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Storm of Zehir Interview with Tony Evans

Discussion in 'Game/SP News & Comments' started by Taluntain, Jul 31, 2008.

  1. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG]Neverwinter Vault has let us know that they've posted an interview with Tony Evans, lead designer for the upcoming NWN2 expansion Storm of Zehir. He talks about his experience with working on SoZ, the fine folks working on the expansion, game details, and why he is envious of all of us players. Here is an excerpt:

    Storm of Zehir includes several cohorts, interesting characters that the party can meet and recruit in their travels throughout Samarach and the Sword Coast. Some of them must be hired or coerced into joining the party. Others will become available after completing a major quest. Cohorts are different from companions. For one thing, there are several more cohorts in Storm of Zehir than there were companions in previous games. Also, companions often have minds of their own and will frequently “hijack” conversations and other game events. One example of this is when Ganniyev confronts the Slumbering Coven in Neverwinter Nights 2: Mask of the Betrayer. Without giving away any spoilers, it is a gripping scene, and great storytelling, but the only player interaction involved is to click “Continue” until Ganniyev and the Coven are finished talking.

    In Storm of Zehir, we intend to take interaction to a new level. One way we are doing that is reducing the amount of lengthy un-interactive scenes and adding maximum reactivity to conversations. Cohorts help us to achieve this goal. Though they lack complex conversations of their own, and none of them will be love interests, they offer special responses in conversations that the player can choose, or not. The end result is that cohorts always give you more choices rather than sometimes “hijacking” and taking away choices.


    Read more here.
     
    Last edited: Sep 19, 2015
  2. Merlanni

    Merlanni Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    As long as they get rid of the spirit meter, I am very interested.
     
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