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I know this isn't exactly a brand new game. In fact, it's over a decade old. But I rediscovered it, and rebought it on GoG (since GOG sometimes takes care of older, neglected games) and I've decided to sit down and make a really big (and hopefully!) fun module/campaign.

The question is, is it worth it? Is it worth it to put this story out? To maybe find some like-minded individuals to help work on it together? Or not really, because no one would play it because no one really plays the game in general anymore?

Thanks!
The question regarding "Do others still play Neverwinter Nights in 2017?"

Then I can answer, Yes.

Nwn is still one of the most popular games on GOG. It was made in 2001, but still stands tall and sturdy.
Of course for those who play Divinity or Pillars of Eternity, this game will look very old, and uninteresting.

Not long ago, I played Nwn. I enjoyed it to the fullest. I am not one of those who create their own modules, but if you have a knack in it, then be my guest, and create your adventures.
Share your ideas with this community. Ask questions.


The obvious objective of video games is to entertain people by surprising them with new experiences.
-Shigeru Miyamoto

gogwitcher300
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gogwitcher300: The question regarding "Do others still play Neverwinter Nights in 2017?"

Then I can answer, Yes.

Nwn is still one of the most popular games on GOG. It was made in 2001, but still stands tall and sturdy.
Of course for those who play Divinity or Pillars of Eternity, this game will look very old, and uninteresting.

Not long ago, I played Nwn. I enjoyed it to the fullest. I am not one of those who create their own modules, but if you have a knack in it, then be my guest, and create your adventures.
Share your ideas with this community. Ask questions.

The obvious objective of video games is to entertain people by surprising them with new experiences.
-Shigeru Miyamoto

gogwitcher300
What about NWN2?
Yes, people still play Nwn 2.

but

The editor is a little clunky compared with Nwn 1.
But Overall the second installment is my favorite. Better story, characters, game play, etc.
It is more about single player. More party members. In Nwn 1 you could only take 1 companion.
It's more open then the first installment. Larger maps & more quests.

The ad-ons add more game play elements rather then just skills. As was in Nwn 1.
More choices & you feel that your actions have impact on the story. Better companion interactions. Romance ♥♥.

It could be just nostalgia. Or that I first played the second installment, when it was released back in 2006.

They both have their flaws. ⚖

But they are both interesting, engaging, and are true classics of RPGs.
Post edited September 24, 2017 by gogwitcher300
i still play it a lot. i play single player, and I visit multiplayer rp servers. I'm also looking for friends to go adventure in team pvp servers with me.
Yes, people still play it. Both for single player and multiplayer.

Official Campaigns and Expansions are good for both NWN1 and NWN2. The crown goes to Hordes of the Underdark (HotU) for NWN1 and Mask of The Betrayer (MoTB) for NWN2. Both legendary experiences. There are many people who found OCs lame but I found them entertaining and especially helpful for a new player.

Multiplayer is a different story with dedicated servers. Here is a list of dedicated servers for both games.

http://www.nwnlist.com/
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ChapterSerf: The question is, is it worth it? Is it worth it to put this story out? To maybe find some like-minded individuals to help work on it together? Or not really, because no one would play it because no one really plays the game in general anymore?
In short, I'd say it's worth it if you enjoy creating it. It's not worth it if you only do it with a big audience applauding you in mind.

The communities are still alive, but they have grown smaller and the core members are probably more interested in creating content and exchanging ideas than in playing modules. People still play NWN, but their numbers are split between those who only play online multiplayer, those who only play the official campaigns and those who also play single player modules. Even in the last category you'd have to compete with a vast amount of top quality modules already created. So don't expect that your modules will automatically garner a lot of attention. It might only be played by a handful of people, if at all. I'm not saying this to discourage you though; if you have fun creating a module that you would enjoy yourself and you put love and effort in it, chances are others will enjoy it, too. The really good new modules still manage to gain a fanbase.

