Why Not Do A New Infinity Engine Game?
thrudd
Member Posts: 96
That's My Question To Beamdog. I know NWNEE has just been released and Everyone at Beamdog is working on making it Better with new patches ect.... But there are lots and lots of People Like myself who still Enjoy and play the Infinity Engine Games.I understand it has to be something People would want to play and buy, And the Engine is Old and very difficult to work with ect..... I heard all these arguments but I Still believe if Beamdog ever decided to do a BG3 or IWD3 Infinity Engine it would be a HUGE Success!!!!! Or better still A completely New Forgotten Realms D&D adventure.Trent The Fans of the Infinity Engine Games deserve a Brand New Game.
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Comments
They did, it's called "Siege of Dragonspear". I'm not sure "HUGE Success" would describe the reception.
Well it's been some time(3 years) and no mods that you could compare to those averange or forgoten from IE, so no.
"Please Beamdog, why don't you make a card game based on the Infinity Engine?"
I mean, imagine the promotional video:
[Growly Canadian voice]: "IN A WORLD divided between the isometric haves and the have-nots, a young, attractive console command and a handsome but untested patch are thrown together in a battle to the publically announced deadline against a hardcoded ne'er-do-well! The future of so many pixels hangs in the balance, eh?"
ps:t sets a precedent for bigger sprites
4x size of ps:t sprites is enough for the current era. not a big deal technically i think.
Does anyone ever play through the games and find things working/behaving exactly the same way?
I don't, a fight that goes well one playthrough can be an unmitigated disaster the next.
I presume that's down to the dice rolls and maybe "the bugs" or quirks of the engine?
An NPC says something one playthrough, next for some reason (again bugs/quirks?) dialog isn't triggered.
Sometimes you get ambushed, sometimes you don't. Sometimes you get a large group attacking, sometimes small.
Those interested in these things know why, likely the majority don't.
The list of odd, unexpected things coupled with most players inability to remember exactly what they do or did every playthrough makes the games endlessly complex and it holds your interest.
Beamdog seems (only IMO) to want to iron everything out, make everything uniform, always work correctly, always trigger what should be triggered, always easier, always more convenient.
I can understand why, it makes a lot of sense.
What they miss, and likely any new game developed will miss as well, is that humans don't find things that work exactly as they should that interesting.
The more we know, the more everything works, the less satisfying things are to beat the odds.
The naivity behind what created BG cannot be replicated.
Do you have any idea how far to the ground the engine needs to be broken down before you can build it up again using 5E? Because you're not getting a 2E licence anymore (and just as well, it was awful).
No, no, let's do this the hard way.
The only reason we’re here now, though, is because of Wesley Wiemer (the guy who made WieDU). The engine is very difficult to work with. Apparently the legend-guy is a genius and somehow found a way to mod a mostly hardcoded engine without the source code. That IWD2EE probably won’t be made because we can’t find the source code should tell you how smart this guy is.
I’d like the next engine to be an isometric real-time with pause, hand drawn art (not tile based) D&D legend that last for another 20 years. In order for that to happen, though, it’s going to need to be a little easier to work with.