I am delighted to report that I now bring you the first alpha testing feedback for the second stage of the second module. Yes, bugs were found (and fixed), but the overall experience went smoothly, mostly. Read on to discover the details and further news on the campaign development as a whole.
Stage Two Alpha
To date, the second stage has only had its very first alpha testing by one tester, which means a number of plot paths remain untested. As far as I am concerned, the first alpha testing is about discovering any critical problems such as path-finding movement issues and plot item bugs more than anything else. Logical flow of quest updates are certainly still checked, but are something that can only be considered as fully tested after several play sessions where the path is changed.
Tester Comments
PARTY MAKEUP: For this first stage two alpha test, the tester played a good-aligned party of six PCs and one henchman. They started at around tenth level, and were using stats and equipment from PCs that had previously played through the first module.
Many of the tester's feedback from the first stage of the second module still apply, but here are a few new comments that were made:
"I was surprised and impressed at how involved the second stage was. It added depth to the overall story, and connected well with events I had in the first stage."
One of the reasons I divided this second module into three stages is because of the way I try to pace the main story for the player. My aim is to allow the player to have as much freedom as possible to play the game their own way, but not at the cost of the story pace if I can help it. Therefore, while this second stage can potentially be unlocked within a few hours of play of the first stage, the player is now left with a choice as to which stage they may wish to progress. This setup is also helpful for the testing, as it meant the tester could play the quickest path they knew to jump straight into testing stage two.
Irrespective of the time the player takes their party to stage two, however, the story continues at its own pace from stage two. It is important to note that the main story is not only governed by the actions taken by the player in stage one, but that stage two also has actions that must be met before stage three can begin. However, the order of these plot events can vary between stage one and two and completed in any order the player desires. The end result is that the player recognises how their choices affect the story as they play it, as much when they play through the second stage as the first.
"The style of play has progressed and complemented (but also differs from) the first stage and the first module in the campaign, with exciting new puzzles and monsters, and fresh characters that deepened the plot."
One of my main aims with module two as a whole, was to not let what I know of NWN2 stop me from designing a campaign from what I had in mind to deliver. I thought of my Pen and Paper D&D days and the scenarios I had written back then (1980's) and went about to redesign them to work in the NWN2 environment. This was no easy task, but I thought if I could come anywhere close to achieving it, the fresh gameplay experience may be welcomed by most players.
I wanted to develop a greater involvement of "scenario mysteries", which requires several events to take place to make progress. It involved "puzzles", but I mean in a broader sense of a "quest-based" puzzle (or events) rather than a single "object-based" puzzle. I first tested this approach in the first stage of the second module, but as I have continued working on the module, I have tried to include these across as many scenarios as possible.
To be clear, sometimes I would prefer to replace "a puzzle" with "a challenge" as a better way of describing what it is that I have designed into a scenario. It's more of an "event" based approach to a scenario rather than calling it a scenario with "puzzles". Either way, playing a scenario may involve one or two more events than a player has experienced previously, which I hope is what adds to the overall fun.
"The side-quests linked in well and had plenty of depth to them."
Regular readers will know how much I am trying to give even side-quests a "greater" story line than what players may be used to. This ties in to some of those points I raise above. However, I also try to ensure any NPC characters involved are more than the usual stereo-typical 2d characters we tend to come across, which I believe also helps to bring an additional sense of depth to quests related to them.
"There were many aspects of stage two that provided a new variety of tasks that offered me significant choice of what action to take. I did not feel pressured into taking any specific path, but could take my time of what I would do next."
Offering "choices" to the player is what I believe any good D&D game does. This is even more important to my campaign design, bearing in mind its title, "Predestinated Days". It is part of the game design to help illuminate the dichotomy of life. How far are we actually "free" to act? Anyway, I won't speak further on this point, but playing the module may speak some more if you ask the "right" questions.
"Overall exciting, challenging and made logical sense."
Excitement and fun is my main aim for all players! If the scenarios and main story are also fully understood and make logical sense, then I have done what I set out to do. Importantly, I believe well written journal entries (for quest or notes), as well as clearly defined tasks go a long way to ensure the player is kept fully informed of their objectives. In recent months, I have developed a new TOKEN based system alongside journal entries, which also helps to accommodate the more dynamic story design of my campaign. The NWN2 toolset is truly great at what it gives us builders the power to do!
Any constructive feedback you guys can give me in any matter of design is always welcomed. What kind of game do you like to play? More or less combat? More or less "puzzles"? (Bear in mind what I mention above regarding this usage of the word.)
