Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Neverwinter Nights 2; Obsidian Entertainment
<a href=http://www.rpgdot.com>RPG Dot</a> has asked the <a href=http://www.obsidianent.com/>Obsidian</a> folks <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1200>a few questions</a> about upcoming <a href=http://www.atari.com/nwn2/>Neverwinter Nights 2</a>, a game that apparently will be as good as Baldur's Gate, Fallout, and Planescape: Torment combined. At least that's what Darren "I push the guys to minimize how much text is used" Monahan thinks.
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<blockquote><b>Previews have indicated you will include an Influence system along the lines of Star Wars: Knights of the Old Republic II. How have you refined the concept and can you provide some examples of how Influence will work in NWN2?</b>
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Chris Avellone (Creative Director): We've made the influence system more widespread than in Star Wars: Knights of the Old Republic II: The Sith Lords, but the fundamental mechanic is a little different - while you cannot corrupt others like you could in the KotorII, your decisions whether alignment-based, goal-based, or even favoring one companion over another can cause some companions to open up to you more, while others close themselves off to you.
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<b>What is the balance between combat and the other elements like exploration or dialogue? How often do quests have different solutions, including non-combat outcomes?</b>
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Ferret Baudoin (Lead Designer): There's more dialogue and story in Neverwinter Nights 2 than it's predecessor. So diplomatic characters are going to have a lot more moments to shine and strut their stuff. But we're trying to be considerate to the would-be Conans out there and making it so they can cut to the chase and get back to glorious combat and dungeon delving - of which there is a ton. Many of our quests have alternate solutions and combat can be averted entirely. We're trying to make sure that the diplomatic player gets rewarded appropriately for avoiding combat, too, otherwise it's a bitter sweet victory as they wave all the loot and experience points goodbye. But sometimes in the Realms, some folk just needs killing.</blockquote>
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Sounds very good. 2006 may be a decent year after all.
<a href=http://www.rpgdot.com>RPG Dot</a> has asked the <a href=http://www.obsidianent.com/>Obsidian</a> folks <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1200>a few questions</a> about upcoming <a href=http://www.atari.com/nwn2/>Neverwinter Nights 2</a>, a game that apparently will be as good as Baldur's Gate, Fallout, and Planescape: Torment combined. At least that's what Darren "I push the guys to minimize how much text is used" Monahan thinks.
<br>
<br>
<blockquote><b>Previews have indicated you will include an Influence system along the lines of Star Wars: Knights of the Old Republic II. How have you refined the concept and can you provide some examples of how Influence will work in NWN2?</b>
<br>
<br>
Chris Avellone (Creative Director): We've made the influence system more widespread than in Star Wars: Knights of the Old Republic II: The Sith Lords, but the fundamental mechanic is a little different - while you cannot corrupt others like you could in the KotorII, your decisions whether alignment-based, goal-based, or even favoring one companion over another can cause some companions to open up to you more, while others close themselves off to you.
<br>
<br>
<b>What is the balance between combat and the other elements like exploration or dialogue? How often do quests have different solutions, including non-combat outcomes?</b>
<br>
<br>
Ferret Baudoin (Lead Designer): There's more dialogue and story in Neverwinter Nights 2 than it's predecessor. So diplomatic characters are going to have a lot more moments to shine and strut their stuff. But we're trying to be considerate to the would-be Conans out there and making it so they can cut to the chase and get back to glorious combat and dungeon delving - of which there is a ton. Many of our quests have alternate solutions and combat can be averted entirely. We're trying to make sure that the diplomatic player gets rewarded appropriately for avoiding combat, too, otherwise it's a bitter sweet victory as they wave all the loot and experience points goodbye. But sometimes in the Realms, some folk just needs killing.</blockquote>
<br>
Sounds very good. 2006 may be a decent year after all.