Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,045
Tags: J.E. Sawyer; Neverwinter Nights 2; Obsidian Entertainment
We asked Josh Sawyer a <a href=http://www.rpgcodex.com/content.php?id=147>few questions</a> about <a href=http://www.atari.com/nwn2/>Neverwinter Nights 2</a>:
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<blockquote><b>4. How would you evaluate the finished product? Any lessons learned there? What worked well, what worked ... uh, not so well? What was the game's biggest strength/weakness?</b>
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I think the game as released is a high 7, low 8 title. To be honest, the major issues are due to a lack of polish. There's certainly a lot of stuff in the game, but none of it really looks or feels great. At best, the controls and features feel good, at worst they feel terrible.
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For example, the camera. Programming got the camera in and fixed a number of its glaring problems, but for all the various camera modes you could run in, it was hard to find one that felt good. The toolset is also an appropriate example: highly functional, very powerful, not enjoyable or fast to use for many tasks.
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The biggest problems during development were an unrealistic scope and a lack of focus on quality/fun from the beginning. It's arguable that the former resulted in the latter. With D&D games, it's easy to become consumed by the idea of adding every feat, class, and race you can find in various books.</blockquote>It doesn't matter whether you agree with Josh or not, what matters is that he isn't afraid to speak his mind.
We asked Josh Sawyer a <a href=http://www.rpgcodex.com/content.php?id=147>few questions</a> about <a href=http://www.atari.com/nwn2/>Neverwinter Nights 2</a>:
<br>
<br>
<blockquote><b>4. How would you evaluate the finished product? Any lessons learned there? What worked well, what worked ... uh, not so well? What was the game's biggest strength/weakness?</b>
<br>
<br>
I think the game as released is a high 7, low 8 title. To be honest, the major issues are due to a lack of polish. There's certainly a lot of stuff in the game, but none of it really looks or feels great. At best, the controls and features feel good, at worst they feel terrible.
<br>
<br>
For example, the camera. Programming got the camera in and fixed a number of its glaring problems, but for all the various camera modes you could run in, it was hard to find one that felt good. The toolset is also an appropriate example: highly functional, very powerful, not enjoyable or fast to use for many tasks.
<br>
<br>
The biggest problems during development were an unrealistic scope and a lack of focus on quality/fun from the beginning. It's arguable that the former resulted in the latter. With D&D games, it's easy to become consumed by the idea of adding every feat, class, and race you can find in various books.</blockquote>It doesn't matter whether you agree with Josh or not, what matters is that he isn't afraid to speak his mind.