THE FOUNDRY
Creating content players might want to play
Added two brand new chapters
HERE (reply #18)
***An always updated and downloadable version can always be found
HERE. This includes all additions and changes that don't make it into the first page of this posting.***
This article is to help new content creators establish good practices to making unique and fun Foundry content. It is also designed to help authors overcome creative blocks by helping them think through creative or writers blocks rather then tell them how to proceed. It will give authors entry points, where they can then use their own imagination to build a deeper story.
From now on out, I will often substitute the terms User generated content, user content, user quests, player made quest, player made content, blah blah you get the idea with UGC. (User Generated Content).
I. I Had a Dream
So you have a brilliant idea for a quest in Neverwinter. You have bits and pieces of the story in your head, some ideas for the scenes, but you are not sure where to start. Well, this is the tricky part. Everyone has their own way of starting with an idea and then reaching their goal. I will attempt to help you out with some tips, some strategies, and some ways to storyboard and script your UGC. This article however is not a guide on how to work the Foundry itself.
(Author note, yes the game is not out yet, so you can ignore the following pragraph) The first step you should do, before you do anything, is get in the Foundry and play around. Learn what you can and cannot do, so you don't plan your entire quest around a mechanic that the Foundry will not even let you make. On the contrary the last thing you should do is just start throwing a quest together on a whim, unless you do not intend to publish it. Your name is important, there will be a lot of quality UGC, and players will have to decide what to play and what to ignore. Therefore, your first published quest will want to be something that gets your name out there, and not something that puts your name a someones 'Do no play' list. Experimentation is good, but keep it to yourself. Learn the Foundry by making practice quests and only playing them locally.
One of the biggest mistakes you can make is to sully your name! Do not use others as lab assistants to test out your ideas by releasing half-produced content. It's all about first impressions. If you read a really bad book, you think you will go back and get another book by that author?
II. You're Not in Kansas
Having a fantastic story to tell is not enough to have a playable Neverwinter quest. A common mistake I tended to see with UGC is that authors' stories, while in and of itself are great, are far to removed from what's going on in the world around it. You have to remember that a lot of the players that will be delving into your story, have already been playing the game for a bit and are learning what is happening in the game world. If you then take them into a story, that completely ignores what the players have been experiencing for the last twenty levels, it will alienate them. So, you have a story about a band of bandits that kidnap some guys love interest. You have plot twists, you have betrayal, you have action, you have everything you need...so you think. You're missing one important thing. Regardless of what the story involves, it is still taking place in the lands in and around Neverwinter. So, while you might have this story in your head from before you even heard of Neverwinter, you should now go through it and somehow tie it into current events. Not saying anything major either. Here are a few tips and things to think of, that will lead to a better story:
- Location: Yes, you can make up your own location, but try and place it smartly in the overall map. The best way to create a new location, is to make it feel that it was there all along, just waiting to be discovered, or it could be a location that was always known about, just not often talked about. Explore ways to introduce this location in a believable way.
- Motivations: Regardless of what your characters are experiencing in your story, remember, they still LIVE in the game. They have experienced at some level the catastrophes that have lead to the current state of Neverwinter. While they may not be apparent, try to determine how your characters might have reacted or changed to what happened in the past. As you think of these things, you will begin to develop new ideas for your story that will help plant it firmly in the game world. In a nutshell, A giant volcano erupted and destroyed half of Neverwinter, this tends to affect people in some way.
- Tie-ins: Even if you plan to have your quest far removed from current events, which is perfectly acceptable, throwing some minor tie-ins are important. Just something that the player can see or hear and mentally link with what they have experienced outside of your quest. It could be off-handed chatter between NPC's, an item the player can examine, a bit of lore found on a bookshelf, or something a bit more major, like a main quest NPC speaking of certain events in the game and how they impacted them.
The biggest thing to remember is to find some way that will make the story feel APART of the world, and not some extra-dimensional event that disconnects the players from the game they have been playing for some time. This will help to make the story more believable.
It's not about taking events or elements in the game and creating a story around them. Rather it's about taking YOUR story, and then putting into the game world in a believable way, while being mindful of those events happening in the game. You can tell your story however you want, but remember that the story you tell is by it's nature a part of the game world for the players playing it. Choosing to ignore that fact creates a disconnect between players and your content. Embrace the setting of the game.
