Author Topic: What do you look for a module?  (Read 708 times)

Legacy_redmokah

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What do you look for a module?
« on: February 23, 2011, 12:32:22 am »


               I've just started developing modules and I'm having a great time learning and developing a personalized NWN experience. I'm just wondering what you (the player) consider the most important aspect of a module? When you finish a mod, what aspect satisfied you the most?

If you wouldn't mind, rate the following five aspects from most important to least important and if you feel like it, give some commentary on your ratings afterwords.

Plot Elements - Story, dialogue, characters, world etc.
Unrestrictive - Multiplayer or Single Player, any class, any race etc.
Challenge - Hard, easy, easy minions and hard bosses etc.
Length - Lots of missions, long main missions, lots of opportunies for exploration etc.
Environment - Well designed maps, dynamic decor, atmospherical etc.
               
               

               
            

Legacy_olivier leroux

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What do you look for a module?
« Reply #1 on: February 23, 2011, 01:36:47 am »


               1. Plot Elements: Without these drawing me in, all the rest will be for naught as far as I'm concerned, no matter how good it is. Unless it's going to be a totally different kind of game, which could arouse my curiosity. But generally I play NWN (and most other games I like) for story (and everything connected to it). Doesn't have to be epic and linear, not necessarily spectacular, but it must keep me interested in some way or other.

2. Environment: For me, second to story comes exploration - which is the most fun when there are actually cool things to discover and marvel at, things you don't see in every other module.  Atmosphere I consider very important, too.

3. Length: This is already a very minor aspect for me and my opinion on it might be completely reverse to what a lot of other players think because I don't mind short modules at all, I'm more likely to shy away from those with epic length. That's not to say I won't ever play any really long modules with 20-40 hours of gameplay if they're well-made and gripping but I usually go for the 1-3 / 4-12 hours kind and I give almost everything a try that requires less than an hour to play (no big loss if it sucks after all, heh). In any case, I'd rather play a short packed and engaging module than a long stretched and boring one.

4. Challenge: I like challenges to a certain degree but I'm not necessarily looking for them. A well-balanced and reasonably challenging module is more fun than a very easy one but a module that's too hard and prevents me from continueing the story is no fun at all. Given my preference for Plot Elements and Environment I think I don't really need Challenges to enjoy a module.

5. Unrestrictive: I won't play it if it's only Multiplayer or requires a DM to work but I'm willing to sacrifice any other freedom of choice if the restrictions suit the Plot Elements and Environment or if they're necessary regarding Challenge or Length (it's a lot of time-consuming work for a builder to take all possible choices into account and I can understand if builders don't want to put up with that).
               
               

               


                     Modifié par olivier leroux, 23 février 2011 - 01:44 .
                     
                  


            

Legacy_jmlzemaggo

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What do you look for a module?
« Reply #2 on: February 23, 2011, 07:14:05 am »


               I can't go by your list, since it doesn't mention the first "aspect" of all in my always so humble :innocent: opinion:

You.

'meaning redmokah for instance, in that case. Something personal which can be seen or felt in any of the "aspects" you mentionned, and, to return to your list, and to second Olivier, again... most of the time in the story.
I played many amazing, challenging, perfect, skilled, whoooaaa! modules where the most important thing was missing: 
A soul
An identity
Like when you can say, this is a Stefan Gagne's, Baldecaran's, Valine's, Fester's Pot's, Fabien Cerutti's, ADK's, ...’s game just by landing on the map.
But, and this is the magic, feeling home. Just a new one.
Some of those jewels are even empty, minimalist, story only. Pure.
Only, when you open the first door, you know who you are entering. ':blink:'
Ouch!

Now, redmokah, be amazed to discover how amazing you are. And don't forget humility on the way. 
I almost did... 'B)' 
But I got lucky again. I always do. ':wub:'
And neither to let us snow.

The other question would be why being that stupid with making a module for nothing. 
I believe I found the answer in the process itself.
And again the answer is you. You, among thousands of lazy and ungreatful players decided to offer some fun to others, to share you soul, to have the world benefit from your special flavor... and waste two years of your life...
Only because you might be hiding somewhere on the road?

It’s quite an adventure you’re about to enter, redmokah.

Now, if you wanna write the module you’re born for, do me a favor, a favor to all of us:
Forget about us right away. We shouldn't be around anyway. Become, and only if you do not fulfill that upmost important requirement already, the selfishest SOB around. 

Have fun first, and only so, we will. 
If you don't make yourself smile, we won't.
Before sharing, we need some material to share.
"Nothing is lost, nothing is created."
               
               

               


                     Modifié par jmlzemaggo, 23 février 2011 - 07:34 .
                     
                  


            

Legacy_Dallo

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What do you look for a module?
« Reply #3 on: February 23, 2011, 09:55:51 am »


               

jmlzemaggo wrote...

Now, if you wanna write the module you’re born for, do me a favor, a favor to all of us:
Forget about us right away. We shouldn't be around anyway. Become, and only if you do not fulfill that upmost important requirement already, the selfishest SOB around. 

