MMORPG.com have interviewed the developers of Neverwinter Nights 2 about its potential for the MMO market.
MMORPG.com: Your game is not an MMORPG by any stretch. Why do you believe traditional MMORPG players will be attracted to your title?
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.
You can read the rest here.