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Old 03 September 2007, 10:09   #67
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Join Date: Aug 2007
Location: asteroid belt
Posts: 273
Zetr0... I never played Redemption .. but can the campaign creator allow what NWN Aurora cannot? ... (see below)

I only ever played "Vampire: The Masquerade – Bloodlines" which, incidentally, was developed by the same people who developed Fallout. Unfortunately, the emphasis placed on one kind of undead is just too limiting... In D&D vampires are just one of many undead archetypes, undead just one of many evil powers, and they are rare... yes, this isn't D&D, but still... too much "goth" for me, shrug..

Likewise, their "Arcanum: Of Steamworks and Magick Obscura" was quite advanced (from swords to shotguns as well, also had editor). It was steampunk, like industrial revolution vs. ancient magic, dwarves vs. elves cliche, but overall the conception was full of light. It has all the hallmarks of Fallout, except combat which was disappointing to say the least, no tactics at all:: when you can amass boatloads of experience by killing things, and are rewarded with minor experience gain when solving involved dialogue quests, most players become meatgrinders... (i.e., randomly travel map awaiting inevitable confrontation, carve up creatures and loot corpses, rinse /repeat). And infliction of damage/healing/buffs etc., is represented in feedback as vague "energy bars", not _equations and their results_(very important to traditional RPGs). This game is like the gorgeous girl with a slashing scar straight across her face.

"Temple of Elemental Evil" is yet another of their games, based on the original, legendary Gygax module. Such... potential...Excellent implementation of core rules, but broken combat and non-replayable storyline... Almost every battle was resolved in the same manner, and controversial parts were removed due to minority sensitivities, whatever. Hugely, hugely disappointing like a ballet dancer confined to a wheelchair...

Like Redemption, all these games are cult-level and have various mods, making them more playable. The problem with modding is that it can only go so far. There is only so much you can do with an engine before you see things are hardcoded, then it becomes easier to simply make your own game... (attempts at full overhauls of games get dumped all the time.)

It's even the same with Neverwinter Nights, which offers the Aurora toolset... very powerful. But unless you're so dedicated and have so much spare time as to craft and animate your own models, paint your own textures, edit the interface, create unique items from scratch, code decent scripts, record unique sounds etc., regardless of how engaging your storyline is, the game is just going to look and feel almost identical to the detestable original campaign by the developers... and that engine is sooo limiting compared to pen-n-paper as to be disgraceful. Rogue cannot climb in a 3D game? Cemented to floor/ground w/ wings? No swimming, no jumping? Archer cannot aim for aerial target? Oh, there are none! _Result of equation too low, so just repeat mechanic until success_? Behold, the offensive caricature of D&D...

Such things remind one instantly this is an unintuitive, crippled, mentally retarded computer game, sorely lacking the genuine abstract/escapist experience pen-n-paper tidily provides, causing the reflexive reach for the bookshelf upon which the _real_ RPGs are stacked...
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