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Neverwinter Nights: Days of Open Hand
Previewed by Banshee
on 7/19/00
Article
Discussion Forum
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Quick
Facts
Neverwinter
Nights will ship with both a single Player and a Multiplayer
game, both with third-person perspective. For
the Multiplayer, there will be no fees to pay - exciting
news for the online community that is already forming
guilds and adventuring parties.
Players
will be able to create any combinations of 7 races
and 11 classes. Races include Dwarves, Elves,
Gnomes, Half-Elves, Halflings, Humans, and the new
Half-Orc. New classes available are Sorcerers, Barbarians,
and Monks. These are in addition to the traditional
Wizards, Priests, Paladins, Druids, Rangers, Fighters,
Rogues, and Bards.
Characters
may learn an additional weapon as a skill, so
they may wield two weapons per turn.
In
addition to extensive player portrait options comporable
to those found in Baldur's Gate, Neverwinter Nights'
players will be able to customize their characters
with customs graphics that may be applied as Guild
or Adventuring badges.
Magic
users will be less lonely. Neverwinter Nights
allows magic users to have familiars, creatures that
serve as allies, scouts, or simple companions that
curl up in the PC's backpack or follow the character
around under the control of the computer.
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Glance
at the news and it's easy to get depressed by the prevalent,
monotonous march of business consolidation: Infogrames may
soon gobble up Eidos; the always-pervasive Microsoft just
devoured Bungie (and Halo) to feed its X-Box habit,
and the business scene in general seems to be moving toward
William Gibson's world of megacorps and monopolies giving
consumers no options and no voice.
Before worrying that we're all in Blade Runner, though,
there's a bit of good news.
As we head into the new millennium, a few innovative developers
seem determined to challenge the old school corporate style
by engaging in direct dialogue with fans to find out what
they really want. It may not be coincidence that these same
developers have made tools that give creative gamers the power
to alter game worlds with never-before-seen flexibility. Prior
to these newcomers on the RPG scene, only programmers or designers
with access to expensive tools with high learning curves had
that level of control.
No more.
The arrival of the previously-covered Vampire: The Masquerade
- Redemption and the forthcoming Neverwinter Nights
may signal a landmark change in the way new games are designed.
Only time will tell if it also foreshadows an important shift
in the way gaming companies interact with their consumers.
BioWare's Communications Manager Brad Grier spoke with me
about their corporate philosophy. I also interviewed Neverwinter
Nights' Producer Trent Oster about the game itself.
When I expressed my surprise and delight at the open exchange
between BioWare and its fans, Grier responded:
"We believe in an open philosophy.
Yes, we design the game, but the game can only get better
by getting input from the fans, and allowing them to feel
this sense of ownership in the game. Yeah, we make the best
game we can, but it's also the best game we can make for the
fans."
"It's not for everyone though. Some companies do like to
listen to their lawyers a bit much, and keep the lid on everything.
It's not our culture, and if we ever did have to do something
like that, we'd have to modify our culture quite a bit. There's
no such thing here as 'just a common fan."
Being friendly with users seems to help in designing a user-friendly
interface for the Neverwinter tool set (formerly known as
Aurora, formerly known as Solstice):
"I know that the guys are studying
the tools very closely, and are striving to make them as easy
to use as possible. [They're] even planning to use wizards.
They want it to be easy to use, very accessible to anyone.
One of the programmers keeps imagining his Mom trying to design
a dungeon, and improving it so she could, if she wanted to,
" Grier explained.
Producer Trent Oster added his perspective on usability in the
tool set as well as a comprehensive overview of the game.
Overview
Questions
What are you most proud of and what
was the most fun to design?
I'm the most proud of the goal of
the project. The idea of bringing D&D to the computer with
all the functionality of the pen and paper system. The user
interface is probably the most fun to design, however. The
interface is going to be crucial to the longevity of this
game, and I'm really pushing for a system that is easy to
use, yet also powerful and fast.
How much of AD&D's personality will
be reflected in the game?
We are extremely loyal to
the D&D rules and we are very dedicated to keeping the rules
as close to the pen and paper game as possible. We want the
3rd Edition Players Handbook to be a perfectly valid reference
for NWN and we want NWN to be great reference material for
the 3rd Edition rules.
Interface
Tell us a bit about the Dungeon Master interface. How much
will the DM be able to control the game? Is it possible for
the DM to switch camera views to see different world areas,
or to find separate party members?
We
are still in the middle of designing the DM interface and
a large number of possibilities are still up in the air. Our
goal is to allow the DM to interact with the game with the
same omnipotence he/she would have in the pen and paper system.
To this end, the DM has to have quick access to all the creatures
in the game, so a quick encounter should be easy to drop in
on an unsuspecting party. The DM also has to have a method
for keeping an eye on the players and watching their progress.
Our original vision was to have a finite number (four or so)
different camera windows the DM could attach to the players
in the game. The top of the screen would have three small
windows that could be swapped with the main window by clicking
on it. The cameras for the windows could be placed at a specific
location, or attached to a player or party. There are still
some technical issues to be resolved with such a system so
it will be a while before our current research reaches a point
where it can be tested in the actual game.
