MMORPG.com: Your game is not an MMORPG by any stretch. Why do you believe traditional MMORPG players will be attracted to your title?
Annie Carlson: Aside from the actual meat of the game - robust character creation system, a compelling and diverse array of character classes, a solid ruleset (a system that many MMORPG players might be familiar with, as a lot of modern RPG systems are derivatives of the Dungeons & Dragons system), and the ability to play the game online with up to 4 players - it's not just about the single-player campaign. Neverwinter Nights 2, like its predecessor, is shipping with a fully-functional toolset designed to allow players to create their own adventures. Even if your average player is not as attracted to making their own campaign, there exists a gigantic community - which grew and flourished from the time of the original Neverwinter Nights release - who are committed to creating outstanding adventures and releasing them for public use. But wait - there's MORE! In addition to stand-alone adventures, communities of players are creating "Persistent Worlds," which are basically miniature MMORPGs, games with their own storylines, quests, and areas, created from the toolset and populated by a vast number of players from all over the world.
So, basically: in addition to a large, robust original campaign (which includes a multiplayer component), a versatile toolset for creating your own adventures, a vast number of downloadable modules and adventures, and access to a large number of Persistent Worlds to play in, there's a tremendous amount of variety of gameplay a player has access to within this one single title. I think there are elements within each aspect to draw the eye and win the heart of any gamer, including the most fickle of MMORPG players.
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