lilfyffedawg said:Looks like Obsidian has become Bioware's lap dog when it comes to producing sequels.
GameSpy: Where are you drawing inspiration from? Are you looking to any classics?
Urquhart: We've been talking a lot lately about older games and how games have evolved since then. We have particularly been looking at some of the Ultimas -- how they really made the world almost a character in the game. When you played games like Ultima IV, you got to really know the world and you had things you wanted to do in it that weren't just making your next level. We'd really like to return to a bit of that in Neverwinter 2.
That probably won't work, for several reasons. The first reason being that "anything that was hardcoded and might've caused problems" was basically the entire engine. Damn that thing sucked. And Bioware continues to fuck it up even further with each patch. "We fixed this bug but created five new ones in the process!"Yes, its basically Aurora, with all the improvements up to Hordes of the Underdark. Obsidian also has the code, so anything that was hardcoded and might've caused problems can now be worked around.
Well, I'd normally agree here, but not in the case of NWN. That engine is so incredibly fucked up that spending the time to make a new one will not be lost time.I hate it when companies keep making new engines to keep up with new technologies. Unless your last game engine is 4 years out of date, stop spending all your time coding something new from scratch and use it making a game that's worth buying.
Well, I'd normally agree here, but not in the case of NWN. That engine is so incredibly fucked up that spending the time to make a new one will not be lost time.
Sander said:That probably won't work, for several reasons. The first reason being that "anything that was hardcoded and might've caused problems" was basically the entire engine.
Yes, I know that. What I was saying was that doing that is really really hard because it's really hard to understand the code. Often small things are changed in codes without adding commentary as to why it was changed, small changes often make the difference between a crash and a succesful run and figuring out why everything goes where is not only frustrating but also extremely slow. Having to make changes to an engine that was built by other people is hard because you didn't make the code.Things that are hardcoded would be a problem if Obsidian didn't had the full code... but they do. Meaning, any change to the base code can be made without much problems, because they aren't tied to working with a fixed build; they can change the code as they see fit to suit their needs.