Neverwinter Nights 2: Mysteries of Westgate Diary #4
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From the start, we wanted to make Mysteries of Westgate a non-linear adventure with a heavy emphasis on role-playing. Having decided that we wanted to do a city adventure, we pretty much committed ourselves to that kind of design, whereas a more linear, story-driven game would entail more difficulty if set within the confines of a city. While the campaign is non-linear, we still have a great story and I'm very proud of it. In order to make a city setting feel alive and realistic, you need to have other adventures going on... unless there's a single unifying theme such as a plague or a war, which I believe may have been done already. ;-)
In Mysteries of Westgate, we have a wide-open gameworld for players to explore. At the same time, we always keep the cursed mask at the forefront of their thoughts. It's a very fine balancing act, but I believe we've succeeded in crafting an adventure that gives a pen and paper-style feel of open-endedness while also boasting a top-drawer story with real player choice.