Monday, April 23, 2012

Neverwinter Nights 2, part 5

My apprehension at keeping all of my blog posts in a single file was justified. One surprise error while saving caused the loss of a month's worth of blog writing, about half of which had not yet been posted. I'll need to find a more stable solution, but in the meantime I'm making more frequent backup saves. This is what I've reconstructed of the second-to-last post about the NWN2 original campaign.

Crossroad Keep

The game is much longer than I was expecting. After battling what seemed to be a major enemy at the ruins of Crossroad Keep, I found that as a reward for my service I had been given the keep and its lands as a fixer-upper project. So now, apparently, I'm a landed noble, with a personal army, administrators, and my own peasant farmers to work the land, if I understand correctly. It'll be a giant gold sink, considering all the repair work that needs to be done, so it's a good thing I haven't spent much on the higher-level gear I've been seeing at some merchants.

This keep is much better laid out than the stronghold I was given in Baldur's Gate 2. Even though it's very large, there are characters stationed at all the important spots who I can talk to and be teleported to any other area. Additionally, there's a lot more to do there, such as making decisions on local policy, forging alliances, and sending other characters out on quests instead of doing quests for other characters.

The basement has a storage shelf and all three crafting stations, so perhaps this is what I should use as storage, instead of keeping it all on Casavir.

The improvements to be made at the keep are split into two areas -- manpower and repair/expansion. After talking to each of the heads of those departments, I decided to start by expanding and fixing up the roads that pass by the keep, to attract more merchant caravans, and I also told the chief of staff to recruit more soldiers, so I can later train them and set them out to patrol those roads, which is another necessary step to attract more merchants.

Guyven of the Road was there, too, and he talked about maps and finding nooks and crannies, but he didn't have any details, so I assume that's for later development.

While I was in the area, I went back to West Harbour to drop off a tithe box I'd been asked to deliver there, and see what may have developed on the homefront in the meantime. Nothing had, apparently. People were still walking around injured, houses were still wrecked from when I left, and I could still hear sound effects of fighting and screaming, and house fires in some spots. I did manage to finally get this "Wizard's Arsenal" quest out of my log book, though. It was a quest from the beginning of the game, which I had successfully completed at the time, but which was inexplicably re-added to my quest journal shortly thereafter. It had been stuck in my journal ever since then, even though I had entered that house several times trying to trigger something to get rid of it. Entering the house again at this later time made it disappear again.

Also in West Harbour, I found that I could bring one of the local farmers to Crossroad Keep to get the farms productive again. I think this keep might be an opportunity to help out that miner I met back in Port Llast, as well, who was looking for work. In any case, it seems that the keep adds a significant management minigame to the overall game, and it's a welcome improvement over other games' strongholds.

Incidentally, Crossroad Keep uses one of the tilesets with the worst kind of overdone normal maps (see picture). The stonework in the interiors looks like it's been exposed to about 2000 years of harsh weather, or else the stonecutter's guild was working with extremely crude chisels. Seriously, some of the normal maps in this game look like they were trying way too hard to point out the realtime shadows of the engine by making everything rough and pitted to absurd extremes.

Ruins of Arvahn

We were directed toward these ruins as part of the main quest. Approaching them caused that "Wizard's Arsenal" quest to pop up in my log book again! I was just walking along, and suddenly "Ding! *scribble*" my journal was stuck again with the quest from the beginning of the game to scrounge for starter weapons back in my hometown.

This was a pretty lengthy area, where I had to find and activate 5 statues, though the design of the place was rather uninspired. The first statue was right in front of the first fork in the road, three more were in dungeons in this zone, and the last one had to be reached through a portal that only opened once the first four were activated.

This area contained several tribes or factions that could be befriended or eliminated. I chose to befriend the first tribe of orcs, who seemed reasonable enough, refused an offer of alliance with a small band of infiltrators inside a dungeon because they were arrogant and threatening, and fought the ogre mage inside, because he was also rather arrogant and attacked me even when I merely declined to kill the orc leader for him.

