Friday, June 1, 2012

Neverwinter Nights Review

Neverwinter Nights
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Having followed the development of Neverwinter Nights for almost two years now, I think I have a feel for what this game will mean to Computer Role-Playing Games.
Neverwinter Nights (NWN) is not a Massively Multiplayer Game, it wasn't designed to be such. It is not a single-player Game although it will ship with a single-player campaign. NWN was designed for a small group of players (up to 64 currently) to play through 4-5 hour modules (adventures) very similar to the way Pen and Paper Role-Playing campaigns are structured.
One person controls one character either totally independently or under the supervision of a live DM that can control the playing environment (for instance scaling back an encounter that is too tough for the players).
To PnP roleplayers this game will be a dream come true, a chance to move into the computer game world and create modules without having to learn complicated graphic arts and computer programming techniques. It will also be attractive to the MMORPG player who is tired of the endless pointless series of combats who craves a Roleplaying experience. It will challenge Mod Designers who have up-to-now had their own private playgrounds due to the steep learning curve cost of entering the world of Module Design.
Will this lead to a plethora of modules being produced (most of them bad)? I personally hope so, because as with PnP roleplaying it was typically never the bought modules that yielded the memorable experiences.
Neverwinter Nights will not be Baldur's Gate and it will not be EverQuest. It will be something different, its own game.

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