III. Knowledge is Power
If you're like me, then your knowledge of everything Forgotten Realms is limited. While I have read many of Salvatores books, I never made it to the books that talk about the Spellplague or the eruption of Mount Hotenow, and I never played the Pen and Paper game. Therefore, I had some catching up to do. The campaign I am planning for the game is actually a re-imagining of a book I am writing. The world that the book takes place in is of my own imagining. Yet I was always interested in telling the story in a more interactive way. Neverwinter allows me to do just that. However, it means reworking many of the elements to fit into the game world. When planning and story boarding the campaign, I did some reading on various things related to current events. During the process of writing dialogue or designing maps and such, I would make an effort to look for a more D&D way to do something. While the basic story remains the same, I have found many ways to plant the story into Neverwinter in a way that you would never realize the original story is as far from D&D as you can get.
Some may say I am watering down my vision. But to me, it's a way to use my imagination in a new way. Having the vast amounts of lore and locations developed over the decades is a huge bonus. Now, whether your story is an original concept, or one that from the beginning was always planned to take place in the world of Neverwinter, you can benefit greatly from what is already there. In my cases, I have changed names of locations to their closest counterpart around Neverwinter, certain ideologies have been modified to fit the lore, and I even added some completely new story elements that plant the game into current events. While I have done a lot of these things to help make my campaign more Forgotten Realms, the story is still my own. And more importantly, how I write the dialogue and story elements still conforms to my own vision.
In any case, for you, there are many ways in which you can use already established lore to help you, both build your story, as well as further immerse the player. This ranges from physical locations to place your quest, historical events that can be the catalyst for your story, Gods and Deities that can be the influence behind your characters motivations, creatures to fight, organizations, cults, groups that can be tied into your quest as the bad or good guys. Even when making your own unique elements of the game, you can use established reference to make it more believable. Instead of just creating an arbitrary band of maniacal mages and leaving it at that, figure out what their motivations are, use past example in D&D lore, or attach to them a Deity that can be influencing them. Do something that makes them feel apart of the world in a tangible way. Same for a new town or village. I am creating a wholly new village for part of my campaign. However, I am implementing story elements that establish it in the world, explaining why it has not really been heard of by most, a quick (yet optional backstory) on the town, the residents, and their motivations. I could have just said, you're in a town of <insert name> and left it at that, but there will be plenty of these ad nauseam towns throughout the Foundry.
Do your research. At the very least, read up in the internet about the events most relevant to the game, such as the Spellplague and it's effects, the eruption of Mount Hotenow, and then go a little deeper on more specific subject matter related to your quest. Google has it all, and you never need to really open up an actual D&D campaign book.
Comments
So you have your idea in head, you worked out some motivations, and you just want to start fleshing it out. Well, you could just jump into the foundry and start at it. But this can leave you with large holes, both in gameplay and in story. The best thing to do from here is storyboard your quest. There are many ways to do this, from simply getting a pencil and some paper and drawing a rough outline, to more complex methods such as I use. As the game is far from release, I have began work on my campaign using various methods to speed up development once the Foundry is live. I will now share with you some of my techniques.
First, the best thing you can do is start your draft or storyboard on a cloud based service, such as Google Drive, so that you can develop anywhere. If an idea pops into your head, you have access to your documents as long as you have access to the internet. I use my tablet at work because its compact, and allows me to access most of google drive. For some stuff I need a real computer, but I can create new word documents, type up my ideas, and when I get home it's all there on my computer.
My development is broken into about five parts. I utilize several Google Drive add-ons to achieve this. Below is a breakdown of what I use, how I use them and some screenshot examples.. The tools I use are:
The Outline and Drafts: This is the living document of all the ideas pertaining to my story. In this I will type up rough drafts of dialogues, lore ideas, overall flow of the quest, and anything else of relevance. This is also what I add-to when on my tablet, as it's easy and fast to update. It uses the default document creator.