The dungeons were pretty fun, with their own themes and objectives, and story exposition. One of them, Riverguard Keep, involved a kind of collection quest to gather items to open a door that led to one of the statues.

The gem mines involved a little puzzle in herding certain ghosts past obstacles into a central room, where they could perform a ceremony that would summon another one of the statues. This was also the site of a pretty funny bug, in which I was in conversation with one of the ghosts, and during the conversation, someone detected a nearby trap. I was surprised to see Neeshka automatically walk over to it and disarm it while we were still talking, and in the process, she apparently caught the attention of some enemies. So while my character was still stuck talking to this ghost, I was hearing the sounds of battle from offscreen, and seeing what little glimpses I could see of it when the fighting overlapped the cutscene camera angle.

The Temple of Seasons presented a series of season-themed challenges, each in an appropriately decorated room, and once all of the challenges were beaten, the door to one of the statues was opened. That one was the quickest run of the lot.

After passing through the final portal, I was redirected to (and I'll hide this in a spoiler tag) West Harbour, my hometown.

Spoiler: Click to display/hide

This hidden spoiler block contains an event spoiler

In regard to that, surely the designers must have had some kind of plans for an emotional connection for this scene. Why else would they have sent me here? There's nothing for me to do here. The portal was supposed to send me to the nearby Merdelain, to that one building that couldn't be unlocked when I passed through that location earlier in the game.

Anyway, I passed through that place and came to the last of the statues, in that building. Alas (or happily, considering it means more gameplay), there is another complication, and the statue is destroyed. But the foe within tells me that someone else had just been here and had received the statue's blessing, so now I just have to find that person. I figured it would be Bevil, my childhood friend, who was mentioned as having been heading into Merdelain when I had previously been in West Harbour.

Haven

Next stop was Ammon Jerro's Haven. Ammon Jerro was Shandra's grandfather, who she remembers as a kindly wizard. This was confusing to me, since I already knew that the mystery warlock is in fact Ammon Jerro, though it might not have been mentioned in the game yet. Anyway, the door to the Haven was magically barred against everyone except relatives of Ammon Jerro, so of course Shandra was there to open the door for us.

But Shandra's ancestry wasn't everything we needed. We also had to pass a few trials before we could get in, and that involved going around the area outside the Haven to gather items and kill mobs. The area's design showed some notable improvements over many of the previous areas. There were points of interest at different levels of elevation, a refreshing change of texturing that made even this dry desert area look good, and the mob placement was nicely distributed as well. The encounters were rather simple, though, and it left me wishing there had been a little more to do in this area.

Once we got inside, we were treated to a series of encounters with some bound demons who were willing to negotiate with us if we'd agree to help them out with their workplace bickering, getting their petty revenges and such. Shandra had been separated from us, and it seemed fairly comical at the time that she kept teleporting around trying to find us, always leaving a place just before we got there.

It was pretty straightforward getting through this place, though I had to watch helplessly as Shandra did some unnecessary things with no way to intervene, and it all culminated in a boss fight with Ammon Jerro himself, and ultimately the worst, least-engaging death scene yet.

Afterward, I was given an opportunity to rest and swap any party members if needed at the tavern on the property of Crossroad Keep, before a suddenly rude Sir Nevalle showed up to insist I go to Castle Never right then, with a little threat that I shouldn't get too comfortable here at Crossroad Keep, because it could be taken away from me at any time. Bizarre behaviour, considering the reason for summoning me turned out to be that Lord Nasher wanted to grant me full knighthood. This marked the end of Act 2.

Act 3 interlude

Act 3 started with the most frustrating and irritating thing I can imagine. Yet again, a developer gets the asinine idea that it would be a wonderful gameplay mechanic to suddenly strip away all my companions and drop me into a horde of elite vampires and wraiths after a bloody long cutscene with many unskippable parts! Arrrrghhh! I'm a squishy caster, not a tank! Why do so many bloody games do this? Developers: I hate this, and I don't respect this kind of design decision! I'm playing NWN2 for its party-based gameplay. If I wanted to be playing a solo hack & slash, I'd be playing an Elder Scrolls game.

