Neverwinter Nights Interview
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Q: Has Neverwinter changed from how you originally envisioned it?
Ray: I don't think as far as I can see it. This is what we hoped would happen. We put all of our resources into the community, and we've been supporting them continuously since then with this hope we've had in mind. It's met our expectations, and may have exceeded them. It's online, and we expected people to make all kinds of weird and crazy stuff -- whatever they want to make or play, and they're doing it. Some of the module makers have been making stuff of high quality, and we will continue to support the game post-release with new features and patches. In that way, I think we are doing what we hoped to do.
Greg: In some ways we thought about what could happen, but in some ways we looked at it almost like an experiment. Some of our colleagues in the industry said, "Who knows what's going to happen when this comes out." It's not your regular game, not like sales did a certain thing and then you're done. It's like giving the keys of a candy store to kids and letting them take stuff out, put stuff in, or make new stuff. It changes our perspective and we had hopes of what would happen. A lot of things that have happened are what our hopes would be. We were fairly Zen in our approach by saying, "Whatever happens, happens. We set it all up to do this, and if that happens, then great." I think that's more or less what did happen.