Category Archives: Gaming & Modding

Posts related to playing and developing games, and to the game industry in general.

The Academy for Modding Excellence

I’m very pleased to take this opportunity to tell you about a new project for the Neverwinter Nights community that I’ve become involved with over the last six months: The Academy for Modding Excellence.

The Academy for Modding Excellence (or AME) is a voluntary organization dedicated to finding and recognizing the best community built content for the Neverwinter Nights and Neverwinter Nights 2 Computer Role-Playing Games. It was conceived to provide a kind of “Academy Awards” for module and custom content development, and will give annual awards — called the “Golden Dragon” — in a variety of different categories. Members of the Academy are selected for their knowledge and seriousness about NWN “modding,” whether as module builders, custom content designers, reviewers, or experienced players. I was very privileged to have been asked to join this effort early on, and to have been involved in helping to turn this idea into reality. (You can see my AME member biography here.)

I’m very excited about this new effort, and I hope that you will be too. Keep an eye out on the Neverwinter Nights Vault in the near future for announcements regarding our first award activities!

Storytelling in Neverwinter Nights

Episode 31 of the Neverwinter Nights Podcast has just been released, which includes Part 1 of a round-table panel discussion that I participated in called Storytelling Across All Neverwinter Nights Mediums.” I recommend it highly, and not just because I’m in it. It was (I think) a fascinating discussion of the subject, from the differing (and yet often similar) gameplay perspectives of single player mods, DM-led mods, and persistent worlds. We ended up going for several hours, which is why the segment is going to be continued in upcoming episodes of the podcast.

The other two panelists were Bruce Nielsen, author of the “Light Reborn” module series, and Kevin Sheehan, creator of the Glorwing Persistent World. It was a unique experience to discuss NWN building and storytelling with such intelligent and thoughtful individuals. Thanks again to Trey and Jay from the NWN Podcast for setting it up!

Sanctum Mod Spotlight on NWN Podcast

I’ve been pretty busy recently, so I forgot to blog about the fact that my “Module Spotlight” for Sanctum of the Archmage was aired in Episode 30 of the Neverwinter Nights Podcast. A “module spotlight” is kind of like a short commercial for your mod work that you record and send in to be included in the show. Mine appears a little over 11 minutes into the podcast.

I recommend the NWN Podcast in general, and checking out the next couple of episodes in particular — since I happen to know that they have some really interesting stuff lined up… 🙂

Update: If you’d like to hear just the mod spotlight as an mp3 file, click here.

Still Plenty of Life in the NWN1 Community

I wrote the following comments on a Bioware Forums thread concerning my thoughts about NWN1 and NWN2, and thought that I’d repost those here on my blog.


MikeLM9215 wrote: “The two biggest problems with NWN 2 are size of modules and lack of creatures.”

I agree, although I think that the instability of the toolset is an extremely serious problem as well. Some builders (myself included) won’t risk losing scores of hours of work trying to build in a toolset that might erase it due to module corruption.

The lack of creatures is primarily related to Obsidian’s decision to use a proprietary 3D modeling format and toolset (Granny 3D) for NWN2. I’m hesitant to criticize those decisions, since it’s easy to play “armchair quarterback” and I don’t really know the considerations that they had to face that led them to that decision. But I’m inclined to regard it as an extremely shortsighted and foolish move for the sequel to a game whose defining characteristic is its custom modding community.

The thing that gave NWN1 such a long life was its toolset and its moddability. And it is the NWN custom content community that provides the foundation for and enables that mod work. They do it by creating a veritable cornucopia of components that modders can use as raw materials to build ever more ambitious mods. Anyone who could learn to use Gmax (let along 3DSMax) could create models for NWN1 — whether creatures, terrain, placeables, or items. Artists could create compelling portraits for it. Musicians could create scores, coders could create script systems, and so on.

Regrettably, Obsidian was either unwilling or unable to provide the kind of empowerment for the custom modding and content communities that was really required for a sequel to NWN1. The “Granny Plugin” that they are scrambling to develop and test now should have been available at or before release of the game, not nine months after it. A stable toolset to enable the modding community to build for the game should have been their highest priority from the beginning of development, not an afterthought that is still not yet addressed. And the lack of these things at release should have been a signal to the NWN1 community — players and builders alike — not to jump ship to NWN2 so quickly. (I’m as guilty of this last as anyone, so that criticism is directed at myself as well.)

