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Trent Oster Interview

How does the game foster role-playing with other online players?

The NWN framework is parallel to the pen and paper system, focusing on the party. Role-playing emerges through character interaction, so having the players adventure as a party will encourage role-playing. Role playing also emerges as the result of stimulus placed on the character. In NWN the story will drive each character along in a slightly different manner, forcing hard choices and difficult moments. NWN will provide a quick and powerful chat system, allowing players to interact with each other and with NPCs.

Will NWN have a single-player mode and, if yes, in what form?

Yes, NWN has a single play mode, the single player mode is the same game as the multiplayer only you play as a party of one. Imagine the system as just you and a DM playing D&D.



Based on the title, the game will be centered on the city of Neverwinter in the AD&D Forgotten Realms. How extensive is the area that can be explored? Can you reveal any locations?

The areas we are creating tile sets for run from Neverwinter to Luskan in the TSR Forgotten Realms universe. The area we can create using the tile sets has no real bounds. Both cities will be included in the tiles, as will a great variety of terrain, dungeons, caves and castles.

In the game, will you act as an individual or a party? What is the party's size and how are NPCs involved in the party?

You will play as a single character. A party in NWN is a group of real players. There are no limits on how many people may be in a party. NPCs are currently not supported as party members.

Do NPCs have detailed relationships and interactions with the player? How complex is the dialog?

Yes, NPCs will interact with the player. The story in NWN involves a great number of NPCs with complex dialogue. The dialogue system is designed around a language parsing system, where the player speaks with NPCs in the same manner they speak with other players. The dialogue system is quite complex and will allow a large amount of complex dialogue scripting.



In multiplayer Baldur's Gate, one person acted as a host and had some Dungeon Master duties. Is there a Dungeon Master in NWN and how does that role work?

The Dungeon Master client is a special version of the game client; it allows the DM to possess NPCs, spawn and delete creatures and items in real time and change attributes on the fly. The idea is to have the DM take over NPCs if they wish and play the part to a level that would be impossible to script. We also want the DM to change the adventure based on the challenge level to the party. On a cakewalk, the DM can pump up any encounters, on a suicide mission, the DM can either diminish the attackers, or send in assistance.

Tales of the Sword Coast included support for Roger Wilco while BattleCom is slated to become part of DirectX. Do you expect to include voice communication with future products? What do you feel it adds to the gaming experience?

Yes on all counts. We are still evaluating real time voice technology and plan to include it in the project. Part of the experience of D&D role-playing is the planning aspect among the party members. We wish to support the players acting in a cooperative manner and will do everything in our power to make communication as easy as possible.

When do you hope NWN will be released?

We are planning for a late 2000 release.

In conclusion, I'd like to say thanks to the BG Chronicles for talking to me about NWN. I'd also like to say how excited I am to be leading a talented development team on such an amazing game idea.







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