Tags: Neverwinter Nights: Witch's Wake
<a href="http://rpgvault.ign.com/">RPG Vault</a> has posted <a href="http://rpgvault.ign.com/articles/379/379627p1.html">their interview</a> with <b>Rob Bartel</b> of <a href="http://www.bioware.com">BioWare</a> about <A href="http://nwn.bioware.com/downloads/module_witchwake.html">Witch's Wake</a>. Here's a bit of it:
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<blockquote><b>Jonric: How linear or non-linear will the entire adventure be, and also the individual modules? How much gameplay are you aiming at, both for the first module and for the full series? How many modules do you plan on in total?
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Rob Bartel:</b> Being a serial adventure, the modules will be played in a pretty straightforward, sequential order. Already, in the first moments of the opening module and elsewhere as the module progresses, I'm bifurcating the players' experiences, though, and sending them careening down slightly different paths. The differences are pretty subtle now, but they'll continue to grow as the series progresses until you finally realize that some of your fellow players (or NPCs, for that matter) have been led to a completely different understanding of the plot than your own. Also, there's a lot of replayability in the individual modules, <u>with plenty of class- or ability-specific options in conversation</u>. I'm constantly trying to present you with choices that have a permanent impact on your character, both within this specific module and hopefully broader to the game beyond.
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The length of the series (let alone how I'm going to end it) is being kept fairly flexible so it can adapt to new ideas and interpretations along the way. The first module is between two and three hours long, though, and I'd like to create at least five of them in the series and hopefully more. If demand is strong and the series continues to be of benefit, it's conceivable that the series could continue for quite some time to come.</blockquote>
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Interesting. If this is mostly non-combat oriented, then that class specific stuff should be fairly interesting.
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Spotted this at <A href="http://www.bluesnews.com">Blue's News</a>.
<br>
<a href="http://rpgvault.ign.com/">RPG Vault</a> has posted <a href="http://rpgvault.ign.com/articles/379/379627p1.html">their interview</a> with <b>Rob Bartel</b> of <a href="http://www.bioware.com">BioWare</a> about <A href="http://nwn.bioware.com/downloads/module_witchwake.html">Witch's Wake</a>. Here's a bit of it:
<br>
<br>
<blockquote><b>Jonric: How linear or non-linear will the entire adventure be, and also the individual modules? How much gameplay are you aiming at, both for the first module and for the full series? How many modules do you plan on in total?
<br>
<br>
Rob Bartel:</b> Being a serial adventure, the modules will be played in a pretty straightforward, sequential order. Already, in the first moments of the opening module and elsewhere as the module progresses, I'm bifurcating the players' experiences, though, and sending them careening down slightly different paths. The differences are pretty subtle now, but they'll continue to grow as the series progresses until you finally realize that some of your fellow players (or NPCs, for that matter) have been led to a completely different understanding of the plot than your own. Also, there's a lot of replayability in the individual modules, <u>with plenty of class- or ability-specific options in conversation</u>. I'm constantly trying to present you with choices that have a permanent impact on your character, both within this specific module and hopefully broader to the game beyond.
<br>
<br>
The length of the series (let alone how I'm going to end it) is being kept fairly flexible so it can adapt to new ideas and interpretations along the way. The first module is between two and three hours long, though, and I'd like to create at least five of them in the series and hopefully more. If demand is strong and the series continues to be of benefit, it's conceivable that the series could continue for quite some time to come.</blockquote>
<br>
<br>
Interesting. If this is mostly non-combat oriented, then that class specific stuff should be fairly interesting.
<br>
<br>
Spotted this at <A href="http://www.bluesnews.com">Blue's News</a>.
<br>