IWD:EE Question
CoryNewb
Member Posts: 1,330
So if overhaul was to work on IWD, what would you like to see? Black Pits has been received well by some, and poor by others, but in a game like IWD would something like black pits fit better? Would you like some sort of puzzle or challenge that tests your wits more than your battle prowess? Would you like to see more kits or loots? New quests?
Post it here, and get some good ideas rolling!
Post it here, and get some good ideas rolling!
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Comments
Well, alright.
Now that I have your attention @Dee , what would you like seeing in a theoretical IWD EE? Theoretically speaking of course.
I suppose they COULD remove the character creation process for your party and instead make it an NPC-recruitment game like the BG series, but to me that fundamentally alters the game. I LIKE having the opportunity to build a party the way I want it.
Even as a huge fan of the IWD series,I would much rather see ongoing DLC content in the BG series, BG3, or PSTEE.
I would love to see new areas and small quests like Trials of the Lure Master, now that was a fun and challenging mission pack. Also new items! Iwd already has cool random treasures, so the more the merrier! Also, in HoF difficulty, those items should be upgraded like those in iwd2's HoF mode. IIRC iwd HoF mod items were same.
There are also a group of people who would like to have the reverse, and play IWD in the Baldur's Gate version of the engine.
CamDawg even has a mod released where he's trying to put the IWD magic system, bard song system, and weapons into BG.
The thing is, I would pay for an IWD:EE that used the third edition version of the engine. So, if any of the professional programmers or modders holding the license to work with it for pay ever wanted to make it, and could get all the permissions and everything, I will gladly fork over up to about $50.
The thing is, I believe that porting the different Infinity engine games from one version of the engine to another may be prohibitively difficult, to the point where it might require an almost total rewrite, and there might not be enough people who would pay enough money to make it worthwhile.
Other than that, I agree that there doesn't seem to be much they could do with IWD - I can only think of putting it in their version of widescreen, adding zoom, and maybe putting a bunch of NPC's with dialogues into the party creation selection as pre-made, optional, import files, using the same method that the IWD NPC Project used.
Actually, come to think of it, I'd probably pay about $20 just to get that, as long as the NPC's writing and voice-acting were well-done. They could also check and see if the original art assets are available, such that they might be able to do some HD graphics enhancements.
Then they should be allowed to take all art assets ( from all IE games ) and make their own game. Hopefully they have someone talented enough to make new backgrounds to fill in the rough stuff.
I want Beamdog to keep on the tight and narrow...do the HD upgrade, add a few NPCs and fix bugs and finish or fix quests that were axed.
That's it.
I don't want to buy someones mod.
If there was an option to add BG2-style party members (with backgrounds, chats, etc.) that would be great as well. Players could decide, at the start, whether to create their own party, or use some set of the NPCs.
-- Combined item pool from BG1/2 and IWD
-- Combined spell pool of BG1/2 and IWD
-- Combined races / classes / kits from BG1/2 and IWD
-- Combined monster sprites from BG1/2 and IWD (to add variety).
-- Combined PC voice sets from them all
-- New dungeons, should be relatively 'plug and play' given the hub quest design in the original IWD
Btw, since BlackIsle developed IWD, where would the game assets be? With Interplay? I sure hope not.. but I doubt the guys at Obsidian took those with them, and even if they did, not legally.
Actually, for me personally, even just being able to play IWD+HoW+TotLM without any added content on OS X using the EE engine would probably be worth $10-$15 (and I already own the boxed "platinum edition").
Edit: oh, and on Linux too, of course... one day.
For me playing IWD is just like playing Baldur's Gate but with all the fun taken out.
Plus as some already mentioned - new sides quests and new areas like Trials Of The Luremaster to break a bit the linearity of the game..
Multi-player allows you to add internal role-playing aspects, especially if money was by player and not by party. It would be nice if IWD-EE could enhance multi-player functionality and/or capabilities. Just a thought...
Eliminating bugs, upgrading to BG2EE engine, with kits, upgrade of UI, adding an SCS like component to IWD, and making multi-player simple and easy and possibly enhanced; yeah, that's worth $20 to me.
I thought the IWD2 engine was pretty cool and I spent a lot of time trying to get a conversion mod to work. The problem ultimately is that too much had to be done by hand. Especially when it came to determining the build and AI of enemy wizards and such.
Also, things never worked quite right. IWD1 relies heavily on the "fog-of-war" keeping you from reaching the next batch of enemies. IWD2 works differently. The enemies are aware of you when your near by.
Then they should improbe the IWD2 engine to match the BG:EE engine
Then they should update the IWD2 ruleset to 3.5 rules rather than 3.0
Then they should add 10-15 recuitable npc's to the game with fully voiced dialogue, etc, which you can *choose* to recuit
Add all the classes and specialisations from 3.5 rules.
Add new areas, monsters and content.