Are any members of the team who worked on the Baldur's
Gate interface involved in designing this project?
Yes, the lead programmer for Baldur's Gate, Scott
Greig, is the lead programmer on NWN and he has been injecting
his ideas into the design all along. In addition we have involved
many of the other senior development members from the BG team
in our design discussions.
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More
Facts About Neverwinter Nights
Server
administrators will have access to powerful features
like designating specific areas of a chronicle
for player vs. player competition.
Dungeon
Masters will be able to record actions in a game to
create cut-scenes for use in chronicles.
The
game is being developed simultaneously for PC, Macintosh,
and Linux platforms. Minimum system specifications
will likely be a Pentium Pro 200 or Power PC of greater
than 200 mhz, a Riva TNT or Voodoo2 class 3D card,
and 32 MB of RAM. Any such computer should support
at least 8 players. A 56K Internet connection or LAN
is necessary for multiplayer games.
The
first game to use the appellation Neverwinter Nights
was a persistent RPG that ran on America Online from
the 1980s until 1997.
BioWare
and Black Isle, the developers who brought you Baldur's
Gate, are reuniting for the Neverwinter Nights project.
The game is due for release in the first quarter of
2001.
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Multiplayer
and Technical Accessibility
Do you see Neverwinter Nights changing some of the
traditional MUSHes and MUDs out on the 'net? Will the tool
set allow these groups the flexibility to bring their text
world into a graphical medium?
I do hope that NWN changes some of the traditional MUSHes
and MUDs by allowing a larger percentage of the population
access to the kind of gaming these people have enjoyed for
years. We are striving to add as much functionality to NWN
as possible but it will be impossible to match some of the
features found in some MUDs simply due to the sheer number
of years they've had to develop and evolve their technology.
Our goal with the tool set is to offer everyone the power
to create an exciting adventure, regardless of technical ability,
while still providing under-the-hood access to those that
have technically savvy or highly customized needs. I think
it will be possible to translate some text-based or graphical
MUDs over to NWN, but the feel of the game will change. For
some MUDs, that won't be a good thing but, for others, NWN
is going to be a great framework on which to hang their adventures.
It is my understanding that the network architecture allows
up to 64 servers to be connected to each other to host a game.
In a large game world, a party may move transparently from
one part of the world to the other, but what's actually happened
in the hardware is that they have switched servers. We know
that in general, there may be more than one DM in a game.
In this situation, does there have to be one DM per server,
or may a single DM be in charge across multiple servers? How
is this handled in the interface?
Yes, we are planning on up to 64 "users" per server. (DMs
count against the total, too.) The ability to move between
servers is through the "portal" system, which allows the players
to move without having to log out and then log back in to
another server. Each server can support multiple DMs, but
moving from one server to another as a DM is going to require
setting up the same DM password on both servers and may require
logging out. In other words, it will be possible, but, for
security issues, it may not be as seamless as it is for the
player.
Considering Neverwinter Nights' portal technology, will
the game support use through firewalls?
Yes, NWN will support out-of-the-box game play through
some firewalls. Depending on the firewall, however, it may
require some work on the server operator's part to get things
into optimal running condition.
Tool Set
From the movie I saw, the Neverwinter tool set (formerly
known as Aurora) looks much easier to use than many of the
map creation programs that currently exist. That's exciting
news for users without a background in programming. Will it
also be flexible and extensible? In other words, if a user
wanted to create a new type of building that differed in appearance
and texture from those that ship with the game, or wanted
to customize lighting levels in an area, how simple a task
would that be?
Thanks.
Our goal with the tool set is to make it possible for anyone,
regardless of technical ability, to create a basic adventure.
The immersiveness of the RPG experience you create, of course,
will still depend on your ability to weave a good story and
provide your players with interesting and meaningful choices.
With that in mind, the tool set is built on two levels of
functionality. New users will be guided through the necessary
or common elements of the process by a series of useful and
user-friendly help 'wizards.' More experienced users can still
draw on those wizards to help optimize their workflow but
they will also be able to pop the hood to perform more customized
work (we'll be providing full access to our powerful, C-based
scripting language, so the sky's the limit, really).
All in all, a lot of thought is going into simplifying and
optimizing the workflow within the tool set. If a user wants
to set the lighting level of an area, for instance, he or
she can simply click on the area properties and set an overall
illumination value and color and then go into each tile and
adjust the lighting on a tile by tile basis. A large number
of options will be customizable in this fashion - just pick
the object and set the properties.
In the tool set, we are including the ability to paint down
the tile-based footprint of the building you desire. As the
resulting building will still use the models and textures
from our library, however, it won't look completely unique.
If a user wanted to create a new type of building which differed
radically from any offered in the game, it would require the
use of a 3rd party 3D modeling tool, which is obviously beyond
our ability to officially support. However, we won't place
any arbitrary restrictions on such activities and will do
what we can to support them on an unofficial level. However,
our primary goal is still to provide a large variety of interesting
tiles with the game so people don't have to create their own.
