NWN2: MotB interview at GameBanshee
NWN2: MotB interview at GameBanshee
Interview - posted by Vault Dweller on Fri 13 April 2007, 22:54:35
Tags: Neverwinter Nights 2; Obsidian EntertainmentGameBanshee has scored an interview with Obsidian's Kevin Saunders, the lead designer of the NWN2 expansion. Here is an overview:
We’re implementing some expansion-specific gameplay elements that will make Mask of the Betrayer stand out from Obsidian’s previous titles and other D&D computer role-playing games. As one example, the passage of time will have important impacts on gameplay. Mask of the Betrayer will also feature major enhancements to the companion Influence System that Obsidian has pioneered through Star Wars: Knights of the Old Republic II: The Sith Lords and Neverwinter Nights 2. Of course, these new elements will be things that the community can modify to their own modules and campaigns if they wish.
...
Mask of the Betrayer begins almost immediately after the ending of NWN2. You will play your same character (if you wish), continuing his or her story. (Your weapons and gold are gone, but you’ll have many of your other equipped items still.)
...
We are adding new prestige classes (and a base class) and new sub-races. ... One of the prestige classes is completely new and was designed through consultation with our colleagues at Wizards of the Coast. As far as the leveling goes, [the expansion] will feature epic levels through level 30.
...
We are adding dozens of new spells and feats. The spells range from some heavy hitters like burst of glacial wrath to great utility spells like the vigor healing spells from Spell Compendium. For feats, we are strongly emphasizing the ones tailored to epic level gameplay. These will include almost all of the epic feats from Hordes of the Underdark plus many new ones we’ve designed with guidance from Wizards of the Coast.
...
We’re making crafting easier for the player by simplifying the new recipes and having the component items themselves better explain their purposes. Also as an added convenience, you’ll also be able to enchant items without needing a workbench handy, which should make things easier for players who enjoy crafting. Overall, we've worked hard on making the process of enchanting items more intuitive.The crafting system is still too complicated. I'm sure that many people who enjoy crafting would still have difficulties figuring out how to craft things. I suggest a nice, intuitive pop-up system: "Wanna craft ubar sword now? kthxbye/no".
Thanks, Serch.
We’re implementing some expansion-specific gameplay elements that will make Mask of the Betrayer stand out from Obsidian’s previous titles and other D&D computer role-playing games. As one example, the passage of time will have important impacts on gameplay. Mask of the Betrayer will also feature major enhancements to the companion Influence System that Obsidian has pioneered through Star Wars: Knights of the Old Republic II: The Sith Lords and Neverwinter Nights 2. Of course, these new elements will be things that the community can modify to their own modules and campaigns if they wish.
...
Mask of the Betrayer begins almost immediately after the ending of NWN2. You will play your same character (if you wish), continuing his or her story. (Your weapons and gold are gone, but you’ll have many of your other equipped items still.)
...
We are adding new prestige classes (and a base class) and new sub-races. ... One of the prestige classes is completely new and was designed through consultation with our colleagues at Wizards of the Coast. As far as the leveling goes, [the expansion] will feature epic levels through level 30.
...
We are adding dozens of new spells and feats. The spells range from some heavy hitters like burst of glacial wrath to great utility spells like the vigor healing spells from Spell Compendium. For feats, we are strongly emphasizing the ones tailored to epic level gameplay. These will include almost all of the epic feats from Hordes of the Underdark plus many new ones we’ve designed with guidance from Wizards of the Coast.
...
We’re making crafting easier for the player by simplifying the new recipes and having the component items themselves better explain their purposes. Also as an added convenience, you’ll also be able to enchant items without needing a workbench handy, which should make things easier for players who enjoy crafting. Overall, we've worked hard on making the process of enchanting items more intuitive.
Thanks, Serch.