Nomad said:
In trying to adhere to the forum's new guidelines, I give you the following post.
Just ignore the rules, I do.
In 18 months Troika had to deliver:
* a modified version of the 2D graphics engine used on Arcanum, one of their earlier titles* a modified version of the single-player game engine, also used on Arcanum, that uses the D&D 3.5 Edition ruleset, an update to a ruleset that's been out for 3 years.
* an implementation of a story that _everyone_ that's played PnP D&D already knows.
Ummm.. The graphics engine for ToEE is new. The parser was kept from Arcanum as were some data structures for item creation. Everything else is new.. The 3D characters, the bitmap tiling as opposed to traditional layered flat tiling, the character system, the combat engine, and so on.. All new.
As for the story, a lot was added to make the town seem more lively. Of course, about a third of that got the axe from Hasbro shortly before release, but oh well!
In 5 years Bio had to deliver:
* a new 3D graphics engine.
Which happened to be the MDK engine with some modifications done, actually. Not to mention the fact that new 3D engine has more in common with DOOM than it does with QUAKE. Try to make a bridge that you can walk under AND walk over if you don't believe me.
* a new game engine using WotC's then unfinalized D&D 3rd Edition ruleset.
Which had been out over a year by the time NWN came out. Troika had to write their 3.5E system from scratch as well.
* a user-friendly toolset.
Game developers typically make toolsets for games anyway. The main difference between NWN's and others would be the wizards.
* multiplayer capabilities.
* a dm client.
* a dedicated server
Things with Nihilistic did in less than 3 years, BTW.. On a smaller budget with a smaller dev team.. Did I mention
Vampire: The Masquerade - Redemption had
cloaks? :D
* an "original story" (i.e. one which was not based on an existing PnP D&D module) that worked in both single and multi-player.
Not very original, considering it's pretty much ripped from Raymond Feist's works.
However, it's far, far easier to borrow a concept, like BioWare did for NWN's plot and 3E rules, than it is to do a faithful translation.
The fact that Troika included robes and cloaks in ToEE (did it get both or just one?)
Both.. And they stack.. Including monk robes, which you can wear over chainmail. You can also wear bracers and gloves together and they show up on the paperdoll.
should not be held against BioWare just as the lack of multiplayer in ToEE should not be held against Troika. I'm sure Troika was capable of adding multiplayer support to ToEE, but it was probably not consistent with the vision of the game given the rest of their feature set. Ditto for BioWare and cloaks / robes in NWN.
Why shouldn't it? Cloaks aren't exactly the hardest thing to impliment, and it's not like Johnny Programmer would be sitting in front of 3DSMax modelling them instead of adding wizards to the toolset. He might be the one that puts them in the rendering pipeline, but things like cloaks and the animations for them are mostly the work of the artists.
And ToEE's models and animations beat the CRAP out of NWN's, hands down. The animations for critical hits are superb, especially the one for the monk where they do that cartwheel kick. The idle animations are also based on what class the person is and what weapons they have. I dual wielded a paladin just to watch the animation for idling tonight, it's pretty neat. Monks practice moves while idling, which is pretty neat.