RPGDot Network    
   

 
 
SpellForce - The Shadow of the Phoenix
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
NWN Interview at gaminggroove

(PC: Single- & Multi-Player RPG) | Posted by Rendelius @ Wednesday - February 06, 2002 - 01:01 -
Top
| Game Info | Rate this game | Homepage | Screenshots
Our friends at Gaminggroove have posted an interview with Greg Zeschuk and Trent Oster of BioWare, talking about Neverwinter Nights. An interesting bit from it:
    GamingGroove: Will Feats and Prestige Classes be fully implemented? Will players be able to select sub-races (ie: drow) for their characters?

    Greg Zeschuk: We are not implementing any Prestige Classes with the initial release of Neverwinter – we want to fully implement the base classes before doing any of the snazzy stuff. There are a ton of Feats in the game. When creating a character players will be able to either choose each Feat individually, or choose a Package. A Package groups Feats together into a functional set for people that don’t want to build their character from the ground up. For example if you pick the Dual Wielding Swordsman Package you will get all of the Feats and Skills needed to be a dual wielding swordsman. Finally when you level you will be able to pick the Feats you learn. We have implemented sub-races including hooks back into the game scripts. For example, when you converse with someone they could check your sub-race and if you are a Drow and act accordingly. You could also script special powers only available to Drow in your modules.

    GamingGroove: How will cheating be prevented? After all, the only thing a cheater needs to do is create his own module with nothing but gold and treasure lying around, build up some custom weapons, then spawn monsters for awhile to up their level. By the time they come back to a regular game, they have jumped 10 levels. How will server admins be able to control this?

    Greg Zeschuk: We’re using a concept called House Rules where the person running the server sets the rules. Our perspective is that people can cheat all they want on their own servers, but if they try to take that character to another server they have to follow the rules of the host. The host might limit the maximum class or items that can be brought into the module or choose to let anything in. It’s quite simple system – it ultimately will be automated so the host won’t even have to be on the system to screen players.
    /UL>
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.