I’m hopeful that Obsidian can address these issues in the near future, but I’m now officially skeptical. Even if they get a stable toolset and 3D plugin out this year, it will still take another year after that before these can really be exploited to start producing good mods in the kinds of numbers that we saw with NWN1. That’s a year and a half before NWN2 can even begin to be able to function as a legitimate successor to NWN1. And that’s the main reason why I think NWN1 has plenty of life in it yet.

Return to NWN1

After thinking carefully about the issues that I raised in a previous blog post (“A Builder’s Dilemma“), I’ve made a final decision to return to building the next installment of the Sanctum saga in NWN1.

I won’t rehash any of the reasons for that decision now, but those who are interested can find a good discussion of them on the Bioware forums (here and here), as well as on my blog and on the Sanctum I module page. I want to sincerely thank everyone who shared their thoughts and gave me feedback on my questions. That was invaluable in helping me think through the issue — and, I think, to make the right choice for the next chapter of the sequel. I’m still confident that with a little more time, NWN2 will mature into an awesome modding environment — so I will almost certainly be switching to the new game for the last two chapters (three and four) of the series.

I’m also thinking of changing how I’m structuring the series. My plan had been for the three sequel modules collectively to constitute “Sanctum of the Archmage, Chapter 2: The Miracle Worker,” and to refer to each of the modules individually as “Acts” in the second chapter. This is similar to how Savant is treating the fourth chapter of the Aielund saga, “The Fall of Aielund.” I’m now thinking that it might be better to stick to referring to each module as its own “Chapter,” so that there would be four chapters in the series all told. The first half would be in NWN1, consisting of Chapters 1 (“The Sight”) and 2 (which I’ll probably now call “The Miracle Worker” instead of “The Alliance”). The second half of the series would be in NWN2, consisting of Chapters 3 and 4 (names yet to be announced). I could refer to the two halves as “Acts,” so that Act I would be in NWN1, and Act II would be in NWN2.

How does that sound? Does anyone have any thoughts or advice on this?

Interview on the NWN Podcast

I just wanted to let everyone know that I was interviewed by Jay for this week’s episode of the Neverwinter Nights Podcast. We talked about my modules and fiction writing plans, some of my recent concerns about modding for NWN2, and a little about my thoughts on modding as a new medium for interactive storytelling.  

I was a little mortified to realize just how fast I actually tend to talk (probably goes with growing up in New York) and with how often I seem to pause and say “Umm” (going to have to work on that :)). Other than that, though, I think it was a great interview!

A Builder’s Dilemma (2NWN2, or not 2NWN2)

I’m posting this blog entry mainly to solicit feedback on a major dilemma that I now find myself facing, with regard to the development of Sanctum of the Archmage II. That dilemma is whether to continue with my decision to develop the first act of the sequel in Neverwinter Nights 2, or to go back to developing it in Neverwinter Nights 1.

I was initially very impressed with Neverwinter Nights 2 in January when I got my new computer and played through the OC. I was wildly enthusiastic about the possibility of scripting with parameters (those of you who don’t code, trust me: that’s a big deal), with the improved graphics and terrain modeling, and with many of the design improvements that I saw in the engine. And since it seemed to me that the future of Neverwinter Nights lay in the sequel, rather than in NWN1, I decided that making the switch early would be a good idea.

I also heard (and saw, as I started trying to learn it) a great deal about the instability of the toolset. I was horrified at the almost uniformly grotesque head models, the full-body underwear, and the elimination of 2D portraits and cinematic cutscenes. Many of the armor models had bizarre hard-coded tints that could not be changed in the toolset. And the initial palette of creatures and models did seem a bit light. But I also knew that I wasn’t going to be able to get to work in earnest on Sanctum II until May or so because of my schedule. And by then, I reasoned, most of these issues would have started to be addressed and new and custom content would start appearing for the game. In the meantime I could work on planning, and on fully fleshing out the plot for the three acts of the sequel.

Now that May is here (indeed, almost over) and that planning work is done, I’ve had to take a sober look at these expectations. And what I’ve seen hasn’t given me a sense of confidence about the prospect of being able to build the first act of Sanctum II in NWN2 — not in a way that I will be satisfied with as a builder.

