X-Treme Gaming Radio: How will the third dimension affect gameplay and combat?
Rob Bartel: The move to 3D hasn't changed the fundamentals of how we interpret the Dungeon & Dragons system but it sure has made combat in Neverwinter Nights look spectacular. Aside from all the flashy spell effects and the glint of reflective weapons and armor, 3D had allowed us to build a wonderfully fluid and interactive combat animation system. When you attack, you will actually be able to see your opponents parry and dodge your blows
XGR: Are there plans for console ports of NWN?
RB: Not at present. Should we decide to in the future, however, a client-only version might be feasible. Running a server or creating your own modules in the toolset both require more memory than consoles are really capable of providing.
XGR: What work remains on NWN?
RB: Well, the engine's more or less in place but we still have an actual game to make. The official campaign, while thoroughly planned out, still needs to be implemented. This means not only the modules themselves, but also all of the items, spells, creatures, scripts, and dialog that make up those modules. A project of this scope takes a lot of time to construct and, while we have the bulk of the work behind us, we still have a lot ahead of us, too.
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