How do you keep yourself motivated?NWN is quite an old game; well past it's prime. Any module developer can attest to the stream of negative thoughts that come their way. One day it's a, "nobody even plays this any more". The next it might be, "i just have too many ideas that aren't going anywhere." But they all converge into the same point, "what's the point?"
I think the answer would be quite clear to any outsider. It's your enjoyment... your passion for creating a new world for others to enjoy that drives you to create a new module. I mean, why else would we create content for NWN rather than NWN2?
I'm developing my module to redevelop my scripting skills and practice my storytelling abilities. I don't know why you're creating your module, but I assume you have a reason other than, "it was raining today and I couldn't go outside."
Remember why you're creating this module in the first place, and you'll easily re-spark that passion.
How do you organize your work?This question is a bit harder to answer. What works for one person, may not work for another. I think it's important to begin at your core idea; what is your module about?
Plot out the main story, possible branching paths and important characters, scenes, locations, items etc.; but restrict this to content that is essential to the plot.
Maybe you have a cool idea for the PC to run a brothel, but there isn't a core connection to the plot. Put that idea aside and come back to it when you've fleshed out your main content. That way, you can visibly see where it will fit in. This approach is much better than kicking the idea around different parts of the module; trying to force it in somewhere.
It will also help reduce the scope of the project. That enables you to micro-manage smaller segments of your plot without feeling overwhelmed with the big picture.
It's also advisable to keep your focus on one segment of the plot. Divide your module into acts and put all your energy into developing a single act. Jumping around only causes conflicts and completes nothing.
What's your opinion about gender/race/class/alignment restrictions?
If it's vital to your story, then go for it. For example, if you were creating a module that focused on a clan of murderous boars, then an evil alignment would be understandable. Restricting certain quests or segments of the game due is also acceptable as long as it makes sense to the story.
I think restrictions can force players to use classes/races/alignments etc. that they wouldn't normally use. This can be seen as positive or negative, depending on whoever is playing your module.
The point I'm trying to get across is that restrictions are fine if they make sense. If you're just implementing them because you happen to be racist against elves, then it shouldn't affect anything in your module.
Crap. I ran out of time. I'll finish this later.
Modifié par redmokah, 01 mars 2011 - 12:41 .