Ten years ago I spent a big chunk of time working on a module for Neverwinter Nights, much of it struggling with BioWare's custom scripting language, something with which I never really came to grips. Eventually the thing was as near to finished as it was ever likely to be and I uploaded it.
In the way of the internet, I was able to find it with only a small amount of effort this morning, still sitting in the IGN Neverwinter Nights Vault ten years on. As the comments clearly show, my scripting skills weren't up to the complexity of the task I'd set myself, although some people managed to enjoy parts of it despite all the things that just didn't work as they should have done.
I enjoyed making the module but once was enough. I didn't even buy NeverWinter Nights 2. When the Neverwinter MMO was announced, to be made by Cryptic and published by Perfect World, my ears perked up then perked right back down again at the dreaded phrase "action MMORPG".
I never really "got" action RPGs. The first and last one I ever bought was Dungeon Siege, which came out just before NWN in March 2002 (which, incidentally, suggests that MMOs had considerably less of a lock-hold on my gaming in 2002 than I would have remembered). I probably played it for three or four hours, tops. It's not that it wasn't fun; it was just too fast and too very obviously pointless.
Since then, "action" as a prefix has acted as a brake to any interest I might otherwise have had, doubly so when attached to "MMO", although since I've played and very much enjoyed Dragon Nest and DCUO, my longstanding ability to believe one thing while doing another clearly remains unimpaired.
|How I felt after ten minutes in Torchlight2|
When EQ2's Age of Discovery expansion trundled up with the Dungeon Maker system in tow I was somewhat excited. I'd very much like to be able to tell some stories inside an MMO that I play, especially if I don't have to wrestle with scripts to make it happen. The Dungeon Maker hit the mark for ease-of-use but it worked about as well for telling a story as semaphore did for Wuthering Heights.
|You've ruined your own foundry...|
I suspect that if it's going to work for me, this set of dungeon creation tools will need an easy mode. It's not that I think I won't be able to master a more complex set of commands, it's that when it comes down to it I'd rather be playing. Or blogging about playing. I can knock up a dungeon in EQ2 in three or four hours. I'd be happy to double or treble that writing dialog to tell a story but much more and I'm going to get itchy.
When it comes to dungeons I'm probably more of a consumer than a creator. Won't be long before I can put that to the test. Release date for Neverwinter is listed in the FAQ as "4th Quarter of 2012". Even with traditional slippage that ought to see it out before next Easter.
If I do end up making a dungeon, Neverwinter is completely F2P so you're all invited.