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The next part of the Neverwinter Nights Adventure Creation Guide is online now at Gamepsy. Entitled "Building The Critical Path", it deals with - right, the creation of multiple paths in the game. It is written by Co-Lead Designer Rob Bartel of BioWare. Here's a snip:
Now imagine that the players arrive upon the village -- they spot apparitions shifting through the woods, and are uncertain as to whether or not they should join battle. While they wait, a ghost approaches and offers a solution to the puzzle: present the ghosts with a particular Tyrran artifact and they shall fade away, at last contented. The players, then, have two methods at their disposal for approaching the problem of the ghosts - either do battle or resolved the underlying issue of the missing artifact.
But why end there? Two simple solutions are a wonderful start, but there could be more. There are more possibilities than simple combat on the one hand and the story's natural evolution on the other. There are possibilities for significant roleplay and creativity. Perhaps stealthy characters can sneak through the ghostly fortifications, provide the villagers with supplies, and thereby foment an uprising against the oppressing spirits. Evil characters could quest for the artifact, and then use it to destroy the ghosts so that they might keep the powerful device to themselves. Perhaps diplomats could be given the opportunity to talk the ghosts into a peaceful resolution of the situation. With the preparation of certain rituals, maybe powerful clerics can even dispel the ghostly occupiers once and for all. |
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