Neverwinter Interview
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As Neverwinter represents a departure from your MMO roots, is there a definitive ending to the game? If so, will players have plenty to do with their characters even after they've finished the game? Jack: The game does have a beginning, middle and end. It's story driven, so there's definitely a climax.
With user generated content, there will be no shortage of new content to devour. Plus, we'll be supporting this game as it goes forward just as we have all our previous products. Just because it isn't a MMORPG doesn't mean that we won't be delivering regular content updates.
MMORPGs are notorious for having shallow quests with as little dialogue as possible. How intricate will the quests be in Neverwinter, and can you give an overview of the quest system currently in place?
Jack: We're striving to hit the story bar set by games such as Oblivion, Dragon Age; our goal is to create an immersive world with real characters. Quests aren't just marks on a minimap they involve real people embroiled in real conflicts.
Will there be a random element to quests and dungeons in order to make a play-through with an alternate character at least somewhat different?
Jack: Yes! The zones themselves will have dynamic events that are triggered by players and external events that will randomly involve characters as the progress through the game.
The puzzles in the dungeons themselves have random elements that will require at least some thinking and exploration to solve even if the overall form of the puzzle is similar.
Neverwinter Nights 2 shipped with 12 base classes and 17 prestige classes, and Dungeons & Dragons Online even had 7 when it launched. Are you worried that Neverwinter's five character classes won't offer enough diversity for veteran D&D players at launch? In particular, the absence of the barbarian, paladin, and bard seems like it might be a bit of an obstacle for some.
Jack: Neverwinter is an online game that will continue to grow. We plan to add classes continually as time passes based on fan feedback. We wanted to make the fundamental, classic classes first and then build on that. Focus is our mantra. We're not going to be subjected to the pitfalls of feature overload.
I realize the game is still fairly early in development, but can you venture a guess as to how many spells, skills, and feats we'll have access to when the game ships? Are you introducing any custom spells, skills, or feats of your own?
Jack: The vast majority of things are inspired by D&D, though we have thrown in some of our making. As for number, I'll ballpark 300+ spells, skills, feats and boons.
Will the game have enough adventure content to get us to level 20 when it ships? What about epic content beyond level 20?
Jack: The game at launch will focus only on the Heroic tier, so you'll be able to get to level 10.
What approach are you taking toward the game's item system? Are you taking them straight out of the sourcebooks or hand-crafting most of them yourselves (Emmert's Scimitar of Slaying)? Can we expect to see vorpal blades and other iconic D&D artifacts?
Jack: D&D 4th edition is our guide to items. We're utilizing their system almost exactly, though we've thrown in classics that date back to my day (1st edition).
We've got your iconic relic items, but also a dynamic algorithmic system with endless possibilities.
Will you be introducing standard encumbrance rules to the game? If so, will we have access to a bank or personal stash to stow away excess items we'd rather not sell?
Jack: By standard, I'll take it to mean inventory slots rather than the old fashioned D&D method! Yes, we'll have slots and bags and plenty of places for your excess stuff.
What are your long-term goals for Neverwinter? What sort of ideas have you tossed around for post-release content?
Jack: At the very least, expanding the levels higher and higher. Exploring Neverwinter and its environs. Releasing more and more character classes and races. Expanding UGC so that players can be virtual GM's running their own campaigns on Neverwinter servers.