Overview: This is the overall flow of the quest. It uses the Draw.io addon to create a flowchart that I can use to work up what and when stuff will happen both in terms of moving to another scene, opening up dialogue, adding objectives to the quest log, etc. Screenshot of Overview
Dialogue Creator: This uses the same Draw.io addon as the overview, but is where I make a dialogue tree of each dialogue in the quest. I break it down to where on the far left is where you will see DM style text describing non-visual elements. Screenshot of Dialogue Tree
Scene Creator: I use the floor planner add-on for this. I use the term Scene instead of map, as its more then just a visual representation of the map, but also includes all elements of the flow, including pathing (as seen in blue line), item locations, keys to certain dialogue etc. Screenshot of Scene designer Also here is a 3D view of the scene, which helps you with getting an idea of overall scope. Everything in the Floor Planner addon is to scale with each other, this allows you to get a good idea of everything in relation to a standard sized person.
Lore Database: I use the spreadsheet to keep a database of lore items I want to put into the game. Generally when I make a scene, I will fit in some appropriate lore items or NPC's and tag them with a key. I will then put into the database what I actually want the lore text to be when you interact with the subject. I have hidden columns that include quest and map names I have already decided upon for the campaign so they show up in the drop down lists. This allows everything to be entered easily, and prevents inaccuracy. Screenshot of an example Lore Datebase.
Character Datebase: It's also good to keep a database or document on all the characters in your story. This serves two purposes, one, it allows you to avoid the mistake of forgetting a characters name, two it allows you to save for later use characters you might want to put into other quests. In your record of characters, its good to include some key points of who they are, what they previously did, as well as a few tags on their major locations in your quests.
You can see I get pretty organized and detailed. However, you can do as little or as much pre-planning as you want. The important thing to remember is that you work out the overall flow of the story before you get knee deep and realize you have major continuity issues or elements that contradict what previously happened.
V. Where Do I Go From Here?
Here are some more helpful tips on getting started.
Some pitfalls to avoid include:
Thanks hercooles130uscg!
I am sure there are others out there. In fact, I had even mulled around the idea of using the NWN 2 toolset, but that toolset, while very powerful, is so convoluted compared to what you use in the Foundry. I liked the idea of using Google drive for all the great add-ons people have created, as as for it being a cloud based system. Would be a nice idea for guilds to have open collaboration for campaign creation in Google drive, before having one person put it all together in the foundry.
Outdoor 2D
A simple map of the High Road, showing the spawn location, an encounter, trees, you get the idea.
Outdoor 3D
using the 3D view to get a grasp on the clearing for the encounter with the bad guys.
While you can easily use the Foundry to flesh out maps and get a better view of scale, NPC placement, etc, doing a quick pre-draw allows you to spend less time moving things around as you already have a good idea of where to place everything. It also helps you to come up with new ideas for story, lore and mechanics.
Aye sticky the <font color="orange">HAMSTER</font> outa this...
Great stuff man!
"Do not seek to follow in the footsteps of the wise...
seek what they sought." -Basho
I would also appreciate anyone else views or ideas on this matter. This is about making sure we have as much quality UGC available through the games life.
Sorry for the pedantic quibble, but since this fine article is about writing well, I thought you might want to correct it.
Still digesting much of this, but I love what I read so far. Kudos!
Check out SHADOW on YouTube!
Haha, too true. Sadly, while I like to think I can tell a good story, my grammar and spelling skills are...lacking. If not for spell checkers and kindly forum posters keeping me in check, every article I write would actually be creating a new language.
Yeah sorry to call you out that like, on reflection I realize, I could have PM'd you about it. Apologies.
This is a superb article and like many others, I thank you for taking the time to craft it!
Check out SHADOW on YouTube!
When creating your quest or campaign, remember that ever item tells a story. The setting, the lighting, sounds, flow of combat or just the path you use to help guide the PC all play a role in that story. You have the obvious interaction with the NPC/Quest Giver. You can also use NPCs that are just moving around to help paint that story through floating chat. Tomes and statues help tell the lore without burdening the NPC with long winded NPC chat. Item drops with text help tie a story together that might not have been fully covered.
I love the prefabbed areas that the devs have created for the foundry. I don't have an artistic bone in my body. I tried in the NWN toolset and posted a few things but I just don't have the eye. I can't wait to see the foundry and get to play in it. Then spend three weeks going over it again and again and again only to get a 2.8 star review...LOL
I look hopefully to the future of unique and innovative ways to tell my story through game mechanics.