After numerous reloads, even after setting the difficulty to the easiest level just to get through this moronic meatgrinder section (which I've never had to do in this game yet), only to find more shadow priests, shadows, and elite vampires waiting for me when I went "down the hall" to look for a secret door Sir Nevalle told me to find. That's when I resolved to get through it by any means necessary, so I could get back to an enjoyable part of the game.

I have to guess that the "party roster" option from the player menu at the bottom left of the screen must have been added by one of the expansions, because I was able to use it here to re-add my companions to my party, even though the setup here expects me to be playing it solo. I used that to get past the monsters, and then stuck through the rest of it solo (just in case it might have interfered with game scripts if I had a party), and eventually I was returned to Crossroad Keep with a new set of quests ahead of me, and all my companions gathered around to greet me. What a relief!

I think one more post should finish the OC, but like I said, this game is really long. I've skipped over a lot of things, and barely touched on others. I'm impressed.


Dead Nasher, or just a knockdown?

Wednesday, April 4, 2012

Neverwinter Nights 2: Dark Waters, chapter 1

A few days ago, I started playing Dark Waters, a module in 3 chapters for Neverwinter Nights 2 by Adam Miller. It was one of the ones that has been in my priority queue since I started playing NWN2 and heard much about it, but I chose now to play it because I'm planning to have some ocean material in my own upcoming module, and I wanted to make sure I wasn't unknowingly rehashing old ground.

"Set sail on the high seas for this grand piratey adventure. From humor to horror this epic story spans dozens of islands, contains new powers and weapons, and countless voice actors. Grab your flintlock and raise your Jolly Roger today!"

--description of Dark Waters on its download page

Even before I got started, though, I had read an interview with Adam Miller, and he said that the nautical theme doesn't really show up until after the first chapter. Still, I expected there would be some in the first chapter, considering the title and the above description. Unfortunately, the entire first chapter (aside from the intro and the flashbacks) took place inside a mountain "clanhome", which seems to be the kind of undermountain city I tend to associate with dwarves, and tells the story of some youths growing up in a tiny village in the aftermath of some kind of war between the psionically "Gifted" and the "Normals" -- a war that left the world's ocean level permanently risen, with only the mountains remaining, as islands in the global ocean.

Following are my thoughts that I wrote out as I was playing through the module, with all the ups and downs and changes of opinion left intact.

The beginning

So far this is the most unconventional module I've played yet. It appears to be told in an omniscient narrative, because the point of view is constantly changing. I've barely had 5 minutes of free roaming gameplay, with the rest made up of jumping around into different characters' heads and roleplaying their parts in conversations. And just when I thought it had basically settled into a cast of characters, I was suddenly sent into a dream vision, in which I took the role of yet another character in another group of strangers!


Roleplaying one of my companions' parts

Once my party of three got into the mysterious sealed complex, though, everything got much more interesting. The story seems to have stablised, as well. No more jumping around from character to character. Now, the backstory is unfolding gradually through notes and museum plaques, and I'm being introduced to some of the interesting features of this module. First is the gem socket system, which I think is a substitute for the enchanting/crafting system in the vanilla game. The other is a nice little achievement tracking panel which displays various accomplishments and statistics.

The banter between the characters is also fun, and well-written. It's not only well-written in terms of believable and enjoyable dialogue, but it has proper spelling and punctuation, as well!

Throughout the module, you can also have chats with your companions. They have different things to say as the story progresses.

Beginning forgiven

Once the story progressed to the "war" flashback, the purpose of the flashbacks became clear. This is a kind of reincarnation story. It's a good one, too. I can forgive the rocky start now, though it would have benefited mightily from better pacing in that area. We players should have been given more time to play as this set of characters to ground us before introducing the flashbacks.

