plebiscite for Joinable NPCs (this doesn't compels the devs)
kamuizin
Member Posts: 3,704
Well, based on the discussion we're having in the IWD:EE Joinable NPCs - A vital question, i'm making this pool to research the community opinion about Joinable NPCs in IWD:EE.
The intent of this pool is just for the vote (and explain the vote maybe), but it's not in my power to force anyone to post here or on the previous discussion.
The yes and DLC only answers should be added to form the positive opinion about Beamdog Joinable NPCs.
The No and Mod only answers should be added to form the negative opinion about Beamdog Joinable NPCs.
The intent of this pool is just for the vote (and explain the vote maybe), but it's not in my power to force anyone to post here or on the previous discussion.
The yes and DLC only answers should be added to form the positive opinion about Beamdog Joinable NPCs.
The No and Mod only answers should be added to form the negative opinion about Beamdog Joinable NPCs.
- plebiscite for Joinable NPCs (this doesn't compels the devs)205 votes
- Yes, i vote for Beamdog Core NPCs to be added on IWD:EE31.22%
- No, i vote for Beamdog Core NPCs to not be added on IWD:EE34.15%
- Yes, i vote for Beamdog Core NPCs as long they're added by DLC(s) only  9.76%
- No, i vote for Beamdog Core NPCs to not be added on IWD:EE but i expect NPC mods12.68%
- I have no opinion in this matter12.20%
3
Comments
Adding joinable NPCs would make a mockery out of the EE project. IWD is IWD not BG or PST.
Asking for IWD to be turned into a joinable NPC game would be like asking for PST to be turned into a hack-n-slash game IMO.
Each game has a different approach that suits different people's tastes. Beamdog shouldn't be taking it upon themselves to decide that any one approach is "better" than another and insert it into other games - and I say this as someone who generally prefers BG over IWD. If there is a faction of people who want to see the fundamental spirit of a game be changed, then let them mod it.
But that aside, I don't think it's an intelligent use of resources. Add enough NPC's at a high enough quality to make it worthwhile would require to much time and effort. Beamdog already has adventure Y and Z lined up, and reading in between the lines when Mr. Foley talks I think that's where the bulk of the creative talent is going.
I would rather they focus on just fixing and porting, instead of the complications and new bugs that come with the kind of new content they put into bg2(bg2 needed it though. Pure class thief and full evil party).
While i don't agree with the argument, that sound as if the devs are made of crystal and any excess of work would exaust them, i can easly understand people feeling joinable NPCs as incompatible, and i also see this being an act of violation to nostalgia for some people. I voted pure yes because that's my opinion, my vote is more for argument than impose an individual will.
However, for the point of DLC only NPCs i'm a bit curious to people resisting the idea.
DLCs by nature will come after the game or at very least at the same time. The project of IWD:EE is already set in motion, so the devs already have the script of work they have to follow. DLCs are profitable, and selling an DLC for $10 buckets for example is 1/2 the price of a single full game sale.
Trent already gave his opinion on this matter, so the debate is more theorical than pratical here until the game is released, but while i want the devs commited the fastest possible in the making of an Planescape: Torment EE, i hope they find a bit of time after the release of IWD:EE to release a bunch of Joinable NPCs DLCs.
The congress is now in session! Representative Boo votes no NPCs, but instead work on new adventures, baller quests and bug fixes.
However, mods are always nice and I will try some of them. If Beamdog did make NPCs I would try them out for sure, but I don't think it is necessary in any way and I think there are better uses of their limited time and resources
I'd love to see an NPC DLC, though I don't consider it very likely. But I can't for the life of me understand why anyone would want to be against the existence of such a DLC.
Say you like Realtime Strategy Games more than Turnbased Strategy Games, would you ban all Turnbased Strategy Games from existing because according to you Realtime Strategy Games are better?
People have different likes and dislikes. Saying the game should more be like X than Y, because more people like X than Y I understand completely. Saying Z should not exist because you don't like Z so others shouldn't like Z either, is about the most selfish thing I ever herd.
But, like @booinyoureyes, if they add quests that are not baller, I won't be happy.
Your previous post however described a situation with infinite resources, where getting Y or not would have no effect whatsoever on getting X or not.
A DLC is a totally different case, as people that like NPCs could buy it, and those that don't could ignore it. It would require quite a bit of work, though, which might be better spent elsewhere, but the same applies to a point buy patch.
(Also, since point buy WAS added in IWD2, I don't consider it really against the spirit of the game. Finally, 2nd edition doesn't lend itself to point buy very well, due to the nonlinear bonuses.)
Now, I've never played the first game so I'm not really sure to what degree people consider the experience ruined or changed too much from adding recruitable NPC's but as an outsider looking in, that argument doesn't really make that much sense to me. IWD is a roleplaying game, while it might have more focus on tactics and strategy than some, at its core it is a roleplaying game, no? Why would anyone be against the addition of something that makes the game, typically, feel more immersive and alive in a role playing game? I'm genuinely asking because, like I said, I've never played IWD. I can't really seem to wrap my head around the NPC's ruining the concept of the game... Would it require less strategy or tactics if you didn't create all of your party members? Will you not play multiplayer because of this?
In very general, i just prefer NPCs with scripted personality over those who just walk with you ... IWD original characters were so colorless to me i never even remembered the names i gave them, while in comparison i can call every single name of every official or inofficial npc i ever played in BG series.
For all who don't want NPCs, nothing will change with their inclusion, they'll definitely be optional and can be ignored.
Another problem is the lack of spots for character development. I mean, if I were to make a pie chart of where your party is going to spend most of its time at, dungeons would probably have most of the pie. Followed by hub cities, talking to quest givers, talking to the innkeeper, and the shopkeeper combined. I admire @kulyok for making her own character development spots. Even if they weren't the ideal place.