Story: How the story itself holds up. Does it fit into FR canon? Is the story engaging, does it hold the player's interest? Are the twists and turns too difficult to follow or is the plot so completely obvious that it is not interesting? Are there inconsistencies, plot holes? How about lazy writing?
Design: How well the dungeon/quest makes use of Foundry features. Are Foundry mechanics used appropriately? Are there creative solutions that circumvent some weakness / missing feature of the Foundry? Is there an overuse of certain elements? Do the enemies look interesting and do they do what you'd expect them to do? Is the dialogue system used in a fun way, or is it just click click click done? Is text properly formatted, and is it free of really painful grammar / spelling errors?
Gameplay: How well the gameplay itself holds up. Is it too easy/hard/frustrating? Are the encounters fun? Is there a lot of needless running around and backtracking? Are the objectives varied enough? Does the quest/dungeon support multiple playstyles, or does it force the player to follow a strict path? Are there optional objectives that add to the experience? Is there a good balance of combat / noncombat content?
Detail: Attention to detail without bogging down the player. Does every custom enemy have a description that makes sense? Are descriptions so long / so wordy it takes forever to read them? If there are enemies that talk, do they actually say relevant and interesting things? If there are aspects of the story / characters / world that weren't necessarily clear during the progression of the plot, are they explained somewhere later? Does the player drown in a deluge of unescapable exposition at one point? Is it still possible to enjoy the quest/dungeon if someone doesn't want to spend hours reading everything?
Overall: An experience can be much more (or less) than the sum its parts. Was there something that I really liked or hated? Something I think others would appreciate more (or less) than I did? Is the creator a hoopy frood?
Getting good content to players in the Foundry - challenges and solutions
Handle: @zaphtastic
All very valid points. Some of which I obviously missed in my write up. I got so focused on presenting a story driven experience that I did neglect those wanting to cater to the players that prefer a little less story. The key if your worried about pushing away those players is to follow rokhammerstones reply. Use everything around the player to tell the story statically and combined it with a concise required dialogue. But have plenty of optional dialogue options or interactive items that further build upon the story, but does not force anyone to do it.
But of course, as I have said, there will be far more authors that can make a ton of quality, short story light quests. I am aiming for those that are wanting to build true campaigns and stories as opposed to a short dungeon run.
It would be nice to have a more detailed rating and review system in NWO built in, that includes the ability to review each element of a campaign or quest such as you described for CoH. An optional form that includes all these categories. Right now, all you can do is write a paragraph or so, and there is no standard format for detailed reviews. mega review threads will help, as will dedicated websites, but there needs to be in game options.
In anycase, any author should use those catagories to self review their own content. If ask those same questions that reviewers will be answering, then they can smooth out some of the rough edges early on.
Keep the ideas coming!
For what it is worth, in my experience, UGC is usually too hard, rather than too easy. I think designers too often want to make sure the adventure is challenging, and they over-compensate. This is especially true in the first door/room. Nothing worse than opening up the first door and getting ganked by two uber-bosses right off the bat.
Slow, gradual difficulty increase is good and don't clobber them. Look at the actual game content for guidance. They've play-tested this stuff, they know what scales well and what is both fun, but challenging in a mission.
Also, there will be exploit quests, UCG that's specifically set up to minimize (or sometimes eliminate) all risk and maximize reward. Don't fall into the trap of making more like them! The more we focus on making actual quality (rather than fast, easy XP), the better the game will be overall!
Check out SHADOW on YouTube!
IV. It’s a Micro Micro World
Within the overall world of The Forgotten Realms, lies what I call the Micro-World. This miniaturized world is the place of your own creation. It inhabits the the grand larger world around it, and is heavily influenced by it. But at the same time, it has a story and persona all it’s own. Fleshing out and building this micro-world that your campaign will take place in will help you create not only a better story, but give you endless opportunity to expand into other campaigns or quests. Even if you intend the players of your quest or campaign to only see a very small portion of this world, just having that unseen backdrop of realized ideologies, back story and characters will make what the players do see, feel more realistic, because you built everything they are seeing and playing based on a larger canvas of thought.