There was a "ghost" level, which reminded me of some of the good parts in Thief: Deadly Shadows (notably the note from Widow Moira, and the ghost of Laurel). It loses some points, however, for being dark. There were no lights, and it was a very large level with a lot of running around without my companions. My candle, when I tried equipping it, cast no light. I don't know if it was burnt out from all the use in the previous level where it did work, or if there was something specific to this level that was preventing it from working, but it was annoying. It is my position that function must take precedence over form when it comes to playing a game. That means being able to see, even if in the real world, a place would be pitch black.

It's possible that the game expects me to be able to use one of the two Gems of the Morning to provide light, since that is one of their properties, but that property only works on weapons, and as a druid, I had not yet found any weapons with gem sockets that I was capable of wielding. (I found a socketed dagger after this part.) Fortunately, as a druid, I did have the light cantrip, and resting was permitted, so I was able to keep casting that spell, and resting every time I ran out of uses.

Eventually, I was reunited with the party, power was restored, and I found two weapons that various party members could use to generate light. When it rains, it pours.

I think these levels could have been a lot smaller. As it stands, it felt a bit artificially padded out due to the size of the maps compared to the running speed. I noticed many rooms were very sparsely furnished, and occasionally completely unfurnished. Exploration seems to have been the intended design of this place, and a reduction in scale would have made that exploration more enjoyable.

Puzzles

Scattered throughout this module are unique gameplay elements, especially in the puzzles, though some others seem to have been included just as novelties, with no clear purpose in the game itself (such as the magic hockey game). One of the puzzles made no sense to me (the one needed to turn on the fan), but an alternative was kindly provided to bypass it.

Another of the puzzles was frustratingly designed -- the combination lock based on a girl's birthday. First of all, it was unclear which date-writing format the author was using (was the year at the beginning, or at the end?) I couldn't tell, since the numbers were 1 and 2 digits, and I have no idea in what year system this story was supposed to be set anyway. It was especially frustrating, since one of the numbers was a single digit on one side, but it expected a leading zero on the other part of the answer. I conclude that puzzles are quite a risk to include in a module, since the potential frustrations are rather high compared to the potential player delight. I don't think I'll include any puzzles in my module.

I did like the crafting of molotov cocktails, though.

Puzzles again

Well, once again this module has made me change my mind. It turns out that the next level was almost all puzzles, and it was the most fun section yet. The choice of music contributed to the sense of fun, as well.

The party was greeted at the stairs by a phantom academy proctor, who explained that he (and the ghost girl from the previous level) were bound to the earth as ghosts by the main character's prior incarnation, as a favour. At the base of the stairs was also a dead body carrying a gem that acted as an academic record, presenting me with the goals for the level -- pass a series of exams. Now, why my character would hang around playing these mini-games and working on the exams was a question I couldn't answer. I just assumed it was a prerequisite for advancing through the game. I eventually learned that I was correct, but I didn't get that confirmation until after I had finished all of the exams and made my way toward the exit. I think the proctor should have made some reference to the exit being off-limits to anyone who hadn't passed the exams when he appeared at the beginning of the level.

This was also the first level outside of the flashback sequences that had any substantial combat. A good thing, too, since combat is rather tedious at level 1, and the party had just reached level 2 before this section of the game. As has been the case throughout, gear continued to be slowly doled out, until most of us were comfortably outfitted. I'm glad to say that the combat was provided in small, manageable chunks between going from mini-game to mini-game.

Some of these mini-games were fun in their own right, like the dice game, and I wanted to play them more than once, but the proctor usually told me that I didn't need to do it again since I'd already passed. There was one instance where I actually had the option to go again, "just for fun", and that was the tank battle.

The climax and end

After the puzzle level, there was an underwater level in a flooded room that required breath management, and then an even more massive level to explore than the previous ones. This one was broken up into several sections, all radiating out from the ultimate destination in the centre of the complex. Here, there were yet more new gameplay mechanics to try, in the form of psionic power crystals that temporarily allowed my characters to cast some spell-like abilities. It seemed to be little more than a novelty, though, because the crystals only lasted a few minutes before disappearing, whether I used them or not.

