Despite all of the potential inherent in the concept
of "massively multiplayer games", few titles
manage to capture all that this genre has to offer.
Most are little more than standard CRPGs with thousands
of player-characters running around instead of just
one. But one title, due out in the second quarter
of 2001, promises to raise the bar in MMOGs, and set
the standard for games to come. Neverwinter
Nights will be the first massively multiplayer
title to make use of the Dungeons & Dragons ruleset,
a system that is practically synonymous with roleplaying.
In development from Bioware,
the company behind the amazingly successful Baldur's
Gate series, Neverwinter Nights will take place
in the Forgotten Realms scenario, one of the more
popular Dungeons & Dragons world.
The Dungeons & Dragons Legacy
Neverwinter Nights will utilize the 3rd Edition Dungeons
& Dragons ruleset. Not only has the D&D system
been used successfully in tabletop RPG games, but
it has also been implemented in numerous critically
and commercially successful computer games. For those
unfamiliar with this particular gaming system, what
sets D&D apart is the degree to which it allows
character customization, its unique combat system
that combines random effects with strategy and skill,
and its rich worlds, many of which have been adapted
to literature. Players can choose to play from among
7 unique races, ranging from elves to half-orcs, and
11 classes, ranging from paladins to druids. Furthermore,
the D&D ruleset allows for further customization
with the concept of alignment, in which players can
determine how "good" or "evil"
they are.
Although not much is known of the story at this point,
the game will be set in and around the city of Neverwinter,
which is in the world of Faerun, a land loosely based
on medieval Europe, full of dragons and sorcerers
and demons. Neverwinter is set along what is known
as the Sword Coast, an area that is ravaged by wind
and cold, and of which much is still termed wilderness.
While north of the great city Baldur's Gate, Neverwinter
still remains south of Icewind Dale. Within this scenario,
there are many different locales you can visit, ranging
from great and majestic cities to deadly dungeons
to seemingly deserted grasslands and forests.
While at first glance, the sheer amount of options
available in the Dungeons & Dragons system can
seem overwhelming, it soon comes together and makes
sense. At the heart of this system is the dice. What
you roll on the dice determines your character's stats
and skills. Then as you encounter various situations
where you must use these skills (in combat or otherwise),
another roll of the dice is compared to your skill
values to determine the outcome. This system has proved
to be so successful, that many computer based RPG
titles have been based on it.
A Whole New (Online) World
Unlike Baldur's Gate I or II, Neverwinter Nights
will be in 3D, though it will utilize a perspective
that is similar to the previous titles. The difference
will be, that you, as the player, will have complete
control over the camera, able to rotate around your
character, zoom in, or zoom out at will. But what
really makes Neverwinter Nights unique is its multiplayer
component.
You can choose to play Neverwinter Nights in singe-player
mode, importing your character from previous Bioware
titles. The game itself will come with a preset plot
that you can play through. But where the true potential
of Neverwinter Nights will emerge is in the multiplayer
component. Classifying Neverwinter Nights is somewhat
difficult. It is not a massively multiplayer game
in the sense of thousands of players coexisting in
one online world at the same time. Nor is it simply
a computer RPG with the ability to adventure with
a few online pals. The best comparison to what Neverwinter
Nights has to offer is the classic tabletop roleplaying
game.
Neverwinter Nights will be released with the Neverwinter
Toolset, a powerful system that promises to blur the
line between player and game designer. With these
tools, players will possess the ability to create
their own games, building their own worlds using the
existing tile set, placing the monsters they like,
and scripting the various encounters the players will
come across. Furthermore, players will be able to
open these worlds to others, hosting as many as 64
players at one time (an estimated amount based on
cable modem technology). Furthermore, players will
have the ability to link these worlds, potentially
creating universes as large and varied as anything
Ultima Online or EverQuest has to offer.
