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Two New Neverwinter Nights Interviews

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 13, 2002.

  1. NewsPro Gems: 30/31
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    (Originally posted by Mollusken)

    The first interview with Ray Muzyka and Greg Zeschuk from BioWare is at GameSpy.

    What are some of the things that authors should focus on when building a module to make the experience of being a DM less of a hassle?

    Decide if you want to be a hands-on DM or if you want to be less controlling. The DM tool can be used in a variety of ways: you can totally direct a session or you can observe as the players go through the adventure, adding bits of excitement from time to time. Once you determine how you want to manage the game you'll be well able to easily make a module with the tools to suit your desire.


    There's also a second interview with Ray and Greg at GameSpot.

    Now that Neverwinter Nights' development is finally complete, would you say that the game has turned out more or less the way you wanted it to? What's been the most difficult thing about creating it? Has there been a single feature that's been most challenging to implement?

    The overall scope of Neverwinter is probably the most challenging aspect of [developing] the game--there is just so much content there, and so many features. All told, we have put about 160 man-years of development work into the game. Playing the single-player game through from start to finish takes about 140 hours or more if you try to do everything (that's how long it took me, in any event). The four pillars of the game--single-player, multiplayer, the module creation toolset, and the dungeon master tools--all represent significant challenges in their own right.
     
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