I'm really glad I found this thread. I've been thinking that something like this needed to be done for a long time (several years), but I despaired of it ever actually happening. I've also been thinking about
how we might put together something like this for a long time, but I don't want to create a huge post, so let me try to keep it brief (I'm sure I'll fail). I think the problems facing NWN as a PW platform stem from three major issues:
1) The relatively small size (<64 players) of the NWN server 2) Custom content stored in HAK packs 3) The file-based storage system for module content
I think a project like this can succeed, and even thrive. I think it can even lead to a reneaissance for this game (which I would love to see). I don't think that it can do this without addressing these three core issues.
The first issue is one that we really can't "fix" and is the reason that we're having the discussion about a multi-server solutions -- 64 players just isn't enough by itself. The answer is obvious, but there are variations on how to implement it. Should it be a "Hall of Worlds," a PW lobby of sorts, a consortium of like-minded PWs with common quests, or a more tightly integrated Meta-PW spanning multiple servers. Speaking simply from a player perspective here, I think the most attractive answer lies between the last two options. In fact, you could argue that there's no difference between the last two options for practical purposes.
The second issue is, I believe, the reason for the decline of the game. The content in HAK packs, and, to a lesser degree, scripting systems is single biggest cause of the Balnkanization of the NWN PW community. Worst of all, it's almost entirely unnecessary. Good storytelling (on the DM/PW admin side) and good roleplaying (on the player side) obviates the need for most of this. Most, if not all, of us here are readers, and the most powerful draw to reading is how it engages the imagination. The same is true of NWN, and I'd suggest extreme caution in the use of any addons, except where they address our third problem.
Which is, of course, that the basic game engine stores its data in static files that are accessed at game start. This is fine for a single-player game where changes to those files will happen only with a few subsequent patches by the module author. For a PW, with hundreds or even thousands of changes and with ideally few or no restarts, it's a disaster. For a muti-server cooperative venture, it's a disaster with another logistical disaster piled on top.
Fortunately, we have a tool that let's us remove almost all content from the module file and store it instead in an enterprise-level database with internet connectivity. Creatures, items, placeables, conversations, traps, custom items, and even areas can all be stored (as text) in MySQL using NWNX. The only things left in the module file are the area templates and the scripts for accessing the database. Best of all, you can connect mutiple servers to a single MySQL database, integrating them without the need for careful coordination. Alternatively, you could add the same scripts to an existing PW. Because the areas would be created dynamically, the server could function as before, only spawining new areas as players wandered in to pursue whatever quests were placed there by the master database.
I truly believe this to be a way to revive NWN, and perhaps even make as popular as it once was. It offers us a chance to convert the game into a small, but flexible, MMORPG (well maybe just mMORPG). I also think that it lowers the barrier to participation in every possible way, which seems to me to be crucial. I'd love to hear what y'all think about this, and if it kicks off any ideas in you heads. Please be gentle.
Akin
Modifié par Akin Akinli, 22 février 2013 - 06:03 .