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Neverwinter Nights 2 Designer Diary #3 - Designing an Epic, Flexible Story

Senior designer and creative director Chris Avellone explains how the story in Neverwinter Nights 2 will let you be a hero, politician, general, or criminal.

Classic role-playing games combine hack-and-slash gameplay, character development, and an epic story--and these are all goals that the team at Obisidan is working on with Neverwinter Nights 2. The follow-up to the popular 2002 role-playing game that had you saving the fantasy city of Neverwinter from evil forces. Neverwinter Nights 2 promises to take the adventure further, with a beautiful 3D graphics engine as well as a powerful and flexible story that will have you experiencing all sorts of new adventures. To explain, we have Chris Avellone, the game's creative director from Obsidian Entertainment. Neverwinter Nights 2 is scheduled to ship around month's end.

Choose Your Own Adventure

By Chris Avellone
Creative Director/Senior Designer, Obsidian Entertainment

One of the initial goals of Neverwinter Nights 2 we had here at Obsidian was to create an epic, cinematic storyline to drive you forward--to make you realize that you are not only advancing in level over the course of the game, but taking on increasingly advanced political and tactical challenges, as well. We wanted your decisions to prove important for not only yourself and your party, but also other prominent non-player characters and factions in the game, to the point where you can even change the balance of power within the city of Neverwinter itself.

It's very easy to label a game as "epic," but what we tried to do was make sure we nailed down exactly what constitutes an epic storyline and then implement it. We wanted to keep the stakes high and the enemies powerful, as well as give you a key role, not just from an adventuring perspective, but also as a general, commander, and even a ruler of your own military stronghold. We give you a choice of being a politician, criminal, or advisor, as well, but that's up to you to choose. Whatever occurs, you will find yourself engaged in several battles over the course of the game--sometimes commanding large groups of troops on the battlefield, and at other times, diplomatically fighting for your reputation in a courtroom where it seems all the evidence is piled against you.

The story in Neverwinter Nights 2 begins with a series of brutal attacks in the Mere of Dead Men, including your home of West Harbor. These attacks begin to escalate up and down the Sword Coast, and you find yourself in the middle not just of a growing war in the Forgotten Realms, but a battle that has been raging across the dimensional planes for centuries. To make matters worse, you find yourself fighting wars not on just one but several fronts. There's the politics of Neverwinter and the challenges of fortifying your own stronghold, as well as enemies from Luskan in the North and the extraplanar githyanki that have declared a crusade on you. You find yourself locked in battle with all these factions, but you're in a position to play them off against each other to buy time and learn more of the events and history that led up to this conflict, and how to end it once and for all.

But fortunately, your character isn't alone in this fight. The companions in Neverwinter Nights 2 have undergone an overhaul from the first game. Not only do they play more of a crucial role in the storyline, but they also have a depth to them that you can choose to explore over the course of the game depending on your interest. They have been revised in terms of game mechanics, as well, and while you can allow them to act on their own (as a personal frustration of mine, ally spellcasters often act much smarter than my own character does in combat), you can command them and issue them direct orders, equipment transfers, and even guide their level-up decisions, as well. At times, you may even be able to convince them to change their class over the course of the game, although this may involve finishing a vision quest or two and gaining their trust through the influence system.

Our influence mechanics system is based on the one we set up for Star Wars Knights of the Old Republic II: The Sith Lords. While Neverwinter Nights 2 does offer a range of alignment options for your good, evil, lawful, and chaotic actions, the influence system also allows for an additional level of repercussions for decisions you make that are not on the alignment axis. For example, contrasting opinions on magical theory, nature versus civilization, and even how much of a rein you put on creativity itself in light of threats you and your characters face. Each of these actions can cause your influence with certain companions to go up or down over the course of the game and govern how much they involve themselves (or leave) at certain points in the game.

Obsidian has also tried to import several cinematic techniques we learned while working on our previous Star Wars title. We have cinematic cameras and cutscene setups for a number of major dialogues and interaction sequences, as well as a host of animation states that can be used in player-created adventure modules. We do allow for over-the-shoulder camera play and also offer a free-range tactical isometric view to better give orders to allies and soldiers in combat (which proves important in several battles). Being able to move the camera around also allows a better perspective of the environments and creatures the artists have whipped up for the game (many kudos to our art team)--the dragon alone is a terrifying sight to see in the game in over-the-shoulder mode, even before it blasts you with its breath weapon.

In any event, we're working hard on polishing the game for release, and we hope to have it in your hands soon. We're even more excited to see what the community does with the toolset, as well, and get a chance to play modules they create.

87 Comments

  • terv74

    Posted Oct 24, 2006 1:17 am PT

    Superb.....Excellence.....Impressive.....Awesome.....

