Add the Rayche Quest to the End of Sanctum 2?

I posted this to the Sanctum 2 module page, and thought I’d post it on my blog as well.

Here’s a question for players. I’ve seen a number of criticisms and downvotes on Sanctum 2 recently for its short length and ending in the middle of a quest. I was planning to release Sanctum 3 as a new module with a new architecture using project Q, but setting all of that up is understandably taking some time. I could get the “Mission to Rayche” quest out much more quickly if I added it to the end of Sanctum 2, where most of the necessary infrastrucure is already in place. I did the same thing for the Wind-Walking / Flying scenes, since the first version of the module actually ended with leaving the peak to start on the mission to Rayche. (I thought that players would appreciate the added content, and that the price of having to stop in mid-quest to continue my graduate work would be worth it.)

Adding the rest of the Mission to Rayche at the end of Sanctum 2 would make the module longer, and allow me to once again end it at the end of a quest. This could help address the criticisms and downvotes of those who are objecting to the module’s current length and ending, and to get some sequel content out faster. I could probably even rig up the necessary scripts to allow players with a savegame at the end of Sanctum 2 v3.2 to jump right to the continuing point in the new module, so re-playing the whole thing might not even be necessary.

The price, though, is that the quality of the Rayche quest wouldn’t be as good, partly because it would be missing some of the new features and the new Q-based infrastructure. Those seem to be particularly well suited to the Mission to Rayche quest, which is one reason why I’ve resisted adding the quest to the end of Sanctum 2 in the past.

So what do players think? Should I continue with my current plans (which would probably get Sanctum 3 out in Spring ’10), or add the Rayche quest to the end of Sanctum 2?

4 thoughts on “Add the Rayche Quest to the End of Sanctum 2?

  1. I think it would depend on how much better the remainder of the quest would be with the Q-based infrastructure. The cave scene is not a bad stopping point since the party is traveling and hasn’t REALLY begun the quest yet. If you have already starting the building the quest in Sanctum 3, will you lose time moving it to Sanctum 2? I really enjoy your work and would like to see more of the modules as soon as possible but can be patient (or at least try to be patient) waiting a while longer for a better final result.

  2. After remembering that we live in different hemispheres and that you’re talking a wait if 3-6 months, not nearly a year I would be happy to wait. Yes I would like to see new content, but I would rather play the mod the way you envisioned it.

  3. I’d say do as your vision demands. If that means we wait until spring to play the next chapter, it’s all good. Besides, I imagine that taking the time to add another update to Sanctum 2 would also lengthen the time for the release of Sanctum 3. Sure, we might get another quest to play before then, but I’d rather just have the whole of the next module to immerse myself in.

    In other words, Chapter 2 was grand fun, but I’m ready to move on!

  4. Well, the consensus seems to be to move on to Sanctum 3, which I suppose I can understand. And I certainly appreciate the vote of confidence. 🙂

    Although I’m leaning toward agreeing with that view, I’m still torn for a couple of reasons. One of them is that I’m still not sure the current stopping point is a logical transition point for the module. On the one hand, it does feel like changing modules in mid-quest, which still bothers me. Ending Sanctum 2 where I did wasn’t so much a conscious module design decision as it was necessitated by available time in my “Real Life.”

    On the other hand, perhaps arriving at a whole new area with new quests and a new feel should make for a good transition point. Starting with the Rayche quest, the rest of the series will be taking on a little more of a traditional RPG style than it has up to now. It’ll be somewhat less linear, with a number of side-quests and more choice about where to go and explore, and what to do. The change in “feel” from using Project Q should also help with that.

    I’ll be making a final decision in the next couple of days, but as I said I’m leaning toward keeping the transition as it is now.

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