Achieving this can be pretty simple, really. But it always surprises me how often it's not true. Putting some archers on a fortification can make things far more interesting, or maybe the troop of Gnolls has somehow got a golem under their control. Varying the nature of the opponents you fight and their placement is such a simple way of getting more out of your "action" sequences. I don't profess to be a master, but I do know that this is not done as often as it ought to.
To illustrate, I'll be showcasing a custom creature of mine. This is not a matter of genius on my part, but rather how some small alterations to the game can, hopefully, make for more dynamic and interesting combat situations.


I have a fair amount of ruins, but players will feel something different here. There's something unfriendly company just around the next corner.
These dark, feral-eyed hounds drink death. If they are near enemies that die, the hounds become more ferocious with each new soul they devour. Although dangerous to begin with, they can quickly become a threat far greater than a PC is capable of dealing with. This forces the player to prioritize, importantly, and avoid using mass damage spells(killing a zombified lizardfolk might seem like a good idea, but not if it benefits the other undead nearby).
This is not a particularly detailed opponent, really, but rather something that requires attention from the player. You can't just chop through the opponents as they come. Requiring the player to deal with encounters on an encounter by encounter basis will, first of all, be more enjoyable for them, but also let them remember specific sequences. If I can't remember a dungeon room, then it was probably boring. That might be too harsh, I grant you, but it's generally how I design things.
In honor of those hounds--and the other horrible, special undead you're going to see in the dark places of the earth--I'm happy to showcase a music track by Deflektor. Normally, the music for Shagret has a "natural" feeling to it(flutes, exotic instruments and such); for the undead, they had to have music that stood out, made their presence felt. I think this track does a good job at that, and I hope you enjoy it(I know I do, and not the least for it reminding me of the wonderful music from Heroes of Might and Magic 3).
Next week, I'll talk about some UIs I've created. And, lest you worry, there has been some work done on an area design tutorial. It's a "quick and dirty" guide on how to make good looking areas without a huge investment of time. Until then, happy modding!
Next week, I'll talk about some UIs I've created. And, lest you worry, there has been some work done on an area design tutorial. It's a "quick and dirty" guide on how to make good looking areas without a huge investment of time. Until then, happy modding!

5 comments:
Hi CW,
I agree with you about monsters - I like to add at least one interesting element about them if I can. Although, I am not sure how well I will do this, I agree with the sentiment. :)
Also, thanks for that music link. I will add that as a useful link and check out some tracks for my own mod at some stage in the future. I take it they are "free"?
Lance.
Ok, that sounds cool. But should they really grow stronger for undead dying nearby?
Hey Lance,
It's the thought that counts, really. None of us are A+ designers, but if struggle a bit we can do some good stuff. :P
Also, I sent you a PM on the social boards about music. :)
@ Kamal
Well, they were modeled after a "Magic the Gathering" card, so that logic wasn't an issue. I guess one could take issue with it, but it doesn't bother me: undead do have some sort of vital spirit, after all. *runs away from D&D source books*
Very interesting read!
I recently watched a "let's play" of The Legend of Zelda: Ocarina of Time, and it struck me throughout how varied and imaginative the encounters in that game were in comparison to the majority of NWN modules (and modern RPGs in general) that I've seen or played. Particularly the "boss" type creatures, for which there's really no excuse not to do something special or unexpected.
Thanks for highlighting the issue and providing further inspiration for creating more interesting (and challenging) encounters.
PS: Your posts are a pleasure to read, and always insightful and/or useful; you write very well. Thanks.
Hey Ben,
Thanks for the comment. I try my best to look at games like Zelda for monsters and other such things. They *are* well designed games, and I think we can learn from them.
Did you ever play Majora's Mask? The fish boss, Gyorg, has proven to be quite the inspiration for a certain foe of mine. :p
Post a Comment