  • The_Weekend

    Posted Oct 21, 2006 6:52 am PT

    Whoa .... cooool

  • glowinghyren

    Posted Oct 20, 2006 9:53 am PT

    you're making a "Giant Enemy Crab" mod? lmao

  • silvya1980

    Posted Oct 12, 2006 7:19 am PT

    I'm giving Obsidian their 2nd and last chance to prove they can make good games, like in the old days (Black Isle, anyone?). Thus, I've preordered my copy of NWB2, can't wait to play the OC and join oline servers and RP communities. Also, can't wait to give the editor a try.

  • imbacon

    Posted Oct 10, 2006 1:11 pm PT

    "As long as I can still create my own races, classes and spells, I'm up for it!
    *begins sketching on his Crab Warrior-King with an awesome "Call in the troops"-spell that summons an army of crabs to attack the enemy*"

    Craaaaaaab people Craaaaab people, tastes like crab. talks like people!
    You make that into a mod...I'll play it!

  • Fraek

    Posted Oct 10, 2006 10:09 am PT

    As long as I can still create my own races, classes and spells, I'm up for it!
    *begins sketching on his Crab Warrior-King with an awesome "Call in the troops"-spell that summons an army of crabs to attack the enemy*

  • michelin1911

    Posted Oct 10, 2006 4:46 am PT

    I can't wait for it!!!

  • Maximiliator

    Posted Oct 9, 2006 9:40 am PT

    i hope there will be devasting crictical in that game, too... MUST BE *fanatical grin*

    max

  • GirlUntold

    Posted Oct 9, 2006 9:27 am PT

    Alright, you've got me excited.

  • antz13

    Posted Oct 8, 2006 9:36 pm PT

    hurry up guys!

  • Jarlaxle_56

    Posted Oct 8, 2006 8:51 pm PT

    Hopefully they don't forget the fact that it is a D&D game and not Star Wars..

  • imbacon

    Posted Oct 7, 2006 10:08 pm PT

    Now THIS is an RPG!

  • Brian_Burton

    Posted Oct 7, 2006 5:34 pm PT

    Nice, sounds good...hope it translates well.

    Considering the sourse though i'm sure that it will.

  • Tay_Esh

    Posted Oct 7, 2006 8:08 am PT

    Wow i wana be a general....but how many men are under your comand and how do u comand them????? and against how many??

  • NB_Pyro_X

    Posted Oct 7, 2006 7:05 am PT

    I just hope that my old comp can run this thing. Not just starforce (I've experienced it with a few games, and some of my friends' mods burned to disks.) but also because my comp can barely run it. Will it really require oblivion-par specs? IT looks impressive, but that may take a toll on many systems, not to mention my own. Let's hope the devs have put on a great show. Hold your breath, it's coming soon.

  • Hemanthk

    Posted Oct 7, 2006 5:11 am PT

    seems impressive

  • Alcotamaysees

    Posted Oct 6, 2006 7:48 pm PT

    It's like the game of life, but with orcs.

  • _Sam_

    Posted Oct 6, 2006 5:51 pm PT

    I hope it's good

  • MrFlint

    Posted Oct 6, 2006 11:27 am PT

    There wont be Starforce on NWN2, since even Ubisoft dropped it after the problems it caused during the beta testing of HOMM5
    and if im not mistaken, Ubi's CEO( i think, not sure), even gave an interview on the Starforce issue in a very negative tone...

  • bouchert

    Posted Oct 6, 2006 9:18 am PT

    I don't believe NWN2 will use Starforce. For LoranHalvard's benefit, Starforce is a controversial copy protection method that has been falling into disfavor since it has been discovered to be incompatible (in rare cases, some say, even to the point of damage) with certain drives, and which opens potentially dangerous security holes in Windows as a side-effect. That said, I'm not sure what Kenjik1999 is talking about. I don't think any Atari games have used Starforce recently, if at all. The tide has turned against the developers of Starforce, especially in the wake of the Sony-BMG rootkit fiasco. Ubisoft was the last major publisher holdout I knew of, and they stopped using Starforce recently.

    I see a few press releases in which the developers behind Starforce brag that Atari has selected them to copy protect certain games, but they mostly appear to be related to crappy developer Monte Cristo Mulitmedia, and it's not clear what their relationship with Atari is, as Gamespot doesn't even list Atari as the publisher for their games. In that case, it clearly appears to be a choice the developers are enforcing, rather than the publisher.

    It's possible that this is a regional thing, and that some games bearing the Atari name have been copy protected in certain regions. Specifically, European games seem to sometimes use Starforce while their US counterparts do not. http://www.boycottstarforce.net/?page_id=3 seems to support this. But none of these appear to be titles like NWN2, in which Atari was primary publisher, and various other copy protection databases I've searched around the web show that both Atari and Obsidian have favored SecuROM on all recent games bearing their name, which while not ideal, is still a heck of a lot better than Starforce.

    Please do some research before stirring up unnecessary animosity towards a publisher. Most of them realize Starforce is trouble.

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