Building without the toolset
Posted: Sun Oct 17, 2010 8:35 pm
Is possible.
Apparently no one was interested in my discussion of dynamically creating player housing to represent lifestyle. I don't imagine this will get much wub either, but...
You can recreate a NWN1 type experience in NWN2. That is to say, you can cover massive, massive tracks of land inside a single server. You are not constrained by the 2gig limit if you use proper architecture. That is to say, you don't build areas for most of your areas.
You only specifically toolset up important areas that need to be unique. For everything else there's Mast... stock areas and instances. Think of stock areas as not unlike tiles from NWN1. These areas must be created in the toolset by an experienced builder. In the areas, you setup a bunch of nodes where placeables, triggers, and other things can be defined in game.
In the case of player housing, these things are selected by an interface designed for use by the player. In the case of building, these tools are available to DMs. Anyone who can figure out how to DM can build areas.
Areas can get built in a fraction of the time that tooling them out toolset takes. It could really even be done quicker than with the NWN1 toolset.
Speed and allowing most anyone to become a builder are good, but the advantages go beyond that. As I mentioned before, you can cover vast areas. More roadways, more dungeons, more stores, player/guild housing, all of this and use fewer resources than the traditional building approach. Relying upon instances, the key determinant is the number of instances that need to be created (and destroyed) dynamically. ALFA servers are capped at 30 players and, moreover, ALFA is solo heavy.
So the stock areas would not have quite the same variation as crafting everything uniquely (it would feel more like NWN1), but you can cover so much more ground, so much more quickly, and save the effort/resources required for the uniqueness for the areas where it matters. Also, dynamic generation would allow you to do things to enhance ambiance. If you wanted to, for instance, you could make a Summer/Spring, Fall, and Winter version of some of the stock areas. Everything is green and flowery in the spring and summer. In the fall, you get tall wheat in the fields, golden and red leaves in the trees, and generally darker textures. In the winter, you get less vegetation and maybe traces of ice/snow? (Or even snow particle effects.) You could add details like this and still use fewer resources than the traditional building model, when covering enough ground.
Something like this could be useful if ALFA has any ambition of trying to recreate the scope it had in NWN1. Having said that, I'm not certain you'd be able to find enough players to fill up the vast expanses of Faerun, even if you could build them 20x as quickly and with fewer servers.
Apparently no one was interested in my discussion of dynamically creating player housing to represent lifestyle. I don't imagine this will get much wub either, but...
You can recreate a NWN1 type experience in NWN2. That is to say, you can cover massive, massive tracks of land inside a single server. You are not constrained by the 2gig limit if you use proper architecture. That is to say, you don't build areas for most of your areas.
You only specifically toolset up important areas that need to be unique. For everything else there's Mast... stock areas and instances. Think of stock areas as not unlike tiles from NWN1. These areas must be created in the toolset by an experienced builder. In the areas, you setup a bunch of nodes where placeables, triggers, and other things can be defined in game.
In the case of player housing, these things are selected by an interface designed for use by the player. In the case of building, these tools are available to DMs. Anyone who can figure out how to DM can build areas.
Areas can get built in a fraction of the time that tooling them out toolset takes. It could really even be done quicker than with the NWN1 toolset.
Speed and allowing most anyone to become a builder are good, but the advantages go beyond that. As I mentioned before, you can cover vast areas. More roadways, more dungeons, more stores, player/guild housing, all of this and use fewer resources than the traditional building approach. Relying upon instances, the key determinant is the number of instances that need to be created (and destroyed) dynamically. ALFA servers are capped at 30 players and, moreover, ALFA is solo heavy.
So the stock areas would not have quite the same variation as crafting everything uniquely (it would feel more like NWN1), but you can cover so much more ground, so much more quickly, and save the effort/resources required for the uniqueness for the areas where it matters. Also, dynamic generation would allow you to do things to enhance ambiance. If you wanted to, for instance, you could make a Summer/Spring, Fall, and Winter version of some of the stock areas. Everything is green and flowery in the spring and summer. In the fall, you get tall wheat in the fields, golden and red leaves in the trees, and generally darker textures. In the winter, you get less vegetation and maybe traces of ice/snow? (Or even snow particle effects.) You could add details like this and still use fewer resources than the traditional building model, when covering enough ground.
Something like this could be useful if ALFA has any ambition of trying to recreate the scope it had in NWN1. Having said that, I'm not certain you'd be able to find enough players to fill up the vast expanses of Faerun, even if you could build them 20x as quickly and with fewer servers.
