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RPG Vault has posted Jonric's interview with Ferret Baudoin, lead designer for NWN 2. It is the first of an extensive two-part interview. Jonric: Will the gameworld include many different types of places, how will it differ from its predecessor's, and what are your main goals for the overall environment you want players to experience? Ferret Baudoin: Some of that information is under wraps - expect more updates from Obsidian in the future. Our outdoor environment editor isn't bound to the concept of tilesets, so we have a lot of variety there. Our interior tilesets have the core D&D adventure grounds and more - although no sewers. I know people love adventuring in the muck, but I guess adventurers don't have to purchase nose plugs this time around. :) The city of Neverwinter is a prominent location that the players will revisit many times in the course of their adventures. That provides us a great way to show how things are moving and changing as the game goes on. A bit tricky to design, but it's neat watching it come together. One big goal is to make an immersive, gripping tale that makes you forget it's a game. Another one is we want you to feel like you're slowly becoming a hero - complete with the perks and the bad points. You start off as another face in the crowd and by the end... definitely not. Read the rest of part one of this interview at RPG Vault. | Source: RPG Vault |
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