1) There will no brooding dark lord masterminding to take over the world. 2) There are going to be many endings, but not all at ‘the end’. 3) You can meet the ‘last boss’ in less than 5 minutes of the module starting. 4) Many, many custom monsters not from any manual. Have fun learning their ticks and avoiding their nasty traps. Custom AIs will be written for most of them. 5) There will be ‘über-bosses’, opponents so dangerous as to warrant tutorials just how to beat them. If you’ve ever played Final Fantasy VII, think of the Ruby and Emerald weapons. They will be beatable, but *unbelievably* difficult. 6) Hundreds of secrets, ranging from the mundane to the obscure(maybe resting near a faerie ring has a point…). Many, if not most, are not explicitly stated. They’re secrets, after all, and should be like that. I doubt you could find them all. 7) A three module campaign, with expected length, doing everything, of roughly 15-20 hours. Go anywhere at any point—nothing is stopping you…except, I guess, for the dangers which lurk around every corner. Since the cast of characters is relatively small, they will react to your actions more. Don’t screw with people just for the fun of it, you might want their help. 8) 'Silent Storytelling'--the plot is not talked at you. 9) There are major choices to be made. I know everyone says that, but I mean it. No, I really mean it. Even if you think there hadn’t been a chance for a choice, there probably was and you missed it. 10) Custom descriptions for every creature. Yes, this even means Bears. Check every creature you find—I wonder what oddities might be discovered by reading? 11) Skills will be used in interesting fashions. Lore tells you more about certain creatures(changes their description), Survival helps prevent monsters from attacking while you rest and Spellcraft alerts you to powerful artifacts. Experience Points are handed out accordingly. 12) Experience points will be received for finding points of interest(caves, ruins) too. 13) Certain classes will have bonuses. Spirit Shamans might receive signals from their spirit guide, Barbarians/Druids/Rangers can ‘sense’ if monsters are lairing nearby and Warlocks are tied to supernatural energy, allowing them to access magic residing in the air. I can’t get rid of sword and board, but I can make other classes more interesting to play. 14) There are many one time only events which don’t give you a chance to mull it over. Also, many things are determinant on time taken—if someone says, “Help my friend quickly” you cannot wait forever. 15) There is no ancient curse/amnesia plot/princess/other cliché that is a MacGuffin for orc killing. 16) Speaking of which: there are no, and will never be, orcs in this campaign. 17) A great deal of custom content will be used. Visual effects, GUIs, AIs, monster skins and the like will make the world uniquely interesting. 18) This is *not*melodrama. You are not right because you are right. 19) Dialogue will have many options in it. I don’t plan on having thousands of words everywhere, so what is there will count. 20) Non-linearity is the defining attribute of this module. Go where you want when you want. Want a challenge?—go into the “Tower of Death” early and save goblins for later(just an example). It’s your choice, and the whole of the campaign circles around it. 21) That said, you are not a hero or ‘the chosen one’. Get that out of your head now. Away with it—shoo! There will be no God complexes here. 22) Single player, starting on level 8(I believe, just like Countless, that this is a good place to start). Your max level, I plan on anyways, is 15/16.
Monday, November 8, 2010
Shagret
I'm happy to announce a definitive release date for this prodigious project I have hefted upon myself. Shagret Release: June, 2011. I mean to stick to this release date, and will make sure that it is met with all due speed. It is far, far away--past the grip of winter, and spring(perchance love?)--but it will be kept to. However, leaving it there seems wrong. I think, considering this post, I ought to go into slightly more detail.
What is Shagret?
This is a story with many starts, and none are adequate to suffice. The PC can't see all sides, neither can the numerous characters you meet. It will not make sense the first play through, and perhaps not the second, but the story is one constructed that there is "meaning", but not in black and white(or grey, or chartreuse either). You must see it from multiple perspectives, and I hope my story offers an interesting way of video game storytelling. The truth is that in time, even devils have their stories to share.
What does it offer?
Story-oriented adventure with a plethora of new enemies to fight. This is in a custom setting, and the whole universe is completely of my imagination. Thusly, I have a great amount of flexibility in terms of the story, environment and characterization. I am not bound by "the weave" or some other such things(though I do hope my universe does not come off as boundlessly cliche).
Although I would hope that people enjoy my story for what it is--a story that needs re-telling to acquire sense--I do cater to the more "rough and tumble" adventurers out there. You want dangerous foes? You got them. You want dungeons to crawl around in? You got them. RPGs, as I see them, ought to allow flexibility, and so I wish to allow this. There are monsters to slay, and I'm quite sure you're up to the task.
Companions?
6. Expect over 60 thousand words of dialog from them, and perhaps 200 thousand in the campaign as a whole. Your companions have a mind of their own, so don't expect them to want to go spelunking in the "cavern of death" or some other such nonsense. They will, and *do*, leave you.
