NWN1 came out on the heels of Baldur's Gate saga, when Bioware was at the top of the world. It's hard to expain to you young nincompoops how big Bioware was in the RPG world in late 90s, early 2000s. Everyone expected NWN to be some great D&D toolset/engine that would create a thousand Baldur's Gates in glorious 3D, and let you play them with GMs, friends, or solo.
NWN2 came out in 2006, by which point everyone already knew that NWN was actually made by some interns/2nd rate team at Bioware, while their first team was finishing up BG expansions. Everyone knew that the NWN Original Campaign was utter shit, and while there were good community made modules for it, it just wasn't the same. So yeah, the hype level was several thousand times lower.
The NWN engine was much more advanced and complete, they had a real pro team work on the engine.
After all these years people still don’t get NWN. It was first and foremost a multiplayer game, it was inspired by Neverwinter Nights(1991) an online game. The reason it was single character control was because you were meant to play it multiplayer so other players made up the party, you were never meant to control a party in single player and you can not. They just threw it henchmen as a feature of the OC if you wanted one.
It was made with a powerful and easy to use toolset so you could make modules and play with your friends, or make a multiplayer module and host online using the the nwserver program which you can host without running the game. All the tools were there provided from day dot. There’s persistent worlds still running today that have been around for decades now. Early on near launch you could pull up the server listing and there were 100’s of unique servers to play; action, pvp, team pvp, roleplaying, heaps of stuff made and hosted by players.
Back in the day with a group of friends we would play a castle siege mod where we were split into 2 groups of castle defenders and attackers. There were multiple ways to attack the castle so you could try different routes. There was also defences you could set up. When one team lost the game would reset. It was a module on the nwvault, we didn’t make it, and there was heaps of stuff like that.
A big feature was the Dungeon Master client where a player could DM a game. So it could be an online server with 50+ players and they jump in and interact with players and create encounters in real time. Or they could create or run an adventure with a private group like a dnd campaign. DMs can possess npcs and monsters, spawn stuff, teleport players to different areas, change weather and stuff, the community made heaps of tools to extend the DM capabilities. So imagine a quest where NPCs are played by a dungeon master, he can jump between npcs or monsters, jump ahead to areas and setup traps or new encounters. This is why players have been playing this game for so long because it’s not static at all.
Think about the BG multiplayer experience; it was basically just combat for the secondary players you couldn’t follow anything that was going on. In NWN, and in the shitty OC, you could complete the game together with a party and everyone follows what’s happening. You can even go on different quests at the same time if you want, or get lost and catch up, whatever you wanted. Way more advanced than infinity engine.
Single player was just another component. Yes the OC sucked ass but that’s because the main bulk was spent on the engine and tools. So later modules were much better than the OC. Some single player modules are great.
So you don’t have to like the game, if you wanted the next BG game and didn’t want multiplayer then yeah you would be disappointed. But atleast get what it actually was, it wasn’t a game about the F’ing OC and shit henchmen.
NWN2 sucked because they didn’t have a team capable or enough time to replicate NWN. NWN was a masterclass in game design.