Will the tool set allow users to channel their creativity
by changing objects, or making entirely new items such as
clothing and weapons for use in games? How difficult a task
will this be, and how would those new items get to the party
members playing in the chronicle?
Yes, completely. For a user to create a new item in the
tool set, he or she first has to pick the "base type" of the
item. This base type determines what the item is and what
it does. Say we want to create a magical long sword: We would
first pick the base type (long sword), which handles all the
default damage and abilities of such a weapon. Next we assemble
the visual look of the weapon from component parts, picking
a hilt, then a crossguard, and finally a blade. We want to
make it magical, so we apply a "+1 to hit" effect to the sword
and decide to attach a blue glow effect, as a final touch.
This basic system will apply for all the items you can create
in the game: you pick the base, then the appearance, and then
add any required effects and powers.
Besides customizing chronicles through the game interface,
it is my understanding that the Dungeon Master can also use
some sort of scripting language.
The scripting language is integral to the module implementation.
Scripts are what define the module's victory conditions, tell
the "actors" in the game what to do, and so on. The scripting
language is what offers all the power and extensibility to
the end user. When you set up a villain to attack the party,
the villain is actually executing a script, first looking
for the party, choosing the best means of attack, and finally
executing the attack. We'll be providing a library of basic
scripts to draw from, as well as a number of wizards to set
up victory conditions, subplot types, and the like but we
also feel that it is important to keep the scripting language
open and accessible to those who can make use of it. The open
nature of the scripting language and the customization it
offers will allow end users to create situations, scenarios,
and even entirely new gameplay options that we could never
have foreseen. The DM is not really going to use the scripting
language while the game is ongoing, but to develop truly complex
plots in the editor it will be essential.
What additional capabilities will the scripting language
provide (above and beyond what's provided to the DM through
the GUI)? How easy will it be for the DM to move back and
forth when controlling NPCs as a puppet master?
The DM can easily switch between controlling a character
and any other modes by "releasing" the possession of the character.
If the DM doesn't require exact control over a character's
actions, the DM can simply click the NPC or group of NPCs,
issue a command and move on.
What level of control will the Neverwinter tool set provide
the DM? Is the tool set incorporated in the game, or is it
a separate program?
The tool set is a separate, stand-alone program. The tools
allow anyone to create their adventure, using the drag-and-drop,
paint-down interface, the various plot and scripting wizards,
or even the direct use of custom scripting.
Will a player who buys Neverwinter Nights be able to get
up and running after opening the box? How hard would it be
for someone who isn't a developer to create a new spell, for
example?
At BioWare, we feel that it is very important that players
are able to get up and running in our game as quickly and
as pleasantly as possible. In NWN, a new user should be able
to install the game and jump into a single player or multiplayer
game with only a few clicks, quickly and easily. Creating
a module will require a bit more time, but with the wizard
system guiding you through the creation process, step by step,
a simple dungeon crawl should take under an hour to create.
The development time of more complex modules will scale accordingly.
Customizability
Tell us a little bit about phenotypes.
It's my understanding that you plan to offer the ability to
play as one of four phenotypes: ectomorph (skinny), endomorph
(large), mesomorph (muscular) and another group called normal?
Correct.
We want the players to be able to customize the appearance
of their characters to a large degree, allowing a sense on
individualism within the community. We are also offering over
2000 different options in terms of clothing and armor, in
addition to a color customization system that will allow the
user to independently define six different user colors.
Will
BioWare consider female gamers in marketing Neverwinter Nights?
Will each one of the seven races allow you to choose the gender
you play? Is it true that for the NWN female models, the full
plate mail covers the whole body, rather than being just a
metal bikini?
Yes, we
are very interested in getting the other half of the population
playing our game. With the level of control over game play
and story provided by the tool set, it's about more than just
making sure there are both types of player models. Yes, we
are offering both sexes for all seven races. Female players
should have the same variety as male players in terms of models,
colors, and clothing types.
As for armor, we've taken the approach that, in order for
armor to actually protect a character, it has to at least
cover that character. We are building the females in the same
manner as the male armors. The armor choices will vary from
a modest set of beggar's clothing to a head-to-toe set of
full plate mail, complete with a solid helmet, with lots of
variety in between.
Okay, last question. Just for fun, tell me a little bit
about "Dana Scully, Warrior Princess."
Dana Scully, warrior princess, was the character in our
original GenCon demo. She was supposed to be a female thief,
dressed in leather armor. After a large number of discussions
and revisions to the armor we came up with the character of
Dana. When she was completed I noticed some resemblance to
a few television personalities, noticeably a slight facial
resemblance to Dana Scully, and an armor set that looked suspiciously
like that of Xena, warrior princess. Thus was born Dana Scully,
warrior princess. Sadly, Dana won't be making an appearance
in NWN as she is an old data format and doesn't fit into our
new armor customization scheme. Despite the fact that she
received a lot of press coverage, Dana was not a great representative
of what the female armor in the game will actually look like.
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