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I just recently saw the preview video for Dungeons and Dragons: Daggerdale, and I must say it kinda depressed me.

Don't get me wrong, I enjoy combat-based DnD titles, but it has been far too long since they released a title that, to me, caught the true sense of what DnD is truly capable of.

Imagine, if you can, a DnD game based not on any of the preconceived world settings that have been used, reused, and overdone, but instead on a Daggerfall-esque system of terrain procedurally generated based on a set of loose rules depending on location, with both precreated cities and towns, as well as additional procedurally-generated villages, and the same going for the game's dungeons. Nothing would ever be in the exact same place twice, and exploration would be key to knowing where you are, and what you are doing.

As for the story? Create a game with at least as much emphasis on social dynamics and political intrigue as on its combat elements. Depending on proximity of the cities post world generation, different alliances would be present and different issues available to tackle, not limited to simply "go to X and kill X monster" or "Defend the crown from the onslaught of goblins," but situations such as "attend the governor's ball and gather information on the Earl's missing daughter," "Lead/manipulate negotiations between Goblin Clan X and Bugbear Clan X to prevent their attacking a local human/elf/dwarf/other city."

Mountains to climb. Environmental puzzles to solve based not only on the player's skill, but their character's capabilities. The list of possible awesomeness goes on.

And yet, not since what, Planescape Torment? Have we seen a real Dungeons and Dragons game that wasn't focused almost strictly on the combat elements of the rule system.

Come on people! It's possible! Do this for me!
Sounds thoroughly awesome, sir/madam. GET TO IT
A Neverwinter Nights module, maybe? That could be fun to make.
I would, eventually, love to learn to program, but for the time being, I have to make due with my PnP aspirations.

I did build what I'd like to think is a pretty spectacular world for DnD 3.5, though. Its based on the concept of a kind of inverted planet, with the people of the world living on the inside of a shell surrounding a planetoid composed of, essentially, good and evil made physical, and serving as the home of the setting's gods. There were eight seasons and 400 days to a year, each season's weather and theme based on whatever god was in phase over that portion of the shell at that time.

Come to think of it, I need to find my documents for that world setting and finish it up...
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rasufelle:
That sounds wonderful! Good luck with it. I look forward to playing it :P
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rasufelle: Inverted World
Isn't that kinda like Mystara? I dunno, maybe that one just has a hollow earth. Sounds interesting though.
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rasufelle: Inverted World
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doccarnby: Isn't that kinda like Mystara? I dunno, maybe that one just has a hollow earth. Sounds interesting though.
I must not look into this Mystara.

When I grow interested in something, I tend to try to avoid materials that might stifle my ability to be creative with the concepts available. I haven't read any of the core rulebooks on any of the DnD settings that are currently used, because I don't want what they do/don't have to affect what I add to my own world. Anyone who reads the DnD core books can't avoid at least a little Grayhawk mythos, but that's mostly ignorable outside of a few specific classes and such, so its affect on the game is negligible for the purposes of me creating a world.
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lukipela: I like the story driven gameplay, however, if they made the combat more like diablo 2(as far as it being actiony) you would get a bigger audience.

The leveling and everything else can stay the same, but for a lot of us, we can only play for 40-60 minutes at a time and having to spend most of that resting kind of sucks.
"Building for a bigger audience" is part of the problem. By factoring a game so that it appeals to the lowest common denominator -- in this case, those who merely wish to hack stuff apart -- you end up with a derivative product.

Yes, the game I listed above would have a more limited audience, but would you rather see game companies:

A) Make better quality games with a more limited audience appeal, or

B) Continue down the path they are taking of emphasizing profit and market share over innovation?

Besides, I think that a game as described above would have a bigger audience than a lot of people think, especially among the PC market.

EDIT: I notice I partially missed the point of your post. In truth, I've never understood why combat in DnD games was so slow to begin with when the rules could easily be modified to take into account a more active participation. Even then, though, I was thinking less Infinity Engine and more Unreal 3 as far as graphic presentation, so a modified first- or close-third person combat system with the player only controlling a single character, with an active combat system, could work well for this.
Post edited May 29, 2011 by rasufelle
I know that sounds dumb, but maybe it'd be easier as a Mount & Blade mod than as a NWN module?
But no procedural generated terrain in M&B, afaik, though.
Post edited May 30, 2011 by mishkamasya
Skyrim is supposed to have a decent editor supplied with it (or sometime after release). Given what you want to do, I'd say that was probably your best bet.
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rasufelle: ....
It sounds you'd love to play Gothic (and Arcanum if you somehow missed it).

Of course if you want to do this, go for it. I'd actually suggest you focus on a mobile platform, if you must do a "normal" gaming platform then take a look at XNA, at least you'll have XBox Live Indie and PC automatically that way.
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lukipela: I would rather see a game company not go under because their first game only sold 4000 copies. There is a reason why DDO flopped so hard when it first went live. It wasnt because the game was too fun.
For an average game studio you are, of course, right. It's worth noting Spiderweb Software claims his average sales per title are around 5000. He's been in business over a decade. So some folks do it, but you won't see anything that looks big budget come out of them.
Post edited May 30, 2011 by orcishgamer
I miss Planescape: Torment...
Just started The Witcher and it seems promising. :)
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rasufelle: ....
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orcishgamer: It sounds you'd love to play Gothic (and Arcanum if you somehow missed it).

Of course if you want to do this, go for it. I'd actually suggest you focus on a mobile platform, if you must do a "normal" gaming platform then take a look at XNA, at least you'll have XBox Live Indie and PC automatically that way.
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lukipela: I would rather see a game company not go under because their first game only sold 4000 copies. There is a reason why DDO flopped so hard when it first went live. It wasnt because the game was too fun.
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orcishgamer: For an average game studio you are, of course, right. It's worth noting Spiderweb Software claims his average sales per title are around 5000. He's been in business over a decade. So some folks do it, but you won't see anything that looks big budget come out of them.
I've got Arcanum, thanks to a wonderful gifter, and what I've played of it I really liked. I keep seeing people complain about the controls in Gothic, though, which has been my biggest hurdle to considering it for purchase. That, and I like customization options for my characters, so rarely will I get into a computer RPG that doesn't offer that.

One day, when I finally learn to program, and do computer art, and 3d modeling, and everything else I'd need, I'll make this. It just won't be anytime soon. *sigh*

Then again, I could always start a Kickstarter to see if I can get enough money together to pay others to do it for me. Anyone here interested in donating/being hired? :D
Post edited May 30, 2011 by rasufelle
One word.


Rift
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rasufelle: ....
That's me complaining about the controls in Gothic, play it anyway, the hurdle is worth getting over, the game is really, really good.