My assumption would be that there are still more people who play NWN than NWN2 modules, but I could be wrong.
Post edited September 26, 2017 by Leroux
Thanks for the replies everyone. I guess I'll chip away, bit by tiny bit, at my NWN2 story. And who knows, maybe one day I'll have enough of it chipped away at that I can release it into the wild. I haven't delved overly deep into the editor, and I dunno how I'd be at scripting, but maybe I can start off basic, release something fun basic, and then go from there.
Keep it simple and fun, yeah. I don't want to turn you off trying, but you are up against expert builders who have worked on their series' for 10 years or more, and are still releasing new chapters.

Everything new is compared to those, whether it's fair or not.

I think "the pitch" is extremely important. If I was going to create a project on the Vault I would post a one-paragraph, well-written pitch. I wouldn't do what so many Kickstarters do and write a boring-ass list with stuff in it like "150 quests, 300 items, 200 areas, blah blah blah". That is just shit, and so are their releases. It's a lil' surprising to me that some project pages on the Vault are so huge and filled with technical jargon and updates. Way to turn new players off. I'd keep that stuff in readme changelogs.

Also good to create an original logo for the adventure/campaign, too. So many modders don't do that these days; it's like a lost artform. It's better than showing just screenshots because NWN/NWN2 graphics are generic and it doesn't make your mod stand out unless you're employing unique art assets (and even then, 4:3 Vault thumbnails aren't exactly eye-catching).

Re. player interest. It's there. But take a look at Swordflight Chapter 3, released on August 31st, 2016: as of today, about 1,200 downloads, 3 pages of comments and 18 votes for the best release for NWN/NWN2 in four years. That's the sort of "fanfare" you can expect even if your mod gets held up as one of the best by the community.
Post edited September 30, 2017 by Lilura
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gogwitcher300: Yes, people still play Nwn 2.

but

The editor is a little clunky compared with Nwn 1.
But Overall the second installment is my favorite. Better story, characters, game play, etc.
It is more about single player. More party members. In Nwn 1 you could only take 1 companion.
It's more open then the first installment. Larger maps & more quests.

The ad-ons add more game play elements rather then just skills. As was in Nwn 1.
More choices & you feel that your actions have impact on the story. Better companion interactions. Romance ♥♥.

It could be just nostalgia. Or that I first played the second installment, when it was released back in 2006.

They both have their flaws. ⚖

But they are both interesting, engaging, and are true classics of RPGs.
In hotu you can have 2 mercs + one familiar + one summon. Also, there are a mod who remove the summon limit, so you can create an army of undead or constructs(Helmed horror), like in PnP. I dunno if this is possible in nwn2. Of course, you can't take control of your party members, but you can talk and give orders to party member. Also, they can permadie(yes, i have lost my hotu act 2 golem who is pretty strong)

In general people who prefer "single" RPG's(Deus Ex, Fallout, Elder Scrolls, Arx Fatalis, Bloodlines) will prefer nwn1, people who prefer "party based" RPG's(final fantasy, dragon age, M&M, etc) will prefer nwn2. I personally like more nwn1.
Post edited October 04, 2017 by darthvictorbr
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darthvictorbr: In hotu you can have 2 mercs + one familiar + one summon. Also, there are a mod who remove the summon limit, so you can create an army of undead or constructs(Helmed horror), like in PnP. I dunno if this is possible in nwn2.
Yes, it is easily possible. There is no hard limit on summons, henchmen, or companions in NWN2. All three types of followers exist in NWN2 (yes, including NWN1-style henchmen that you can't control directly), and can be modded to be as many or as few as one prefers. As I recall there are even several available that do this for the official campaigns.

ChapterSerf, I look forward to seeing your module when you finish it. I play only NWN2.
Post edited October 04, 2017 by touched
Persistent Worlds (that you run around in an interact with other characters) and new modules and the beautiful graphics make this game playable forever. I've been playing NWN2 since it first came out. I love the OC, with the funny characters and the epic Shard story. Now you can play the OC, MoB and SoZ multiplayer thanks to Kaldor Siverwand's easy-to-install makeover. Thanks Kaldor! MoB is incredible. You can get high enough level to skip SoZ and just play two incredible campaigns to epic class levels.