represent the demeanor of your actions. Alignment doesn't mean too much to the gameplay(except when a class depends on a particular one), but it adds depth to the game. Fine details make the game seem well-made as opposed to a game where every NPC talks to your character in one way regardless of alignment, intelligence, or reputation. I think I'll go ahead and put it behind me to say that I appreciate everything about this game that came from D&D which is implemented fully and accurately. Having said that it would take a bit more time with the game to see what's been left out. The game is huge and there is likely to be several things left out. One thing of which I'm aware off-hand is the lack of an official(made by Bioware) implementation of the Psionicist class. Its a class of sorcerer/wizard that uses mental powers and its unique in that most of the effects of its magic are not necessarily visible(with the exception of hallucinogenic spells, but that's still subjective at times), so not only did this game fail to fully implement it, but D&D even brushed it under the rug for a while. They introduced it in 1st edition, over-looked it in 2nd, then revived it in 3rd. I found a mod that someone made, but couldn't get it fully working. That brings me to my next point, the modding community is GREAT, but you've gotta get your hands in the files. Not that its a complex process, but having to individually place files into particular static folders is a little primitive. The modding is so important to the game and the community that I would like to see a better standard among the modders. -AMMTue, 29 Jan 2008 02:25:35 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1977&iddiary=4432Neverwinter Nights (PC) - Fri, 25 Jan 2008 00:22:55https://www.gamelog.cl/logs/LogPage.php?Log_Id=1977Neverwinter Nights is an open-ended fantasy RPG that uses the AD&D 3rd edition rules and takes place in various parts of the Forgotten Realms campaign setting. The game is 3D and available for the PC. At this point 2 expansions have been released for it, Shadows ofUndrentide and Hordes of the Underdark , and Several "Premium Modules", which are similar to expansions. In addition to the original quests in the original game, the expansions and modules produce even more hours ofgameplay. There is a toolset that comes with the game which anyone can use to build levels and produce their own campaigns. Then, using the multiplayer capability, they can create a server and host their campaign for friends and strangers to join and play. So for the RPG player's soul, this is chicken soup.... heh, I'm kidding.... As the game progresses there are always more and greater challenges to face. And don't worry about playing too hard and making the game easy, the difficulty of monsters is adaptive to your character. This can be a factor when playing online with friends when their character is at greater levels than you. When you encounter a goblin by yourself is easier than with that friend. Its likely the feeble thing is gonna have your head. With adaptive difficulty the player can choose from the pre-made characters that are already at higher levels without stomping all of the creatures in the first half of the campaign. This definitely makes the game enjoyable for a longer time. Story, to me, is often an excuse to use my acquired talents and progress to greater heights. Every quest you're hoping it entails fighting some strange and unique creature or treasure, or an opportunity for even more adventures. As a result, I like that you can either take passing interest in the story or read every word and really branch-out in the conversation. Also, the stories fit right into the rich history and background of Forgotten Realms, so fans of the novels or those that keep up with the story can feel right at home. The game flow is very fluid often providing more to do before you even finish your current objectives. Ever so often you run into people in the streets of town or elsewhere that will provide you with objectives. Its your choice in what order you pursue them. Overall, time passes and your character improves rather harmoniously. With respect to interfaces, there are two things to control, the character and the camera. I'm comfortable with the default configuration. It uses WSAD or left click on a location on the floor to move your character. You can move the camera using the arrow keys, pgup, and pgdn. Pgup and Pgdn are a little less comfortable on my laptop, but its not so bad. Fighting is as easy as clicking a target. Depending on whether the target is hostile or not will decide if you'll start a conversation or attack. All in all it makes this a dual-handed thing. This can make it difficult for young children to play it, but that isn't the expected audience anyway. With respect to the fighting, all of the textual output is displayed into the chat window in a way that indicates how the D&D rules calculate it. In other words, the output window will describe all of the rolls of the dice, damage, saving throws, etc. This is clearly aimed at the D&D community and the fact that everyone who plays it knows what all of those things mean. Without them these players might feel cheated. They could have simplified things and shown a little less, but that would definitely take away from it. The game has a huge multiplayer following. Its basically an MMORPG but without the monthy fees. I'm quite amazed that people pay for those other ones with as little objective as they seem to have when a well-supported game with an enormous modding community exists I like being able to play a true game of D&D that's heavily augmented by rooms and quick action. One of the things that always slowed my friends and I playing pen and paper D&D was the time it would take to roll-out battles and doll-out experience points when we would take a break. NWN allows you to play D&D with friends without rolling dice(not something I hate doing) or calculating anything by hand, with more visual aids, and over broadband internet from anywhere. So, lets say the person hosting the server is the DM(not always the case) and they've built several large areas for questing and towns. Other players would find the server in a list and join the game. The DM can then do various things in the game world like in a real D&D game, such as spawn monsters, treasure, and other items with which the heroes can interact. Its not better than pen-and-paper D&D because you aren't interacting in person and everyone has to own a copy of the game, have a computer, and internet. As opposed to real D&D where anyone can get in on the game as long as they aren't too young to understand the rules and haven't recently received a lobotomy to remove their imagination. Maybe more to come. I've written a lot now and I don't think I'll be able to add to it very much. I'll probably play a different game for the next one. AMMFri, 25 Jan 2008 00:22:55 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1977&iddiary=3973