The NWN2 toolset seems to be crashing less than when I first started using it, but there are still widespread bugs. For example, the item-related 2DA files have actually spawned a whole host of “Bad Strref” entries since the 1.04 patch. I haven’t lost any work due to corrupted mod files, thank goodness, but I’m still seeing posts from other builders who are reporting this. And unless I’m completely confused about where to to look, the NWN2 models sections of the vault show next to nothing in the way of new creature and placeable content. This was a huge surprise to me, since NWN1 had a robust community of modelers (such as the CEP Team) that were regularly developing such resources for the game.

After doing some digging this morning, though, I think I’m beginning to understand some of the reasons for this. Apparently, Obsidian used a proprietary 3D modeling and animation system for NWN2 called “Granny.” From what I’ve been able to gather, Granny offered certain benefits in terms of performance and ease of development — but at the price of a proprietary format for which there are no available converters for commonly used modeling programs like 3DSMax. A prospective modeler could, of course, buy a copy of Granny — starting, I believe, at around $12,500 for a single machine license. Perhaps not surprisingly, that hasn’t turned out to be a particularly viable option for the cadre of amateur 3D modelers who had previously been turning out so much excellent work for the Neverwinter Nights community.

As a result, and from what I can see, there are few to no new creature and placeable models for NWN2, even now eight months after release of the game and much longer after the appearance of the pre-release toolset. There has been widespread clamor for a “granny plugin” from Obsidian that will finally make this modeling work possible, and they appear to be working hard to provide one in the relatively near future. If it works well, that will be a real breakthrough that should liberate and empower custom modelers to start creating new models for NWN2.

But that work will almost certainly come too late for me to make any use of for Sanctum II, Act I, since I have to start making progress on the sequel now. And this has put me in something of  bind with regard to some of the content that I need to make Act I work. Wasting half a day today unsuccessfully trying just to re-create the “Control Rod” from Sanctum I — a simple, unadorned black rod held in the left hand — brought me up short about the harsh realities of this. Here’s a partial list of the creatures and models that I want or need for the sequel that I currently cannot find or create in NWN2:

The Beastmen. They return and play an important role in Sanctum II, Act I. The closest thing I can find to them in the NWN2 toolset are bugbears.

Hand-held wands and rods. The player acquired several of these in Chapter 1. None of the wand or rod models from NWN1 seem to have made it into NWN2.

Demons. Demons play a central role in Sanctum of the Archmage, and not surprisingly, there are a number of major battles with them in Sanctum II. NWN1 and CEP between them gave a wide selection of fiendish outsider models to choose from. NWN2, by contrast, has Balor, a Hezrou, a Succubus, and a couple of devils. I could probably make do with these, but that isn’t a whole lot of variety from which to construct an army of demons that are overrunning the kingdom.

Pegasi. The elven pegasus warriors play an important role throughout all three acts of Sanctum II. From what I can gather, there aren’t even any horses available in NWN2, much less winged ones.

For these reasons and others, I’m now seriously considering returning to building in NWN1 until NWN2 matures more as a modding environment. There is no question that the development of Sanctum II Act I will go much faster if I do this, even if it does mean scrapping much of the preliminary work that I’ve already done in the NWN2 toolset. And I could always port Act I to NWN2 later on. I really would rather move to NWN2 now, but I can’t shake the conviction that the considerations I’ve described here are too important to set aside and just “hope for the best” by sticking with NWN2, at least for the first act. (As a former manager of mine used to put it: “Hope is not a course of action.”)

This is a decision I have to make now. So the question I wanted to solicit feedback from my fellow players and builders on is: what do you think? Am I overreacting, and are the prospects for NWN2 maturing sufficiently in the couple of months or so better than my currently pessimistic mood would indicate? Or would going back to NWN1 be a sober decision based on an assessment of the current realities of modding with NWN2?

Modding as Interactive Storytelling

In response to a recent comment on the NeverwinterNights Podcast forum about single-player vs. online and DM’d modules,  I wrote the following post explaining how and why I look at NWN modding as a new form of “interactive storytelling.” After I finished, I decided to blog those remarks here as well. 


Regarding Erik’s comments: while I do think there are somewhat different perspectives between the NWN online and single-player (SP) communities, I dislike casting the two in competitive terms. To some extent that’s natural between people who prefer different aspects of the same thing, but I see it as more of a kind of “Tastes Great / Less Filling” debate than a real conflict. I’m happy to concede that NWN provides great opportunities for online gaming in a D&D environment, and to respect peoples’ interest in PWs and DM-able mods, even if I don’t have the time or inclination to play online myself. As a former DM, it’s hard not to recognize the value of what NWN has to offer in this regard, especially for DM’d campaigns. Bruce covered this brilliantly in Episode 20, and I have little to add to what he said.

