I feel like IWD is better off without NPCs that pester me all the time with quests and banters that always seem to start at very strange moments.
I basically agree. Although I actually prefer the BG games and the fact that they have such memorable NPCs, I don't think the EE devs should be looking to change the fundamental spirit of either game.
-For people who want an "in your face" approach to NPCs, with detailed backgrounds and lengthy subquests, there's BG2.
-For people (like myself) who want a "less is more" approach to NPCs, whose backgrounds are kept tantalizingly shrouded in mystery, there's BG1.
-For people who want straightforward action with little or no regard for NPC personas, there's IWD.
In other words, there's game for every taste - let it stay that way IMO.
If there are people who really want to change the fundamental spirit of any game, they can (and will) mod it - but I don't think the devs should be taking it upon themselves to do that.
I still say IWD can be played as pure story. The action exists to break up your internal narrative, and the 'wow' factor of the pretty impressive scenary.
Also, plenty of NPCs in IWD have a history... ie The Black Wolf. They srent playable NPCs though.
Hmm, I do love my NPC companions but implementing them without changing the tone of the game could be difficult.
However, I am very sad that IWD had basically no memorable characters in it. Like seriously, I don't remember anyone (if you don't count Xan's cousin Erevain, whom I only remembered because of Xan).
I just wish that the already existing characters would get more stuff to do, maybe some can join you as temporary companions (similar to how you can get reinforcements when you go smoke out Bodhi's lare in BG2). You know, folks you would want to draw fanart of
IIRC, IWD's original manual says that the events in the game take place prior to Drizzt's arrival on the surface. :-(
Good, because I DON'T want a Drizzt cameo
First of all it would be cheesy
Second of all it would raise the question of why the hell the Ten Towns need a bunch of level 3 scrubs to save it while some lazy Drow "ranger" protector of the realms is off looking for gnolls!
@Buttercheese it's just that I really like the creative control when creating a party in IWD. I don't necessarily hate the idea, but it's not what I prefer to happen in IWD.
My wishlist is mostly pick and choose the best assests from BG/BG2/IWD, and roll them out to each games. Swing animation better in IWD? Port it to BG/BG2. Color spray animation better in BG/BG2? Port it to IWD. Combine portrait packs and use them all in all games. Etc...
I'm probably too late to tell you what I really, really want .... shoes or boots for wizards. It's so stupid tramping around in the snow in bare feet, with a robe slit up to the top of your thigh - it really buggers up the immersion factor.
They do wear leggings now, at least.
Woohoo! Now I won't feel as though I'm running around in the snowy scenes from Wizards by Raplph Bakshi (70's fantasy animated movie with an extrememly buxom fairy in extremely revealing clothes walking thru the snow)
It is certainly highly satisfying to create your entirely own party and the lack of companions doesn't make the game worse in any way. I also agree they'd change the tone and pace of the game a bit. But their addition wouldn't make things worse either. In the same way you can play the Baldur's Gates without any NPC companions by starting a multiplayer game and filling it with your own characters and ignoring any the game throws at you, you could just ignore them in Icewind Dale as well. The Icewind Dales' character management is just the multiplayer with character arbitration at reloads removed after all.
As long as the NPCs don't come at me like I'm a magnet, I could just ignore them.
Exactly
Assuming the game doesn't have any companions added to it allready they could even be added as downloadable content, thus making it a personal choice whether the game has them or not.
Well, the thing is, from what I got out of the IWD(2) NPC projects, modding NPCs into the engine was a bit more difficult compared to BG2. So now that IWD basically runs on the BG2 engine, I think that modding in companions might be easier now. I could be completely wrong on that part though.
Either way, especially after having a long talk with @LadyEibhilinRhett on skype, I have a *dire* need for a Xan companion mod for IWD. All this potential, I can't even hold it.
I'm wondering what kind of easter egg they're putting in... Considering IWD didn't feature joinable NPC's ... So I'd say a NPC like Baeloth / Wilson is out of the question... No? ... Wonder if they make something silly instead... They must do, right? I mean... They have too!
I would seriosly like if IWD:EE had a hardcore mode as well.
I'm a long fan of that feature request for BG but in the case of IWD I think the case is stronger than ever. It's a game for trying your own parties, so why not to include an option for a hardcore mode?
The game, in my opinion, does not require joinable NPCs. This will divert Overhaul's resources away from doing what they are supposed to be doing, I think: facelifting and 'enhancing' the game we currently know. IWD is more of a dungeon romp, with less engaging dialogue and emotional entanglement with NPCs, and I can replay the game happily with those conditions being present. What would make the game even BETTER would be the chance to play as many new kits that mean that my party in each playthrough doesn't feel formulaic or replicated from my previous playthrough.
