Instead of DLC that adds weather, seasons, pets, jobs, factions, we would get DLC that are brand new adventures. Because instead of adding game features that should already be in the game, the base game would (and SHOULD) already have all of the features built into its engine to support an endless stream of modules. It sucks, and those games suck for their business practices.īut with a game like this, it would be completely reasonable. Just look at all of the DLC games like The Sims has, and how much it all costs to get the entire collection, especially with those Paradox games. Some adventures could be connected to others, others standalone. You could create a literal endless supply of adventures from selling adventure paths as DLC. Imagine, just imagine all of the money a game like that could make. With a fully functional D&D game like that, as well with its own tool set for players to create their own custom modules. Maybe even have the Story Book segments for more intense scenes that can't be displayed graphically, similar to the Pathfinder games has. Imagine creating a modern engine for D&D, a Neverwinter Nights 3 or spiritual successor for example, that puts the tools and mechanics first before a story.Ĭreate a game engine that lets us play D&D digitally, no need for fancy hyper-realistic graphics with cinematic cutscenes, just keep it similar to how NVN already works, but with a better text box, one more like Baldur's Gate or the Pathfinder games. No one has made another D&D game like Neverwinter Nights and its sequel before, and I don't understand why. Note: I had a random rant/tangent in voicing my thoughts on the perfect digital D&D game, and this is the result. Neverwinter Nights Spiritual Successor Idea But still, if anyone from Beamdog ever reads this, and this hasn't crossed your minds yet and you think it might be doable, please consider it! Sorting out the rights and whatnot is complicated and I won't pretend to know anything about it. Why not make more? It'd be great!ĭo you think you could hire some passionate people familiar with the engine to adapt more of those AD&D paths? Get some kinda' deal with WotC on their old classic campaigns that they must be sitting on, discontinued. I can see the Cult of the Reptile God that you can download from community modules seems to have been made from one of these books. I feel like it could be a relatively easy avenue for new content to be added on a fairly regular basis. I feel like it's a darn shame that there aren't many old AD&D modules being adapted for it. It may be old, but it's still the best D&D game out there when it comes to its tools in creating and playing custom modules and new adventures. There must be many old and forgotten ones that they could adapt that would fit well with this game. I would love for them to sort out some kind of deal with WotC to hire some freelance people to work on some adaptions of classic AD&D adventure paths for the original tabletop. I'll never get tired of playing simple adventure modules in this game, so my question is:Īre there any plans for Beamdog to continue releasing new content in the future? Or has the well ran dry? I'd definitely be willing to pay for it, especially since it's a sequel to The Wailing Death that is connected to several other official and premium modules. I know we have the unofficial sequel to the original campaign coming from Luke Scull as well as two of his previous modules enhanced, which I am super excited for and appreciate the work he's putting into it.īut it isn't official, and I'm a little sad Beamdog didn't pick his project up to make it official. I've still got to get through them all, but I always really appreciated and enjoyed every time they would announce a new premium module, even if it's just an enhanced version of an older fan-made module for the original. I'm just wondering if they will continue to produce any more premium modules or are they finished with this game now? I noticed the updates seem fewer and further between, the last one back in December last year.
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