But I also think it’s important to realize that NWN is more than just computer-game implementation of D&D. Thanks to the toolset, it’s a robust environment for crafting an interactive storytelling experience. So on that note, let me briefly try to present my own perspective on NWN modding, as a serious SP modder and player — a perspective for which I’ve become something of an “evangelist” over the last year. That perspective is to view FRPGs in general, and NWN mods in particular, as a new and emerging art form — as a kind of interactive fiction or cinema.

I came to NWN with the kind of “storyteller’s focus” that was natural to me as an amateur writer, and as a former DM who built his own campaign world and typically wrote his own adventures. When I started playing NWN modules, I was struck by the game’s potential specifically as a storytelling medium. Historically, most forms of storytelling that we have had (today, primarily fiction and cinema) have been passive art forms. The author crafts a story, using the tools of a particular medium (words and concepts for fiction, film and acting or animation for cinema), and the audience experiences that story in a way that does not include being an active participant in the events. By contrast, one of the innovations that D&D and other role-playing games made possible was the idea of an interactive storytelling experience. This was one in which an “author” (DM) crafted a story in which the “audience” (players) could be active rather than passive participants. This added a factor that was needed to make the storytelling experience dramatically more immersive: the ability to make choices and take actions that have an explicit effect on the course of events.

Storytelling by DM, while a very interesting and rewarding kind of experience in its own right, is also very “resource-intensive.” To do it, you need to have a DM and a relatively small number of players together for an extended period of time. And most importantly, you need a DM who is not only a skilled storyteller, but is skilled specifically at thinking on his feet and ad-libbing when his players come up with things that he didn’t expect or anticipate. This is a very demanding set of conditions that makes truly good DM’d events relatively rare. And it requires a large investment of time on the part of the DM, in order to craft and run a story for relatively few people. This can be great fun (I’m not knocking it — as I said, I was a DM for many years). But it’s simply not practical for most people, and certainly not for the number of people who are interested in the kind of experience that NWN modding makes possible.

I want to stress this last point, because I think it is extremely important. If you look at the download statistics on the typical NWN SP module, you’ll find that they get thousands of downloads. My own first mod, Sanctum of the Archmage I – The Sight, currently has about 3800 — and that’s low by comparison to some of the more popular and well-known mods. The plot is not suitable for more than one player at a time, and thus doesn’t support MP — but let’s ignore that for a moment and pretend that it could be DM’d for a group of six. A standard play-through of Sanctum takes about 8 hours. So, everything else being equal, running games for those people would have taken me, as a DM, over 5000 hours. At 8 hours a day, seven days a week, that’s over 20 months, *non-stop*, of DMing *just one* NWN mod (and that’s ignoring the scheduling complications of getting players together for a game). That enormous investment of time on the part of DMs is the main reason why I think that good DM-led events, while interesting and unique, will never be a dominant phenomenon in the NWN community.

This is where the distinctive advantage of SP (or MP) modding with NWN comes in. It allows me, as a mod author, to program a computer to do most of this work for me through the features made available in the toolset. It enables me to allow players to experience my story, in an interactive form, on their own schedule and without my having to devote thousands of hours of time to running games for them as a DM. It affords me the time to think carefully, in advance, about how to craft such a story, just as I would carefully craft the plot of a good novel — so that the player has a polished and solid experience when he does play it. And since I’m effectively programming a computer instead of just writing words on a page, this can now include options for the player to interact with the events of the story instead of just experiencing them passively.

For all these reasons, I think of NWN modding as much more than just a computer-game environment for D&D. It has the potential to become a new storytelling medium, reminiscent of the historical emergence of the novel or the movie. And that’s the main reason why I’m so enthusiastic about it.

Sanctum on The NWN Podcast

I’d like to let everyone know about a short segment on Sanctum of the Archmage that was included in Episode 22 of the Neverwinter Nights Podcast. Trey and Jay, who produce the show, did a great job of pulling teasers from my website to give a good flavor for the saga. Thanks, guys!

I’d like to recommend the NWN Podcast to anyone who may not be familiar with it, and who is interested in the game. I discovered it a few weeks ago and have been enjoying it. I haven’t listened to all the back episodes yet, but they’ve had some great interviews in the ones I’ve heard so far. The recent one with Bruce Nielsen in Episode 20 was particularly excellent.

Keep up the good work, guys!