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Memoirs of Feargus at CVG

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Memoirs of Feargus at CVG

Interview - posted by Vault Dweller on Tue 2 May 2006, 20:29:00

Tags: Feargus Urquhart; Neverwinter Nights 2; Obsidian Entertainment

CVG has released a short version of Feargus' memoirs and opinions on different things (TM). You can purchase the full version for $19.99


Brian Fargo - who founded and ran interplay for almost 20 years - wanted us to do a Fallout MMO, and this was in '99 or 2000. He wanted us to start thinking about doing a Fallout MMO, and it's one of the times that I really told him that... I really liked the idea of doing it, but I just felt it was the wrong thing for Interplay to do - which seems kind of arrogant to tell the CEO of a public company that he's wrong.​
Not when you are a division director. Get over your brave self already.


It kind of flows into my opinion on MMOs which is that they're fascinating - I think they would be fascinating to work on from the standpoint that you have to come up with this incredible game system that's interesting and has all of these things that you can do and is absolutely as balanced as possible.​
I guess that explains why BIS/Obsidian team has never made one.


I really enjoyed the Baldur's Gate, Icewind Dale and Torment series because the battles were just fun. It's maybe a little too geeky because some of them were a little difficult and you had to try them a number of times, they were almost like a puzzle unto themselves.​
Waiting for the punchline...


The major innovation (of the sequel) is of course the new graphics engine - and that's not really a gameplay thing. It does all the fancy words - normal mapping, dynamic lighting, per-pixel lighting and all that kind of stuff. We're hoping to get HDR lighting in, point-light shadows and a whole mess of things.​
Particle effects too? You always like them, Feargus.


From a single-player perspective, if there was ever any criticism for Neverwinter it was the single-player story. It wasn't as robust or full as a lot of the other stuff BioWare or Black Isle Studios have done. So we said "OK, how are we going to do that?" That's where we came up with the idea of having companions, and doing more with them, involving them more in the story. It will very much feel like a new facet of the game.​
How do you guys come up with those great ideas?

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