NWN: Darkness over Daggerford Q&A, Part One
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Q: Darkness over Daggerford has a distinct Baldur's Gate 1 feel, and there's more to it than just the introduction of the world map and free roaming. How did you achieve it? In other words, what was the plan, what was your modus operandi in creating the BG1 feel?
A: That's somewhat of a tough question to answer. My goal from the start had been to make a game with a BG1 feel, and my approach focused on exploration, which involved having a world map and large, intriguing areas to discover. Each team member then brought their own favourite things from BG to Daggerford. For example, our writers wrote heaps of dialogue for some very colourful characters, which resembled the conversations you had in BG. We also put in a lot of effort into designing very fresh and creative D&D quests, which was also something you saw a lot of in BG1 and BG2. Aside from that, there were never any specific step-by-step plans for imitating BG. It more or less flowed from our knowledge and instinct. Keep in mind that this was Ossian's first RPG game, as BG1 was BioWare's, so there's something magical to be said about the creative electricity (and anxiety) surrounding (first) projects.