Have fun first, and only so, we will. 
If you don't make yourself smile, we won't.
Before sharing, we need some material to share.
"Nothing is lost, nothing is created."



Hmmm...I actually think that authors of successful modules have a dual vision.  Yes, do it your way, but have kindness to your audience uppermost in your mind too.   Yes, making something that you feel deep down is good and viable is fun and rewarding, but creativity too is a harsh mistress who works you hard.  If you're driven, and if you want to share with your potential audience.  Wanting to share and being driven, the 2-edged moment.
               
               

               
            

Legacy_jmlzemaggo

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What do you look for a module?
« Reply #4 on: February 23, 2011, 10:59:24 am »


                @ Dallo

I've always wondered, been curious, how you, Skyrmir, RyanDarth & gaoneng, made such a module as Caereena - Krakona Rising, and that is very interesting what you just said about your own process in that matter.
Caereena is very special to me for two reasons:
- That's the first community module I played made by a group of people, and it probably worked only because you were all total lunatics ':wizard:' decided to have fun. Becoming almost one individual.
- That's the first "crazy" module I played. Not the regular "by the book" NWN game I had seen so far. Everything in it is push to the extreme and the fun. Starting with the opening for instance.
Like a signature at the beginning of the book for a change.

But I played your module, Dallo, so you won't fool me with your kindness: I'm afraid it was part of you and your friends long before the first Caereena map. Sorry! '<img'> 
Your game is yours, up to the way you make free, but complicated, things for others... looking simple. You could use it as your ID.
You're right, of course, and that game is very "player" concerned, all along. But also because you were all players, unless I'm wrong, which would be a first. Today.
When I first got on that boat of yours, I was home.
Only thousand of people lived in it...
(Not to mention that's probably one of the most replayable, and epic, NWN modules around.)

All I'm saying is moduling is about having energy, to be transmitted, and Caereena is full of energy. Almost its definition, if I was looking for a box to put it into.
Caereena is like driving NWN in a race car.
And with a good glass of good wine.
Power.

You can write anything, as long as you're concerned with being readable, is that what you said?

Don't answer, please. I shall let you rest. But you started it. 6 years ago. '=]'
               
               

               


                     Modifié par jmlzemaggo, 23 février 2011 - 11:19 .
                     
                  


            

Legacy_redmokah

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What do you look for a module?
« Reply #5 on: February 25, 2011, 06:24:55 am »


               Some interesting answers here haha. Too address the statement above, I'm definitely writing this module for myself. This poll was spawned out of curiosity and not research. I'm having so much fun developing this module and it's coming along quite nicely. At this rate, I hope to have it up and running at a playable BETA level before April.
               
               

               
            

Legacy_jmlzemaggo

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What do you look for a module?
« Reply #6 on: February 25, 2011, 10:03:36 am »


               That is music to my ears. ':whistle:'
Along with some lousy jealousy... ':blush:'

Don't worry, we all know modulers are all liars anyway, when it comes to deadlines.
Hey, redmokah, another one: you know what's missing big time? Epic modules, and Evil ones as well. 
Just in case you were already heading that way, of course...
After what I shamefully wrote, I couldn't possibly interfere with your creativity! '<img'>

I keep thinking about what Dallo wrote... You should play his module. One of my first (NWN) blasts.
There is another something very essential in it: rythm.
Boum!

Well, now that I've done all I could possibly think of to have you giving up, I'm going to have my breakfast... :innocent:

♪ â™« "I'm just a jealous guy..." â™« â™ª
               
               

               


                     Modifié par jmlzemaggo, 25 février 2011 - 10:24 .
                     
                  


            

Legacy_redmokah

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What do you look for a module?
« Reply #7 on: February 28, 2011, 05:39:42 am »


               Unfortunately with my schedule, I don't have enough time to execute an epic module. Maybe I could in my spare time, but it wouldn't be finished until the end of this year if that were the case.

My current module is going well though. I'm hoping it will run an approximate 5-10 hours of gameplay.

I found the most time consuming part is writing dialogue and plot elements. So that's what I'm focusing on right now. Scripting certain conversations to appear at certain times is proving to be a hassle. It's very simple coding, but there's a lot more coding than I thought. It's definitely something I'll need to work out with flowcharts first.
               
               

               
            

Legacy_JM Scion

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What do you look for a module?
« Reply #8 on: February 28, 2011, 06:07:03 pm »


               Whew, a lot of what I look for has already been said. Although what really makes me download a module and stick with it to the very end is one very rare thing: experimentation. I like modules that are outside the box in both story and gameplay. If a module takes place in Faerun and sticks to the lore of the Forgotten Realms to the letter, I'm far less interested in exploring the gameworld. But when an author makes surprising tweaks or deviations from the lore ("And suddenly an alien spaceship crash-landed in the deep of Cloakwood...") or even creates their own settings, I really want to dive into the game.

New gameplay aspects are what draw me too. I know that isn't easy to do with the Aurora engine, but the same dice-roll combat isn't going to hold everybody's attention for the decade NWN has been out, but creative authors have made everything from adventure games to sports games with the engine. If somebody were to release a real-time shooter module, I'd be all over it.