There was a strange, unexplained item as well -- a focus crystal that allowed me to summon the ghost of Lucy, the little girl from earlier. I tried it several times, in many locations, but the result was always the same. She would appear, say "Hi!" and wave, and then stand there for a few seconds before disappearing again. I wasn't able to talk to her or anything. I thought maybe if I summoned her in a special location, it might open up a special dialogue or event, but it never happened.

Another unexplained mystery involved one of my party members. On entering a particular room, I think on the same level, Daniel disappeared from the party after a brief fade to black. When he reappeared, he was not in the party, and when I talked to him, it said "Daniel simply smiles". After visiting another room, I came back to that hallway and found his dead body, which didn't respond to anything. Ultimately, he returned, good as new, with nothing to say on the matter.

There was also the matter of locked doors. The game addresses the frequent use of locked doors, but there were some that I was never able to open. It's possible that I was meant to go back throughout the earlier levels with the late-added party member who seems to have a talent for opening secret doors, but I really didn't want to run through those massive levels yet another time.

I have to say I didn't like the bit where I had to take control of a lizardman to open a door from the other side. It seemed like I was supposed to sneak through it with stealth, but the enemies always detected me. I had to fight through a large number of enemies on that side, who regarded me as hostile even though I was one of their own, and every time I died, whatever weapons I had picked up to fight with disappeared. I was eventually reduced to a tedious series of kamikaze attacks, trying to get in at least one bare-handed attack before I was killed in one strike and had to respawn. This was probably the worst part of the whole module.

The final showdown was well done. The enemies seemed fairly organised and fought intelligently. One shortcoming was that the "villain" of the final big confrontation was a bit...vague. Although we started getting hints and information about him early on, the information came from an unreliable source, and I wasn't sure he was the villain at all. We also never actually saw him or any hint of his presence until that final confrontation.

Epilogue

It all ended with a very nice epilogue, with the party members saying farewell to their families and going off on an ocean adventure, where the second chapter of the series will pick up. I wish more games ended this well. Some stories (such as my earlier reviewed Witch's Wake) just end with poor cliffhangers, leaving everything unresolved, or ending with more questions than answers. I hate those endings. This module did it in the best way -- a solid ending, with the primary conflicts resolved, with the beginnings of what is clearly the start of a new story showing up as a preview. The old friends set off to follow the map onto the wide open seas, unsure of what they would find there. It was a bittersweet ending, full of regrets for things lost, and uncertainty of what was gained, but with the promise of each others' company along the way.

Not to mention an optional final joke. Self-aware jokes like this are scattered throughout the dialogue, and I personally appreciate them.

What few bugs I encountered weren't major, though the game did crash a scant few times while playing it. There was a very minor bug during a dream sequence, in which my normal PC was present on the level and selectable in the portrait list. She was stuck in a no-walk zone, though, so there was no trouble with her accompanying me where she shouldn't have been. The bit with Daniel's mysterious smile may have been a bug as well.

Since I'm running the full campaign, it transitioned seamlessly into the second chapter, but I stopped and saved at the beginning of that for now. It's looking very exciting, though, and it seems to go fully into the nautical theme I was expecting at the beginning. According to the journal entry, I can expect a very developed seafaring system, complete with trading and tactical ship-to-ship combat with ship upgrades and strategy, sounding very much like the systems in Patrician 3. This should be fun!

Friday, March 16, 2012

More NWN2 modding

I decided some time ago that I would make an adventure module for Neverwinter Nights, after my earlier Dragon Age: Origins quest mod experiment. I just can't really start on it until I have a decent-sized block of time I can spend on it, and I expect that will be this summer. In the meantime, I've been tinkering, reading the forums, and browsing the Vault's script repository, to determine what can be done in this toolset. From that, I'll decide what will be done.

For my first venture in NWN2 questmaking, I elected to begin with something relatively limited in scope. Any first work with a new set of tools should be small, in my opinion. As a learning experience, a smaller scope can prevent constant revisionism as one's skill and experience grows, by enabling the project to be completed quickly enough that such desires don't have time to develop.

