(01-05-2012, 03:40 PM)flamez3 Wrote: (01-05-2012, 03:35 PM)Tanshaydar Wrote: /offtopic
(01-05-2012, 01:15 PM)flamez3 Wrote: I'm just curious, what did White Night do (apart from different lantern, menu and no nightvision) that can only be done by a full conversion?
Did you play White Night? I'm just curious, because just playing would give you an idea how many (tens of) things I've changed, which is impossible to do without total conversion.
/offtopic
Didn't play it, watched a playthrough. If you don't mind; can you tell me. I want to know what other things besides the things I've mentioned you can do in the total conversion?
This post is a mixture of on- and off-topic.
I have played it. Apart from that what I noticed was a different wording on the menu texts and a custom loading screen; "remembering". Any other changes is something I did not take notice of; or wasn't affecting my experience/memory/view of white night. This is something which brings up my view of total conversions.
People have gotten a false idea that making something a full conversion is what allows them to add custom content. I am not raining on White night here or pointing at Tanshaydar, merely speaking of how full conversions are viewed by "the masses" in my opinion.
Making something a full conversion is for polishing purposes only. A full conversion doesn't add much to a story experience wise. I create my opinon of a story not by the loading screen when pressing "New game" or the fact that I am holding something else than a lantern in my hand. It doesn't really matter wheter I have "nightvision", a new menu background or not.
What makes up a good custom story is solid mapmaking, a good and intriguing story, effective lighting plus the added value of custom content; models, voice-acting, gobos, textures, music, sounds etc. All which is done without the need of a full conversion.
A polished turd will still be a turd when released; no "full conversion" can change the content of a custom story.