I have often been surprised at what other players call "exciting" in an otherwise same format of game. For example, I have played some RPG games that, from my perspective, eventually become tedious. They begin to suffer from lack of interaction, repetitive or unbalanced combat, unclear objectives, wandering aimlessly around, with bland NPC characterisation and even little plot to keep me motivated, to name just a few problems. Obviously, time available to us often dictates our choice of game: grab a game to have a quick blast and then move on. I am, however, hoping that there are still enough game players around who have the time to spend a few hours in a story that is challenging and thought-provoking... or perhaps this style of game finally had its day?
Other Information
WALK MESH: As it turned out, there was one particular area that required a redesign due to some passages that looked good in my own viewing, but ended up being either too narrow or too awkward to manage around combat. This was one of the first alterations I made, and thankfully, the custom tile-set I am using had enough alternative options to allow a similar design (apart from one section), which helped the overall movement for the player.
However, this change also forced upon me another gameplay fix, which involved a puzzle that was based upon the area design! Of all the areas that I least wanted to have to change, this was the one. Thankfully, all the appropriate redesigns have now been put in place, and are ready for the next alpha test.
GAMEPLAY DURATION: I asked the tester to play the first stage of the module in the quickest way they knew to be able to reach and test the second stage. As some parts of the second stage required different aspects of stage one to be completed, this meant the testing of stage two also had various timings. However, after considering time spent in the first stage of the second module, the tester took around 30 hours to complete what is currently available for the second stage. There are effectively around four areas that I am currently finishing off for the second stage, which, in my estimation should add a few more hours. So, my guess is that this second stage should come in at around approximately 35 hours for anyone playing it for the first time and not skipping any conversations.
The overall time to play both stages one and two (bearing in mind that much of the first stage was "skipped" through where possible), was 45 hours for the tester. However, when we consider the time it took in the tester's first play through time of stage one, which was 35 hours, then we are currently looking at a total playing time of 70 hours for stages one and two combined.
With respect to the time played, the tester does like to craft, which takes some time, and they did complete every quest possible. Therefore, at this point in its testing, I would say that the second module currently has between 50-70 hours gameplay, but that is excluding its third and final stage, which I hope to complete work on in the coming weeks or months. It is hard to estimate the gameplay time of the third stage, but I think it is possible that the final overall gameplay duration could possibly hit 80-100 hours, subject to how much you like to do in a game.
After recognising the time scale, I did consider breaking the second module into two to three separate modules instead. However, due to the way the story can unfold, I did not want to railroad the player into one direction only, and secondly, the story would not reach a satisfying "stop point" if I did. Therefore, I will stick to the original goal and aim to finish the third and final stage as soon as possible. As a result, finishing the second module as I have it planned will leave the player in a relatively "good" place, with the clear knowledge of what they need to do next.
FINAL COMMENT: All in all, this second stage ran more smoothly than the first stage on first alpha testing. There were still a number of module to module startup scripts to sanitise, but gameplay and stability were relatively good from the start. All scenarios played well, and the tester recognised the goal of new tasks presented to them. There was one exception, when there was a slight confusion over one goal, but I have adjusted the journal comment, which I hope will help guide the player more accurately.
I still have some concerns with area load times for a co-op game, but have done a lot of adjustments to improve area stability by removing associates between area loads. Co-op testing is still pending. However, I also recognise that many of the larger areas are designed to not be jumped to and back that often anyway. There are a couple of exceptions, but hopefully, players will be patient for any longer load times due to a co-op game requirement.
Typos are being corrected the moment they are discovered, and further searches made when one is found, just in case. Some lip-synch may still need updating, as well as some animations, which again, are being updated as they are noticed.
Campaign Update
Rather than delay the latest v1.32 until Monday (which was my original intention), I decided to upload this latest version alongside this blog release today so that I can have a fresh start on the remaining portions of stage two next Monday instead. There are enough updates in the latest v1.32 for me to recommend its usage, even to have a more enjoyable gaming experience. The most important fix was to ensure monsters do not spawn at a PC location, which was broken for a few encounters. E.g. Bats in the sanctuary.
The latest module update was just to move a WP to allow better movement of some NPCs, and is NOT required unless starting afresh. Just update the v1.32 campaign folder to allow a saved game to continue.
Other than that, here are a couple of screenshots from the first alpha test of the second stage:-
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Heroes Explore The Docks! |