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#835503 16/12/22 05:50 PM
Joined: Aug 2022
stranger
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Joined: Aug 2022
Do we know if BG3 is going to have tools to allow users to create their own adventures/modules?

I remember Neverwinter Nights 2 had a pretty robust editor and scripting system that let players create and share their own modules. Something similar in BG3 would be amazing. A whole marketplace of 5E modules to play in the BG3 engine could keep this game evergreen for years and years.

Joined: Jul 2014
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We don't know yet for sure.

BUT as DOS2 (BG3 is an updated engine, there are people here in the forums who say BG3 was rather DOS3) had a pretty decent editor it can be expected or at least it must be generally possible engine wise.

I myself "wasted" so much time in NWN2 editor and DOS2 i hardly played but dabbled around in the editor, which imho is a pretty good tool. It could be more intuitive but its capacity is big. The Gamemaster Mode in DOS2 was imho amazing and i wondered why it wasnt that popular. My guess is the difference to NWN, that the player number is restricted to 4 and there was no persistant server witch character vault import / expert functionality.

I am really looking forward to have an updated more entry friendly BG3 editor. As i mentioned in this post i think real time collaboration functionality was the key to success.

The complexity of modern games and the work load to create decent maps increased a lot:

in the early days of computer games small teams made games in short time, well i am doing scratch workshops with kids where you make games in one day. NWN1 was modding wise very successful because relative easy in short time to map fine looking maps (according to the standards the game's capacity made possible).
Today games are comparable with big hollywood movie production. hundreds of people involved over several years. Like in films everybody can purchase a fine video camera and post production eqipment to produce technical / quality wise decent films. I think same applies to games if not even more.

That's why i really think the only way custom content amateurs would be able to launch user generated maps and levels easily only by collaboration with others. Of course single users can create mods for the main campaign or some asthetic assets but to create a world, including scripting and mapping (let away the whole story writing or even voice acting or motion capturing for cutscenes).

Implementing another DM Mode could a bit change the situation because you can create small dense maps and dont need too much scripting and story.


I repeat a call to Larian: Please do make an editor! Do make an DM Mode! And do make the editor (real time) collaborative!

If you don't, Larian, I'll send Santa the Holy Knight over your office to attack you with candy cane! wink


Moderated by  Dom_Larian, Freddo, vometia 

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