Some nice kits, please! A few new spells would be great. On top of this, however, I would love to see more magical items and random loot tables, which are a big part of what makes the game fresh on each playthrough. ... Maybe a couple of new areas with nice and nasty encounters for my party to overcome.
What spell effects will it be using? I'm guessing BG2 spells however the spell effects from IWD were much prettier and would certainly be my preference.
What spell effects will it be using? I'm guessing BG2 spells however the spell effects from IWD were much prettier and would certainly be my preference.
I think it was said in another thread that they ported all the IWD effects into the new engine so the EE will use the originals, but I can't seem to find the link right now...
I personally don't think a massive amount of enhancement is required, surely it's pretty nearly there? Would love to see recruitable NPCs and more quests. Kuyloks? NPC mod really enhanced the game more than any graphical tinkering could ever do for me.
Thanks for the reply. But if I understand correctly, the IWDEE version will use the BGEE engine, so this should be easier?
I guess it's not far-fetched to consider someone porting over IWDNPC to IWDEE, but exactly five NPCs feels rather restrictive. Here's hoping people will build upon that.
The million dollar ($20) question though, will BD create new NPCs?
It does feel a bit out of place for them to do that, as it's lack of NPCs is what allures some people.
As long as they make sure modders have the freedom to include them in various ways.
As it stands, I'll probably wait until a couple of NPC mods are out there with hopefully interaction among each other as well, before I'll give IWD a try.
1) New kits (and preferably better balanced than the Blackguard and Dwarven Defender). 2) Improved AI. Harder encounters and more diverse monstergroups. If it scaled with difficulty that would be nice. 3) It might be a good idea to remove the double XP reward, that Insane difficulty yielded in original IWD to help better balance all the new kits and spells.
Comments
-For people who want an "in your face" approach to NPCs, with detailed backgrounds and lengthy subquests, there's BG2.
-For people (like myself) who want a "less is more" approach to NPCs, whose backgrounds are kept tantalizingly shrouded in mystery, there's BG1.
-For people who want straightforward action with little or no regard for NPC personas, there's IWD.
In other words, there's game for every taste - let it stay that way IMO.
If there are people who really want to change the fundamental spirit of any game, they can (and will) mod it - but I don't think the devs should be taking it upon themselves to do that.
Also, plenty of NPCs in IWD have a history... ie The Black Wolf. They srent playable NPCs though.
However, I am very sad that IWD had basically no memorable characters in it. Like seriously, I don't remember anyone (if you don't count Xan's cousin Erevain, whom I only remembered because of Xan).
I just wish that the already existing characters would get more stuff to do, maybe some can join you as temporary companions (similar to how you can get reinforcements when you go smoke out Bodhi's lare in BG2). You know, folks you would want to draw fanart of
Joinable npcs like in bg2, that comment on certain events.
bg1, 2 and iwd merged into one launcher.
First of all it would be cheesy
Second of all it would raise the question of why the hell the Ten Towns need a bunch of level 3 scrubs to save it while some lazy Drow "ranger" protector of the realms is off looking for gnolls!
Plus the Enhanced UI and engine updates.
Assuming the game doesn't have any companions added to it allready they could even be added as downloadable content, thus making it a personal choice whether the game has them or not. ... I don't see the problem, sounds perfect to me ^.^
I could be completely wrong on that part though.
Either way, especially after having a long talk with @LadyEibhilinRhett on skype, I have a *dire* need for a Xan companion mod for IWD. All this potential, I can't even hold it.
God I can't wait!
I'm a long fan of that feature request for BG but in the case of IWD I think the case is stronger than ever. It's a game for trying your own parties, so why not to include an option for a hardcore mode?
Some nice kits, please! A few new spells would be great. On top of this, however, I would love to see more magical items and random loot tables, which are a big part of what makes the game fresh on each playthrough. ... Maybe a couple of new areas with nice and nasty encounters for my party to overcome.
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=174&Itemid=122
A fixed set of 5 NPCs, though with variable classes from the looks of it. Are there any more?
I guess it's not far-fetched to consider someone porting over IWDNPC to IWDEE, but exactly five NPCs feels rather restrictive. Here's hoping people will build upon that.
Also wilderness areas between story locations with additional quests and content would be fantastic!
IWD just feels so empty to me, that being said Kuyloks mod did make things much more enjoyable.
As long as they make sure modders have the freedom to include them in various ways.
As it stands, I'll probably wait until a couple of NPC mods are out there with hopefully interaction among each other as well, before I'll give IWD a try.
1) New kits (and preferably better balanced than the Blackguard and Dwarven Defender).
2) Improved AI. Harder encounters and more diverse monstergroups. If it scaled with difficulty that would be nice.
3) It might be a good idea to remove the double XP reward, that Insane difficulty yielded in original IWD to help better balance all the new kits and spells.