Well NWN was built as a tool for adventures, but then again larian also hyped up the DM mode for a while.
Id wager that when they made NWN1 they didnt expect peresistatn worlds, they expected people DMing for their friends and making custom modules like Bastard of Kosigan.
>interlocking system and scripting
In an ideal world that would mean that modders dont have to code stuff like buildings on fire themselves.
How that shapes up to reality who knows.
But im generaly a fan of system beeing in place rather than hard coding. Leads to more emergent gameplay.
>Middleware
but wouldnt that argument extend to modding as a whole, not just peresistant worlds?
>3
Graphically the challenge is much bigge.r Making custom modules in NWN1 is incredibly easy since the world is essentialy built from tiles.
You need a lot more skill in map making for this one.
but when i look at the mapping scene for other multiplayer games i dont worry.
Its somewhat of a lost art. But even largley unknown games like Savage 2 had a huge modding community that made some amazing looking maps.
I know a lot of people werent happy with OS2s Editor, Larian keeps promising that theyll make it more accesible but it doesnt look like that has happened so far
>Infinity engine games
Not just that. Also plenty of Goldbox games and generaly other DnD games like Pool of radience were remade in NWN2 with varying degrees of success.
Baldurs Gate 1 has been ported to NWN2, but i dont know if it looks any good.