Diogo Ribeiro
Erudite
Tags: Feargus Urquhart; Neverwinter Nights 2; Obsidian Entertainment
Spanish CRPG hub <a href=Spanish CRPG hub <a href=http://www.clandlan.net/index.php>Clan DLAN</a> has scored an <a href=http://entrevistas.clandlan.net/index.php?page=entrevistas/Obsidian-10-11-06_en>interview </a>with Feargus Urquhart and Ryan Rucinski from <a href=http://www.obsidianent.com>Obsidian Entertainment</a>. They talk about the company's origins, games and future plans while trying to make sense of that spanish gibberish.
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There's a Spanish version of the interview available as well for those who speak enchilada.
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<blockquote>
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<b>P and I - The big dilemma of roleplaying games is that when you make it for pc AND console you lose the "roleplaying" capability. We are witnessing a lot of games where you have to use combat in most of the plot. What is the style in Neverwinter Nights 2? Is it going to be based in your combat ability or are you planning to expand the diplomatic alternatives?</b>
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RR - There are a lot of different ways to handle issues in NWN2. At times you can use your skills to modify an existing situation other than the standard way of going through the game. For example, if you have some skills in persuasion you will get an additional conversation options that can greatly change the outcome of a dialogue. Then there is the alignment thing - Some people use diplomacy, some use their might. Don't get me wrong though, this game is not a conversation simulator; some matters can only be dealt with via combat. It should be mentioned that you get faction/influence for any deeds you have done in the game. If you burned down a building for one faction the victims aren't going to welcome you with open arms but the guys you did it for will likely offer up more options for you to 'help' them.
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</blockquote>
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I find it funny how Feargus tries to reassure the average gamers that it's not all dialogue and that there's plenty of opportunity to flex those left-clicking skills.
<br>
Spanish CRPG hub <a href=Spanish CRPG hub <a href=http://www.clandlan.net/index.php>Clan DLAN</a> has scored an <a href=http://entrevistas.clandlan.net/index.php?page=entrevistas/Obsidian-10-11-06_en>interview </a>with Feargus Urquhart and Ryan Rucinski from <a href=http://www.obsidianent.com>Obsidian Entertainment</a>. They talk about the company's origins, games and future plans while trying to make sense of that spanish gibberish.
<br>
There's a Spanish version of the interview available as well for those who speak enchilada.
<br>
<br>
<blockquote>
<br>
<b>P and I - The big dilemma of roleplaying games is that when you make it for pc AND console you lose the "roleplaying" capability. We are witnessing a lot of games where you have to use combat in most of the plot. What is the style in Neverwinter Nights 2? Is it going to be based in your combat ability or are you planning to expand the diplomatic alternatives?</b>
<br>
<br>
RR - There are a lot of different ways to handle issues in NWN2. At times you can use your skills to modify an existing situation other than the standard way of going through the game. For example, if you have some skills in persuasion you will get an additional conversation options that can greatly change the outcome of a dialogue. Then there is the alignment thing - Some people use diplomacy, some use their might. Don't get me wrong though, this game is not a conversation simulator; some matters can only be dealt with via combat. It should be mentioned that you get faction/influence for any deeds you have done in the game. If you burned down a building for one faction the victims aren't going to welcome you with open arms but the guys you did it for will likely offer up more options for you to 'help' them.
<br>
</blockquote>
<br>
<br>
I find it funny how Feargus tries to reassure the average gamers that it's not all dialogue and that there's plenty of opportunity to flex those left-clicking skills.
<br>