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Aug 25 2004, 06:05 PM
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#1
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D'Oghmatique Forum Member Posts: 5 Joined: 23-July 04 From: Paris |
Would it be possible to give the NPC some interjection during the new quests, as there is in BG2 and in BG1 NPC ? I know this would need a lot of works, since there are many NPC in BG1, and that it may not work with original BG1, but it would make the mod still more interesting.
Well, that's just a suggestion -------------------- The gods may throw a dice
Their minds as cold as ice And someone way down here Loses someone dear ABBA |
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Oct 27 2004, 03:15 PM
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#2
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Forum Member Posts: 283 Joined: 26-October 04 |
I am a RPG fan and I have been such for many years and believe me: every RPG *loves* interaction!
Out of curiosity, a piece of trivia: Do you know that you can select kits and classes for your BG1 original characters with TUTU? Do you know that you can ajust their stats, classes, portraits etc whichever way you want with simple modding tools? Now, knowing this, why do you still prefer the multiplayer NPCs who say nothing but their select sounds? First: one must have a specific party member in the group at a specific place (perhaps specific time) to just have something happen. I never liked so much dispersion and I do think we are in front of a big dispersion here. I cannot play the game one hundred times to see if NPC X will just do something or start a new dialogue *if* I am in Area Y. I think you have mistook the point - the point is not to see 'all that could possibly happen'. The point is to saturate game so that no matter what is your party's composition, you get interesting and sometimes unexpected dialogue options. Some people do play mods to collect every nugget of the 'new' content. I do not share this POV. I believe in seeing what comes naturally while playing. Except when I am testing, of course. The BW's pack takes any NPC restrictions on content away, by gearing all quests to 'always happening'. Adding a line or two in would not rob a single-campaign player, but will reward the traditional party-player. Second: sometimes dialogues banters can, like in Baldurs Gate 2, worsen the overall feeling of the game. I am not so fond of romances and other situations when the game reminds me of a reality show. Yes, but the other side of the coin is that they can improve it as well. True, you might not like a specifique NPC interpretation. But the one that 'clicks' would make the experience of playing with that NPC incredibly rewarding. I assume that 'romance' was your example of the banter that worsens the feeling of the game? Again, I think you are mixing up the "have to" and "can, if I chose to" ideas. They are optional, both in BGII and in the mods. It is actually a huge improvment over books, where no matter what you, reader, want the characters would fall in love with each-other (or not, whetever the author's preference). I love romances. I assume that anyone who does not can click that "I am sorry, but I do not want to romance you" option in the player-initiated dialogues. One click is all it takes. Any time you want. BTW, romances in BGII was one (if not the) most popular features. Mods helped many a female player to avoid the love-hate releationship with Anomen This post has been edited by Domi: Oct 27 2004, 03:23 PM -------------------- Worry not about the arrow with your name on it, for there is but one. Instead, occupy yourself with the arrows addressed 'To Whom it May Concern'...
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Mathrim Cauthon Interjection during Quest Aug 25 2004, 06:05 PM
SirLancelot NULL Aug 26 2004, 01:09 AM
Baronius NULL Aug 27 2004, 09:40 AM
Salk NULL Oct 25 2004, 09:59 AM
Baronius NULL Oct 25 2004, 10:34 AM
jastey NULL Oct 25 2004, 01:01 PM
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Creepin NULL Oct 26 2004, 08:14 PM
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Domi NULL Oct 26 2004, 09:43 PM
jastey NULL Oct 27 2004, 09:10 AM
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SimDing0 NULL Oct 27 2004, 01:42 PM
Domi NULL Oct 27 2004, 01:49 PM
Domi NULL Oct 27 2004, 02:04 PM
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Domi NULL Oct 27 2004, 05:15 PM
Salk NULL Oct 27 2004, 06:11 PM
Domi NULL Oct 27 2004, 07:27 PM
Salk NULL Oct 28 2004, 06:44 AM
Rabain NULL Oct 28 2004, 07:26 AM
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