I've Got the Whole World In My Hands
The
bestselling The Sims provided players the opportunity
to design and decorate their own houses and lead people
through their mundane lives. Neverwinter Nights takes
that a step further by letting players design and
decorate their own worlds, and lead other players
through their lives, in essence making them the Dungeon
Master (for those of you familiar with MMOGs, this
is equivalent to a seer and a GM wrapped up in one
package).
As the god of your particular world, you can customize
it to suit your own playing style. While Ultima Online
and the rest debate about how to control player killing,
you can choose to limit it as much or as little as
you like in your gaming world. You can also choose
who is able to enter your world. Maybe the realm you
create is only for noble elves. Maybe it exists solely
for evil ones to hunt each other down. The choice
is entirely yours. You can even choose to allow or
disallow character-hacking in your worlds. And as
you meet likeminded players, you can decide whether
to link to their worlds or not, via the use of portals.
Shouldf you have no desire to create your own worlds,
but would rather explore in worlds that others have
created, Bioware and numerous fansites will be providing
guides to the various worlds out there.
After witnessing these world-building tools in action
at a recent conference, I was amazed by the ease and
flexibility with which one can create a dynamic and
visually stunning environment. One does not have to
possess artistic skills or be a programming guru to
build a world. All the tilesets are available via
a simple pulldown menu. After placing everything where
you wish it to go, you can opt to render the world,
and the game itself will fill in all of the visual
detail based on your own specifications. This really
allows you to be as wild as your imagination will
let you, and for all of those who have dreamed of
designing their own games, this will be a godsend.
In fact, I predict that the simple building (and trading!)
of gaming worlds will be one of the more popular aspects
of Neverwinter Nights.
Because Bioware themselves will not be hosting the
servers, Neverwinter Nights will command no monthly
fee. The only money you will invest is for the game
itself. Furthermore, Bioware will be providing a character
bank in which players can store their characters when
offline for security. This character bank checks your
characters skills on check-out and check-in to verify
if the amount of skill gain was "possible".
In this way, it guards characters against hacking.
And for certain worlds that exclude hacked characters,
participation in this character bank is mandatory.
In short, it's a great system to ensure that no hacked
players come to your world to tear things up.
Game Features
In
addition to offering a rich and varied world that
you can help define, Neverwinter Nights offers many
different gaming possibilities. As a mage, you can
opt to have a familiar, whom you can even take control
of from time to time for scouting and spying. You
can choose the entire look of your character, be it
thin or fat or otherwise. You can even dress up to
fool others (ie. be a mage in full knight garb to
throw off suspicion). With a variety of colors (and
types) of armor and clothing to select from, you can
customize your character's look as much (or as little)
as you choose.
Character death is another feature that is handled
in a sensible manner. When you "die" you
are in fact knocked unconscious. At this point you
can opt to respawn with a small loss in experience
points, or wait for someone in your party to heal
you. However, should a monster (or player) continue
to attack you once unconscious, you would be "dead".
At this point you must choose to once again respawn
with an experience point penalty, or wait for someone
in your party to resurrect you.
The look of the game itself is simply stunning. Again,
at the demonstration I saw, the camera started from
top down and swiveled around to a close up on the
character's face as they reacted to a monster. One
of the more visually compelling pieces of the game
is its use of light and shadow. Light dances around
effectively, causing your grow and stretch depending
on the angle and intensity. This feature, of course,
can also be turned off for slower machines. Initial
screenshots give the impression that the user interface
is "transparent", meaning that your screen
will not get cluttered with your dialogue windows
and such...you will still be able to see the full
action around you.
Is it Summer Yet? Is it Summer Yet?
Estimated to be released this summer, Neverwinter
Nights promises to be one of the more addictive games
out there. Rather than relying on employed GMs and
seers to create stories and keep the player involved,
Bioware has opted to give full control over to the
players, allowing them to create and control their
own worlds. Even to create and control their own single-player
adventure for them to participate in alone. This enormous
flexibility, along with no monthly fee, will undoubtedly
shatter genre conventions, placing the game in a niche
of its own.