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NWN2 Interview


B.Ob.

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Neverwinter Nights 2 Interview, Part 1

 

"For the single-player campaign, we designers had the luxury of having tools from the start of the project so we could start building and planning right after we got the story nailed down. The goal on this front is to make it so people that only pick up our game for a single-player experience have a game on par with any other single-player only RPG; tons of gameplay, an involved story, deep and entertaining companions, and a horde of monsters to bash and slay. No monkeys or a thousand elephants. *sigh* Maybe next game. A lot of people only picked up NWN1 for the campaign - so we want to make sure those people are happy campers."

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Here is more to chew on then.... B)

 

NWVault NWN2 Obsidian Visit - Part One

 

"Overall the graphics of the game are obviously many degrees advanced from NWN and what you'd expect for a game coming out in 2006. The animations are very fluid and obviously, the days of hands without fingers are long gone, as there is a lot of detail everywhere. However it's clear that Obsidian is not finished and that there is constant work being done on their engine, titled "Electron". So as far as the look of the game, fans should be pleased"

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Neverwinter Nights 2 Interview, Part 2

 

Jonric: Will it be possible to have a party of more than two this time? Won't players tend to stick with the first ones they meet? And how much interaction can we expect with and among the companions?

 

Ferret Baudoin: There will be plenty more companions than you can bring with you. That gives you the opportunity to bring along the people you like. And ditch those loser do-gooders by the side of the road, if you like. You can bring up to three companions with you on your journeys - so welcome to a four-person party with all the main roles in a traditional party being represented - Fighter, Wizard, Cleric and Rogue.

 

And definitely, some folks will prefer to stick with some of the first characters you meet in the game. In the course of the story, you'll have to change the lineup though, so you'll get to know everybody at least a little bit. But some of our later companions are pretty wicked cool - so I think people will be tempted to use them.

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Neverwinter Nights 2 Interview - Part 3

 

"Jonric: What level of technology did you decide to use, and what considerations led you to create your Electron graphics engine rather than licensing one?

 

Ferret Baudoin: Over here at Obsidian, one of the primary considerations on the technology side is that we wanted a game that looks really next-gen. In the old days, RPG graphics had a tendency to be behind the gaming power curve because the story and gameplay were what people really cared about. Modern RPGs have been bridging that gap, so computer RPG players get the best of both worlds. We wanted Neverwinter Nights 2 to be a beautiful game with enough eye candy for even the most jaded adventurer.

 

As to why we created Electron from scratch - sometimes, to take full advantage of the new technologies a graphics card offers, you just have to take the plunge. The fundamental architecture of our engine supports the new shaders, normal mapping, full screen effects and more. Some of these things just didn't exist when Neverwinter Nights 1 was being developed. We figured we'd get more graphical "wow" with a new engine - and our talented programmers pulled it off."

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