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Star Wars: Nights of Neverwinter - Change of Plans

Since creating my first post in regards to bringing Star Wars back to Neverwinter Nights, I've been given a few fantastic, though somewhat daunting opportunities to take my project beyond what I thought was possible. Now with access to one of the most extensive content mods for Neverwinter Nights 2, I've decided to abandon Neverwinter Nights 1 (for now) to take on an even bigger project: bringing Star Wars to the Sci-fi starved Neverwinter Nights 2.

The possibilities are endless

I've voiced my opinion about development with Neverwinter Nights 2 in the past, but I feel like all this content needs to be put to use. In the weeks since my last blog post, I have gained access to the content that was created for the successor project to Star Wars: Contrition. The Haks contain nearly everything from species, placeables, weapons and armor. While it has derailed my original plans, there are a lot of opportunities that this new content allows for. While a good portion of my scripts written for Sovereignty can be reused and repurposed, I've had to take it upon myself to rethink my current approach to completing this project. I've never launched a persistent world of any kind onto Neverwinter Nights 2, so it is a unique challenge of figuring out what needs to be done to get everything set up, using the auto-downloader, etc. 

There are a lot of pitfalls to face when making this change, however. Creating areas is a huge undertaking now, that many different things have to be considered, which means reducing the area size but increasing the quality, and level of detail. I've only been working on the NWN2 project for a week now, exploring the content and trying to create acceptable areas for the project. The thing that has constantly come up in my mind however, is the question of scale, and complexity. 

Primarily, I am concerned that there might be little to no interest in the project. Neverwinter Nights 2 (and its predecessor) have been seeing declining numbers, with many players firmly rooted in their home servers. I may not be able to provide the massive experience compared to these finely aged servers for a long time, especially since I cannot dedicate time to the project as though it were my job. I still feel strongly about many of the points I covered in my last blog post, that I seek to create more of a stage for Roleplay and player creativity, than an extensive 'MMORPG' style game that is more akin to a NWN2 campaign module. 

A hive of scum and villainy

Formulating a Strategy

There is a great danger in planning too far ahead when it comes to such a project. I could spend the next year working and meticuously putting together this potentially behemoth project, only for it to fail at what I want from it: a place for roleplay. Admittedly, I've been only getting a little interest for my Sovereignty project since I first announced it here, but I imagine the visibility is still too low to gain any sort of traction. Not to mention, it is difficult to follow a project that isn't online.

What I'm currently strategizing is this: Launch and host a barebones module when a number of playable areas are complete, and invite players, DMs, and content creators to come join the project with me. Perhaps, through time and enjoyment, the project will continue to flourish and grow into one of those aged servers like the others. If not, then perhaps someone else down the road will find the content and try their own hand at this legacy. Star Wars: Contrition's head developer has abandoned the original project this content was intended for, and I hope we can do it some justice. 

The Emperor awaits...

I will continue to post blog posts as I continue to explore these uncharted waters, however, once the project is actually online and recieving players, I will create a project entry for the server. I will be trying to spread the word about the project's existance, but should the interest remain low, I will potentially cut the project, or work on it over time without an attempted tiered release. Any input or advice is greatly appreciated on the matter, as we are not in the same age of persistent worlds as we used to be. 

If you have interest in the project and want to eventually be part of the community, please visit our forums at https://swsovereignty.enjin.com/ - Though since Enjin has been relatively demanding for monthly payments, there is a possibility that the forums may become unavailable for any number of reasons while things are fixed. Should the main forums be down, please visit http://swsovereignty.boards.net/ for information on the status of the original forums, and the project as a whole.

Thank you for reading!

-Tyrus

First Release: 
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Trinital

Do you absolutely want to make a PW? I have no doubt Starwars would be popular.. but maybe a single player Campaign would be more fun? You could add multiplayer support?

Just food for thought.. Content looks amazing.

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max_torch

You could make a single player campaign which serves as an intro and presents background of the PW and showcases some features and the story of that module will lead into the main PW. Maybe during the story, the character will be asked what he wants to be, and his choice will determine his starting faction or starting stat boost or starting class or starting alignment when he enters the main PW.

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