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Neverwinter Nights Impressions

Two Neverwinter Nights team members provided a full demonstration of the most anticipated aspect of this eagerly awaited title: the scenario editor. In front of an entranced crowd, a Neverwinter Nights team member created a fully playable patch of land by answering only a few basic questions from the editor. The land is, by default, populated with various rocks, trees, patches of dirt, and other characteristics that make the world a more comfortable place.

The true power of the scenario editor had not yet been presented, however. A halfway designed scenario, reportedly made in about eight minutes, contained a fully populated town on par with some of the biggest in recent PC RPGs and a forest with various evil creatures. The developer then designed a mine in front of the audience. With a few clicks of the mouse, five interesting-looking rooms were created, and tunnels formed to connect the rooms together. A door to the outside world could then be placed. By opening a properties sheet, the door could be linked to a door in the forest. To populate the world, the developer placed "trigger points" - areas which would cause monsters to be spawned when the player crosses through them. The monsters were not specifically placed; rather, a spawn point was placed with a certain monster type attached to it. The type could be as general as "Evil creature" and as specific as "Orc." The game would decide which monsters to place in realtime based on conditions in the game.

Boss monsters are placed in much the same way, except they are placed as permanent monsters. A boss was placed in the last room on the map, along with a legion of magic-wielding creatures and a treasure chest. The chest had been pre-filled, but contained two magical items created in a matter of minutes by the developers. The editor will allow players to do the same, creating spells, weapons, and items by selecting only a few properties.

The developer creating the map then joined a friend to play through the demo together using a network connection. Upon entering the forest, the two players summoned various creatures to help them battle the monsters they were about to face. The summoned creatures ranged from bears to spiders. The dungeon went as planned, with extremely minor load times during the transition from the forest to the cave, until the players ran into the boss.

Following his character's death during the boss fight, one of the developers proceeded to load the Dungeon Master frontend to the game. The main differences between that and the normal game were the existence of several toolbars on the top and the bottom of the screen. Using these toolbars, one could create and destroy monsters, heal players, warp to certain positions, and even possess other characters. The dungeon master actually appeared in the game (on his end) as a transparent figurine, allowing the DM to move around as if he or she were a player character.

Infogrames' presentation revealed the power of the Neverwinter Nights scenario editor, allowing a ten-minute campaign to be created in just about as much time. Creating a campaign proved to be simple and entertaining, using a standard Windows interfae mirroring that of the most user-friendly CAD software. The scenario editor looks to be the most powerful tool of its kind and should provide hundreds of hours of entertainment for those willing to experiment with it.


by Justin Weiss    
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