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Thursday 13 July 2023

Episode 76: Stage One!

Readers of this blog may recall a couple of episodes back, that I had determined that this second module of The Scroll campaign, called Predestinated Days, is effectively comprised of three stages. Taking this into account, I determined that I would concentrate on finishing each stage in order, before moving onto the next. This would allow me to beta-test each stage as I continued work on the next. The last couple of months has been about working on "Stage One". Read on...

A Bumpy Start To The Journey

Reaching this point of building module two has only been achieved after a bit of a bumpy ride, due to me continuing to support and update the first module, making it backward compatible with new additions along the way via campaign file restructuring. Thankfully, I believe that long and arduous task is now nearing completion, if not already completed. Apart from some recent last minute pitfalls, (which frustratingly added some potentially game-breaking updates), the first module, The First Day, should now be in its most stable version of release. Therefore, once the latest play-testers have finished their current games, and I fix any last minute issues they might find, I believe the core files for the campaign will have been fully tested in their latest format. As far as I am aware, most, if not all future scripting is now just a matter of writing new scripts, or adding to an existing template; neither of which should interfere with the first module any further.  

Bottom line: Module one should be near enough on its final version, and all updates to campaign code are now written within their own boundaries for the later modules. Hopefully, readers will recognise this as a big step forward for both the stability of module one, and how it will help expedite the writing of module two. I would like to take this opportunity to thank all those who have supported me and been patient to bear with me with the many updates through the growing pains of the campaign. Hopefully, the end results were, and will be, worth it.

Stage One Progress

The New Quests

As I look within the toolset and at the numerous quests available for Stage One of the second module, I can see, at a glance, that five entries still require their journal end-points to be completed. However, I am also aware of a sixth journal entry, which has some missing entries that requires completing. I also note that this first stage has the most journal entries of all the three stages of this second module; although I appreciate that this does not necessarily reflect overall play duration, due to some quests possibly being quicker to complete than others. (Please note that I will cover the completion progress of later stage quests in another dedicated post for that stage.)

In the last month, I managed to reach (and add) another "end-point" to one of the larger side scenarios that can be played. All that remains to be done for this scenario, are a couple of conversations and the placement of some plot items. The point I am trying to make, however, is that the main framework for this latest quest is now complete.  For the record, it's worth pointing out that this is one of those quests that does not have to be played within the modules first stage, but, for the purposes of setting myself a completion goal, I have included it in "Stage One" as one of those to work on first.

Of the other entries that remain, one is the path of the main quest, which is a conversion of an old pen and paper scenario that I designed way back in the 1980's. I am hoping that it should not take too long to convert, although I have been adding some other gameplay details to it along the way, so that it reflects the flavour that players would have normally picked up when playing with a DM who would have given more feedback information at the time of play. I am also hoping to add one or two other gameplay aspects to this quest, which work better in a computer environment compared to how it was originally designed to be played in pen and paper. Finishing this quest alone would take care of at least two journal entries that currently remain. This will be the next area for me to concentrate on after I finish the final details of the one I am currently finishing off.

Lastly, there are around four other journal entries that are closely linked to one another, which the heroes will have the opportunity to deal with during this stage of the game. The core outline for these remaining quests is already set in place, but there are one or two conversations that require extra attention due to the logical flow that is involved during the process of completing these related quests. For while I could simplify (and speed up) the whole process, it would be at the cost of some unique gameplay. For me, such a design is the difference between a standard RPG quest experience and one that a player feels is tailored to their own unique gaming experience. If I can achieve this, then it will, hopefully, give a player a unique feel for their game, and the possibility of a different outcome and experience if ever played again.

The New Puzzles

Alongside some of the puzzles that came with the first module, I have introduced some new ones. Some are repeatable (in a similar fashion to the tumbler chest puzzles), but others have been designed to complement the current scenario. This first stage of the second module comes with at least one of these newer puzzles, which is designed in a way that I hope will keep the player intrigued and wanting to push forward in their current quest. In this sense, I have designed the "puzzle" to be part of the adventure. Hopefully, you will understand what I mean by this if and when you have the opportunity to play it.

Regular readers of this blog will know that I enjoy games that include puzzles or mini-games, which are employed in such a way that can add an enjoyable addition to the gameplay. In this second (and third module), I am trying to add some new gameplay that I hope will give players something extra to test both their wits and tactics, while having fun at the same time. I think of the times when, as a DM, I would present a puzzle to my group of players and have them try to figure out what part it has to play at that time, or how it may be of importance moving forward. In my mind, it adds another dimension to the gameplay, which I hope adds an interest and further expectations a player may have.

The New Gameplay

When we look at the AAA games available to play today, at first it may seem like anything we might try to make with NWN2 will appear to fall far short from that which is currently on offer in such new games. However, I have come to recognise that the enjoyment of a game is not just about such things as the introduction of a fancy new graphics engine, but just as much to do with being something "new" in general. The real enjoyment is to be had when a player can relate to a story being told, and has a good understanding of their ability (through their avatar) to be able to participate within it. If, along the way, they learn or experience something new or interesting from what they have experienced before, then that new moment of discovery or achievement is what has the player keep coming back for more.

The fun, as I have come to understand it from my own experience, is in the discovery of something new about the story or game I am playing, which I can then respond to or work with. Conversely, if the story or gaming element is something already (or becomes) too familiar to me, then that is when a game can fall flat, and possibly abandoned. Therefore, even though NWN2 may be considered an "old" platform, I concluded that the story I am writing for the game is still worth telling using it. For while I believe "there is nothing new under the sun", I would, however, like to believe that this story (of my own telling), can still offer some players "pause for thought", and hopefully remain as a memory of a pleasurable experience long after they reach its finale.

I would like to add that my knowledge of using the NWN2 toolset has improved over the years. Unfortunately, this is not in the ability to design new areas with grand and magnificent vistas, but is instead, in an ability (I hope), to give some unexpected designs in gameplay that may surprise the player and give them a moment of experiencing something "new" within the NWN2 gaming platform. I can think of at least two places where the end results of what I was trying to achieve exceeded my own expectations when play tested in-game. Maybe I am easily pleased? The point I am trying to make, however, is that the next module (at least), will come with some new gameplay experiences in the form of some interesting and unexpected differences from the standard NWN2 game that players have come to expect. This is the excitement of playing a modders game, as you never know if the builder has added something new to what is expected from the standard game. In this sense, we can have both the experience of playing a game that we know and love with the added excitement of not knowing what the builder may have in store for us.

Today I can report that Stage One of the second module is one step closer to a point of "completion", at which point I can then pass it on for testing. For now, here is a screenshot from Stage One of module:

Another Time & Another Place!