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NWN Interview at Hardwarezone.com

(PC: Single- & Multi-Player RPG) | Posted by Rendelius @ Tuesday - October 16, 2001 - 10:06 -
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HardwareZone.com has interviewed Trent Oster, Scott Grieg and Brent Knowles from Bioware. No word about what has happened today (forums and such), of course, buit interesting nevertheless:

    How would you describe the Dungeon Master role in the game?

    Brent: The Dungeon Master adds the human element to gameplay. The Neverwinter Nights Campaign is going to be a fantastic CRPG when played without a Dungeon Master but the moment a talented Dungeon Master runs a group of his or her friends through it, the gameplay experience is going to be phenomenal. Players used to standard computer games are going to be blown away by how cool it is to have a storyteller there to respond to their every action. Pen and paper D&D players are going to love to see the game they've played for so long come to life in a visually compelling environment. The Dungeon Master is the person who is going to bring all the elements together: the graphics, the story, and the interaction between players.

    Trent (Neverwinter Aurora Toolset): The role of a Dungeon Master in Neverwinter Nights is completely up to the person who is filling the role. One DM might want to role-play the characters that the players meet, and so he/she would assume the role of the various NPCs by possessing them, and then speak through them to the players. Another DM might place orc ambushes on the fly, making sure to manage the difficulty of the combat while the players are engaged for an epic battle. Another DM might just enjoy watching the players travel through his/her creation. In short, the DM has every power that we can grant.

    Of course, that’s just what happens during the game. Outside of the game session, however, the DM can make use of the Neverwinter Toolset – a utility that is an integral part of the Neverwinter Nights concept, and that allows the end-user to create his/her own adventures. Since the toolset was the origin of our focus, we had to really spend some time properly designing it. We knew that we would be using this exact same toolset to create the single-player/multi-player campaign that would be shipping in the game box, and we also knew how high our own standards were for making a quality game. The end result is a toolset with the power to create an engrossing adventure and the ease-of-use that will hopefully have everyone contributing to the pool of adventures for the community.
    /UL>
 
 
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