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CGO makes this a sweet holiday season with a lot of new articles - the latest one is a preview of Neverwinter Nights. Here's something on how the design has changed:
Originally the team hoped to string together a series of "modules," each encapsulating a small part of the overall story and representing about one evening of gameplay. You would play them in order, and each module would bring the story a little bit closer to its finale. That was then, this is now—BioWare's plans for the solo game have changed dramatically.
"We've gone in a completely different direction now in trying to give the players the feeling that they are in control of their own destiny," says Ohlen. Senior Producer Trent Oster admits that the module approach didn't work out quite as well as they had hoped. "We did a bit of playtesting," he says, "and it really forced a big rethink of our design. Basically it didn't stand up to the harsh light of day. That's a really good model for a mission-based game, but role-playing games aren't mission-based games." |
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