| Sequel, story-wise and gameplay possibility | |
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temporae Neonate
Posts : 44 Join date : 2012-10-12
| Subject: Sequel, story-wise and gameplay possibility Fri Jan 11, 2013 3:52 am | |
| Could something like that be implemented with what we have available? For a sequel, I would guess entirely new voice acting for new lines would be necessary, not to mention a whole ton of graphics overhauls (maybe keep cities/maps the same, but alter the visage somewhat).
It's a grand idea I know, but playing similar iterations of VtMB gets disappointing once you get the whole of how the story ends/could end. Having a "where-to-next?" world captured in game would be superb.
Am I too far off base here? How close can something like this be to reality? | |
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PGM1961 Antediluvian
Posts : 821 Join date : 2010-07-29 Location : Texas, USA
| Subject: Re: Sequel, story-wise and gameplay possibility Fri Jan 11, 2013 11:11 am | |
| Nice idea, but the problem is the game engine. It is hard enough for modders to add new quests, much less change the plot. New disciplines have to replace old ones; new voice clips have to be sync'd with the NPC's lips, etc. New maps are next to impossible. Wesp5 (Unoffial Patch) recently added the Library, across the street from Venture Tower (LaCroix's building) on the L.A. map; but as I understand it, this level already existed in an incomplete form in the game files... and it has taken 7 or 8 years for someone to flesh it out and make it playable. There are a couple of projects where modders are trying to adapt V:tMB to a new game engine, which would allow for new plotlines and new maps; but as far as I know, none of these are anywhere near completion. Some of these are in the game links, either here or at Planet Vampire (planetvampire.net). On the bright side though... these projects might be complete before the World of Darkness MMO is released -- if it's ever released. I rate that at the same level of probability as I regard UFOs and ghosts: I'm willing to believe in the possibility of the WODMMO being released, but I'll believe it when I see it. | |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Sequel, story-wise and gameplay possibility Fri Jan 11, 2013 11:36 am | |
| From what I understand of VtM:B modding it could be easier to create a sequel from scratch in a new game engine than to mod Bloodlines into a sequel. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Sequel, story-wise and gameplay possibility Fri Jan 11, 2013 7:01 pm | |
| Hm, from a purely technical point of view, new maps and quests are quite possible. Of course the amount of work to create a new hub, or even a completely new building interior would be staggering. And for new quests with new npcs, you'd probably have to put up without spoken npc texts and lip movement. At least for the beginning, until someone to do the voice acting and lip files can be found. I know from creating TFN 1.0, that the lip files for Akeem were the most time-consuming work of the whole quest. I believe that it could be possible to make some kind of sequel, if we can get people to write the story-line and dialogs for new quests. And for making individual skins for new characters. Even if we are limited to the existing models, with at most minor changes. Problem is that depending on the player's choices during the game, different major npcs are still alive, and there are different factions and alliances. - | |
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temporae Neonate
Posts : 44 Join date : 2012-10-12
| Subject: Re: Sequel, story-wise and gameplay possibility Tue Jan 29, 2013 10:41 pm | |
| Great replies, thx for the semi-supportive posts Was not expecting it...seemed like too much of a crapshoot (worse off shot than UFOs damnit lol). But, if there are some people knowledgeable/dedicated enough tryin to do it, then it might happen which is nice to know. I really want to have a sequel to this game, least story wise. Tbh, the hell with actually playing the game, but the fact that the entire WoD universe seems so flimsy to me (cuz of how WW decided to allow multiple diff endings for each clan/type), I wanna find some sense of finality, where each choice u make leads u down a certain road: doom or survival. As for story lines, that would be nice to read | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Sequel, story-wise and gameplay possibility Thu Jan 31, 2013 12:00 pm | |
| For a true sequel to happen, you would need a 5th main hub, most likely not in Los Angeles. If someone (Burgermeister) had to aptitude to create a new main hub using existing textures, a true expansion COULD be done. After you create a new main hub, then you would want to create smaller shops/maps. Then you would need new NPCs which you would want to use existing models and simply reskin them. Someone would need to write a story line and a script for the quests. Someone would need to create new cut scenes (Burgermeister is the only one I know who has successfully done this). For the lip files, I believe Burgermeister got the Alien Swarm SDK to sync with new lip files which would cut down on doing it manually.
To make all of that happen would take a decade or longer, and a dedicated team. To speed things up, you could throw money at it and finance the developers so they could quit their real jobs to work on this full time. So no money = take forever, with money = take not as long, lol. | |
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Philadeos Ancillae
Posts : 55 Join date : 2013-02-11 Location : Negative Zero
| Subject: Re: Sequel, story-wise and gameplay possibility Mon Feb 11, 2013 2:51 pm | |
| Yeah, the old engineering maxim:
1)Cheap; 2)Quality; 3)Timely;
Pick two. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Sequel, story-wise and gameplay possibility Mon Feb 11, 2013 7:59 pm | |
| - Philadeos wrote:
- Yeah, the old engineering maxim:
1)Cheap; 2)Quality; 3)Timely;
Pick two. You mean pick two out and go for the third... - | |
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