Total Length?
Depends on how you want to play the game. Realistically, the game can be "over" in ten minutes. I suspect, however, that most players will find their first run to be somewhere between 7-12 hours. There are many different ways to go about the game, though, so it is misleading to say anything more than that. You have more choices than you think.
Custom Content?
NWN2 seems to delight in excess, and I am no stranger to such things. I am proud to announce thatmy custom music score(43 tracks) is now complete. Coupled with that, there are several brand new, fresh to NWN2 creatures which will be feature in the campaign. Here and now, I can say that the first portrait in the video below, Syue the spirit fox, will be met by the PC(thanks Hellfire!)
I'm happy to also show two tracks for the first time. The portraits featured within are from Bolero(thanks!), and are of three characters you'll meet in the game.
Syue and Euun. Thanks Enrico!
This track wanders sympathetically through the halls of memory. Perhaps, in time, its meaning will become more clear, its purpose more apparent.
Listrum, the Wolf Goddess. Thanks Clarkycat!(compare this track with the one featured before)
You can kill anything in the campaign. Even a Goddess. I wanted a track that, simultaneously, was "heroic", and yet struck back at the false heroism being enacted. This, it seems to me, does an excellent job: a hero deluded with their own excess, striking out in vain.
Thank you for reading. I really, deeply appreciate the time and effort other modders put into their projects; whether you be making a small fishing village or a dragon's den, animating a golem or painting a fence, I thank you. I am, by nature, a perfectionist that never can reach perfection, so I enjoy seeing other people's projects and comments. I know I would not be here writing this post if it were not for the boundless support from you, relatively faceless and formless, community members. Without you, there would be nothing to see here. It might be some time brewing, coalescing--I know this--but do not worry. The show is not over; I'd wager it's just getting started.
I have been eagerly awaiting your module since I first heard about it (is it almost 2 years now ?) I really look forward to see some of the interesting concepts you have have discussed in earlier blog entries(which has been a great inspiration for me as well)
I|ll make sure to have 6.1.11 free for this one :D
This looks and sounds great CW. I have to say that seeing detail like this in a project inspires me to do better in my toolset efforts.
I find that having a fixed end date increases your focus, telling everyone what that date is increases your stress .. Heh heh.
I am looking forward to playing this as I also believe that everyone has a tale to tell, even the devil. It is this interweaving of the tales of individuals that gives a mod volume and makes it stand out from the crowd.
Good luck with this, June seems a long way away now but its gonna get closer real quick :)
The stress will keep me motivated, I think--and I hope, maybe, that my small efforts here inspire you on your own. I'd like to think that the NWN2 toolset offers many possibilities. I'm amazed at what it can do, still.
@ Shaughn
Thanks!
@ Lance
Thanks for the kind words. I'll try and make sure my mod does not disappoint.
9 comments:
I have been eagerly awaiting your module since I first heard about it (is it almost 2 years now ?)
I really look forward to see some of the interesting concepts you have have discussed in earlier blog entries(which has been a great inspiration for me as well)
I|ll make sure to have 6.1.11 free for this one :D
That's perfect! Looking forward to play Shagret for Christmas. Good work!
@ Hoegbo
Thanks! It means quite a bit to me that someone would stick with me for this long and perilous journey. :p
I hope the wait will be worthwhile.
@ Amraphael
Thanks! Don't get eaten by a Grue until then. ;)
This looks and sounds great CW. I have to say that seeing detail like this in a project inspires me to do better in my toolset efforts.
I find that having a fixed end date increases your focus, telling everyone what that date is increases your stress .. Heh heh.
I am looking forward to playing this as I also believe that everyone has a tale to tell, even the devil. It is this interweaving of the tales of individuals that gives a mod volume and makes it stand out from the crowd.
Good luck with this, June seems a long way away now but its gonna get closer real quick :)
Cheers,
PJ
A release date that is fun stuff. I have been looking forward to seeing this one for quite a while.
Another great project is near completion! Hoorah! Well done CW!
Release date is very brave .... but very welcome.
I have a number of modules already sitting in the sidelines that I want to play. This, without doubt, will be among them.
Great news and well done!
Lance.
@ PJ
The stress will keep me motivated, I think--and I hope, maybe, that my small efforts here inspire you on your own. I'd like to think that the NWN2 toolset offers many possibilities. I'm amazed at what it can do, still.
@ Shaughn
Thanks!
@ Lance
Thanks for the kind words. I'll try and make sure my mod does not disappoint.
Hi CW,
Thanks for your comment on my own blog. I have responded there.
However, I wanted to drop by and ask what is the situation with Shagret?
I know you were aiming for a January release ... has something come up?
Lance.
By the way, if you would rather contact me direct rather than by blog response, please email me at
email_althea@blueyonder.co.uk
The "email_" part is part of the address in case you wondered.
Lance.
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