That said, I intend for this to be the kind of module that I myself enjoy playing, and I'll judge my success or failure by how well I accomplish this.

Trouble In Rainesfere took two weeks to complete, not counting the viewing of the toolset tutorial videos that inspired me to create it in the first place. As with that module, I'll document my experience of learning the toolset and making a module, from my perspective as a beginner, which I hope will serve to inspire other beginners to give it a try if they haven't already. I'll allocate 3 weeks for this one, plus another week's worth of research and contingency time interspersed within.

This should be more than enough time, since, unlike with TiR, I will not be designing all of the areas myself. Having browsed through many of the prefab areas designed by other NWN2 players and modders, I was impressed with all of the fine quality work available, waiting to be used by other builders in modules. I don't know which ones have or haven't yet seen such use, but I can certainly do my part to showcase a few. It will save me some time as well, even though landscape design is one of the parts of modding that I find most enjoyable.

In addition, I've opted to adapt a pen & paper module for this project, which will save me some time in creating a design document. It's rather bare bones, and doesn't even include any sample conversations, or NPC builds aside from the main antagonists, so it'll require a bit of embellishment. My aim is to include everything described within, with encounters that have multiple approaches based on player choice and party skills.

Other mods in the meantime

Before I get into that module, I'm just taking whatever free time I can spare and feeling my way around the toolset and the game files, and making some minor cosmetic mods like some "beautiful people" heads for a few of the races, including humans, elves (including drow), half-elves, and halflings. The drow still needs some work in the eyebrows. I had some trouble with the specular maps, but got them to behave well enough.

I just finished something else, though, which I had been wanting to try for a long time in various games. After playing around with some visual effect mods, I had a basis for understanding how to use the Visual Effect Editor. So, after determining that it should be possible, I hacked together the parts I needed to create a DA:O/WoW-style system of quest indicators for NPCs, to make it easy to see at a glance whether someone has a quest available, and whether the conditions have been satisfied to complete it. Such indicators are especially useful in cases where an NPC may not have anything to say until certain conditions are met, or when an NPC you've spoken to before may have something else to say later, which you might miss if you have no reason to think the NPC has something new to say.

I know some people don't like visual gameplay elements in the 3D world for various reasons, but I intend my module to be an enjoyable game, and not an immersive cinematic experience. My module will contain no voiced dialogue, and what few cutscenes I plan to employ will be brief and for the purpose of calling attention to important events or points of interest during the gameplay. Cutscenes take control away from the player, and thus should be employed as minimally as possible.

In the NWN2 OC, they tended to use triggers to ensure that the player didn't miss some available conversation. If you walked anywhere near the NPC, your main character would be forced into conversation or a cutscene. I didn't like that. It was especially egregious during one time in the courtyard of Crossroad Keep when I was trying to walk over to the boy so he could teleport me out to the world map marker, and I was instead intercepted by the Luskan ambassador, and Sand brushed him off and force-teleported me inside the keep, where I didn't want to go!

I'm also going to try to find a way to make the game allow you to attack enemies before they become hostile. I hate those situations where you spot your mortal enemy from afar, but are unable to make a preemptive strike against him because the game requires you to walk up and talk to him first.

Anyway, I made the icons and the associated FX files on that first day. I wanted to make a little test quest just to try out and demonstrate the indicators, but of the quest wizard plugins on the Vault, two were database-dependent for persistent worlds, and the other was compiled for a previous version of the toolset. I don't know why plugins broke every time the toolset was updated, but most of them were dutifully recompiled until the final patch. Quest Maker was one of the ones that wasn't. Fortunately enough, the author provided the source code.

I had never touched anything like Visual C# Studio, but if I wanted to compile this plugin so I could try it out, I had to learn. A tutorial informed me that the necessary tools were free, so I installed the software and did everything it said to do, though some bits were harder to follow since the program had different names and locations for commands than the tutorial said.

