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Neverwinter Nights 2 Protagonist Interview - Page Two
GB: Will the main character be forced to make morale decisions during the game where the final outcome (good or bad) is not always obvious? Can you give us an example of a difficult decision he or she will be forced to make?

FB: In NWN2 the player will need to make a lot of choices throughout the course of the story – some will be easy, others not so much. Moral decisions for good-aligned players are often choosing the expedient and practical instead of the straight and narrow. For evil players, it’s a case of how low will you go.

There’s a lot of gray area, too. As an example, at one point in the story there’s a wicked lady who is on the eve of being put to the headsman’s axe. She really is as guilty as sin, but she begs for clemency and the ultimate decision is placed in your hands. Is it a good thing to be merciful? Perhaps she will turn over a new leaf? Although, she did a marvelous job of trying to ruin your life and others before. You could make arguments either way, and that’s what fun about the shades of gray in RPGs.



GB: Aside from the main character advancing in experience and levels, is there any sort of development that goes on “behind-the-scenes,” such as his or her alignment shifting after performing a dastardly deed?

FB: There’s a lot that happens behind-the-scenes. Your alignment will shift based off of decisions and your actions in the game – both along the good and evil axis as well as law and chaos. Beyond that the world reacts to some of the decisions you make, and it remembers. Maybe not all the time, but enough that it should keep you guessing. Also, the player advances in stature and renown through the course of the story – so there’s more than loot and experience that a player would find rewarding.


GB: How has the influence system from KotOR II been expanded for NWN2 and how much influence will the game’s protagonist have on his or her party members? What sort of outcome might we expect when a party member is greatly influenced in a negative or positive direction?

FB: The companion system in KotOR2 was a great innovation. Because instead of looking at – let’s say Kreia – as just a Jedi companion, instead when talking with her you had to think of her as a human being and if you wanted to get on her good side you had to figure out what made her tick. We definitely are doing that in NWN2 and its being handled by Chris Avellone, the lead designer of KotOR2 and resident writing guru. The people with you are more than just classes and levels, they’re people. If they respect you and like you then you may get more information and they’ll be more inclined to help by you when things get tough.


GB: Can the main character influence his party members through actions, in addition to dialogue choices? For example, will a thief perfecting his trade cause any dissention? If so, will the outcome be determined on a case-by-case basis?

FB: Sometimes when a companion is “off camera” and not in your party, they do do things. But when they are in your party – you command them, and you can step in and control them directly. For a player to formulate fun tactics in a fight, they need to be able to rely on their orders being followed. That doesn’t mean that your companions won’t indulge in some mischief from time to time.


Thanks for answering our questions, Ferret! We look forward to exploring the Forgotten Realms once again.


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Article Details
Interviewed

Ferret Baudoin
Lead Designer
Neverwinter Nights 2

Interviewer

Jon "Buck" Birnbaum

Published

01.11.06

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