For this, your best friend will be either a physical notepad, or a cloud based word processor. You can use Notepad or Word as well, but this limits your ability to edit away from the computer your file is saved. Using whatever method you prefer, keep a running draft of anything that comes into mind relating to both the actual quest you're making, as well as supporting information. Some great information to add to this draft:
VI. Polish To A Nice Shine
Your content is complete, you have your dialogue in place, your maps are built, your triggers are set. You're almost ready to publish, but don’t hit that publish button just yet! Now is the time for a nice coating of polish to make everything shine bright like an astral diamond. (Enjoy getting that song out of your head now).
I am taking a cue from one of the forum posters on the Neverwinter Online forums. Zaphtastic had some great input on how reviewers format their reviews of another game with user made content. While of course this article is not about the reviewing process, it is always good to know what the reviewers are thinking.
First some information for those unaware. After you create then publish your content, and before it is made available to the general public, it goes through a pre-review phase. Now, the people who review this content are just normal players who opt in to play through brand new, untested content. They are the ones you have to please. While everyone can rate and review your quest throughout it’s life, it’s these initial players that will set the bar on how well your content will do fresh out of the gate. These players tend to be a rougher lot. They opted in to play potentially horrible content before everyone else could warn them to stay away. They will have no qualms about giving a poor review. They also tend to spend more time playing content, to find something to break or something they really liked. You can also find that some of these players will write in-depth reviews and post them on forums.
So how does this affect you? If you can know how many reviewers think, and how they decide on what kind of score to give, you can use these same metrics they use to make a better quest. The key is to think subjectively. It’s a hard thing to see something you made and try to find something wrong. But if you do this step, everything you fix will far outweigh your broken pride.
Here is a direct quote from Zaphtastic on some metrics reviewers use.
I left the quote intact as it does a good job of portraying the mind of a reviewer. Your job is to simply do a playthrough of your own quest, and use these metrics to analyze the quest. If you are able to take yourself out of the role of author, and into the role of random player, you can pinpoint areas that while they originally sounded great on paper, don’t work so well in the game.
It would be nice, but I would rather just have an entire Foundry category in the forums. I know the game is not out yet, but it would allow a lot of constructive conversation going BEFORE the Foundry comes out and we see 1000 POS quests in the first week...
Maybe we can lower that to 600 POS quests instead.
Two cents for any builder... Build a low level area first. In my humble opinion, put that uber zone on the back burner to simmer while you get comfortable with the tool set, game flow, group dynamics, and Faerun itself. Faerun is an extremely well documented world to say the least. It makes it very easy to flesh things out in setting and theme correct detail if you just do a little research. Create a fun, quality, low level area and what you learn will improve that uber zone tenfold. In my experience this holds true regardless of the application.
Thanks for all the great info!!!!
Make it clear to the player what to expect.
I have several pages written on this subject... after we get a foundry forum.
Getting good content to players in the Foundry - challenges and solutions
Handle: @zaphtastic
Awesome! Can't wait till that time.
And in case you didn't see the Sticky
http://nw-forum.perfectworld.com/showthread.php?64551-Foundry-Authors-Beta-test-signups!
Sign up to help make the Foundry the best possible. Get in there, abuse the <font color="orange">HAMSTER</font> out of the Foundry, break it so they can fix it I say, as well as make some great content that the Weekend beta testers can play, to inspire them to come back at release.
From the Extended FAQ: http://nw-forum.perfectworld.com/showthread.php?18401-Neverwinter-Extended-FAQ&p=297581&viewfull=1#post297581
"Is The Foundry available in Beta?
Foundry content will continue to be playable during the Beta Weekends, but content creation using the Foundry will not."
As noted above, there is a separate foundry beta coming soon, but signups for that have closed.
Neverwinter Official Wiki - http://neverwinter.gamepedia.com/
Though I do concur: no matter how "pew-pew" your quest is designed to be, plausible story (no matter how simple) is paramount. I for one will be looking for the best story-tellers in the Foundry. Though pew-pew is fun, it's just plain over-used (even in Cryptic quests and events, etc.) Of course it's easy to create a pew-pew dungeon-dive, it's hard work to create a really good story.
The Foundry will become a mess - there will be hordes of also-ran quests that aren't worth your time. I'm waiting for the Neverwinter equivalent of "Starbase UGC" - which has turned out to be the defacto go-to fan site to find the quality Foundry missions for STO (and Foundry tutorials and academy and all that).
All *I* ask of Foundry authors: please do your best at the story-side of your creations.