I had to do some troubleshooting, since I told it to compile the DLL directly into the toolset's plugin folder. This caused the toolset to crash on open, and the reason seemed to be that it had placed a lot of unnecessary files in there. I cleaned them out and recompiled elsewhere, and dropped only the DLL into the plugin folder. It still didn't work!

Finally, my search led me to a forum post, where Marshall of the Legends Plugins had encountered the same problem, and most importantly, where he had reported how he solved the problem. The answer was that it had to be compiled for VB 3.5 instead of the default 4.0. This time it worked. Thanks, Marshall!

Quest indicator success

The next day, I spent maybe 6 hours figuring out how to get the quest indicator system working, and writing a quest to demonstrate it.

I'm still very much working in the dark with this script, and my hacks involve a great deal of trial and error. Getting the exclamation point to appear over the NPC's head was the easier task. Getting it to go away when I wanted to change it to a question mark or remove it entirely was the part that took many hours. I searched through tutorials, reference works, and forum posts, and tried three or four different functions, and changed variables and coding structure, all to no avail.

Additionally, the QuestMaker plugin I compiled yesterday seemed to only work partially. Possibly I did something wrong when I used it. I used it to create an "explore an area" quest so I could easily test the indicator system, but for some reason it didn't actually create the trigger with the code that would advance the quest, so I had to figure out how to script a trigger. I tried using the generic one and applied some variables to the instance, but I apparently did it wrong. I ended up trying out LilacSoul's Script Generator for the first time, and that succeeded. I really wish Marshall's Legends Quest Plugin worked for single-player modules.

Finally, I found a forum post that mentioned a function that I hadn't tried, and that successfully removed the effect from the NPC. Finally, it worked.

The code's not pretty, and it needs a little more work to generalise it, but I can use it in my module as it is now.

A bit more on my choice of quest indicators: It's much like the difference between making every barrel in the city lootable, with most of them empty, or having the barrels with contents stand out from the others somehow (such as by not allowing the empty ones to be opened). This is all about determining who is important to talk to, and who is only there as decoration.

I consulted some friends about their preferences in this regard, and got a reasonable range of responses. One was mildly against them, but thought it would be fine to use them the way I have in mind -- solely to mark the questgiving NPCs, and not to point out anything quest-related on the map. Two were okay with them, as long as they could turn them off, which I should be able to code.

Others were more positive and enthusiastic about them. One brought up how they would have been nice to have in Mass Effect, notably in the between-mission "party camp" on board the Normandy. With the party members being spread out between several decks, and knowing that they would have new things to say on occasions throughout the story, players like them (and me) got tired of running back and forth through the ship and up and down the decks to check each party member, only to get told over and over that they're too busy to chat because they're in the middle of some calibrations.

I've heard other systems proposed, as well. Questgiving NPCs could be distinguished by giving them occasional text barks or gestures to beckon the player to them. I like this idea as well, but I don't think it would work very well in a city environment with a lot of unimportant NPCs walking around, who I also want to have text barks to liven up the place. Of course, I've heard some players don't like text barks at all, and insist it ruins the immersion to see text floating over characters' heads, but all I can say to that is that those players will not enjoy my module.

Questgivers could be the only ones with proper names, with everyone else having names like "Commoner" or "Townsperson". That could work fine, too. I don't prefer it, though, because I don't know of any ways to make NPC names always be visible, rather than having to mouse over them to see the names. I would actually like to have visible names in addition to the quest indicators.

Other, more minor visual indicators are things like having questgivers dress in brighter colours, or wear a special badge or piece of gear, or have them emit a subtle glow, or even have all questgivers share a single appearance!

In any case, I like the exclamation point solution best. Personally, it delights me to walk into a new area and see lots of new quests for me to accept, and I think nothing does that better than the exclamation point!

This of course opens the door to a wider range of visual indicators, such as for merchants, healers, or innkeepers, but I don't know if I want to take it further than just questgivers. Those NPCs tend to be easy enough to recognise as long as they're located in logical locations (such as in a shop, in a temple, or behind a bar), and it would probably be enough just to have their names indicate their role.