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  • Shards lead dev talks skill caps, pickpocketing, and more

    by 
    Jef Reahard
    Jef Reahard
    12.11.2014

    Citadel Studios CEO Derek Brinkmann was interviewed by Worlds Factory this week, and the subject of course was indie sandbox Shards Online. The piece explains Shards' debt to both Neverwinter Nights and Ultima Online, the latter of which Brinkmann helped develop. He explains Shards' current skill cap (each skill tops out at 50 while the total cap is 250) as well as everything from hirelings and tamed companions to housing, pickpocketing, and guild wars!

  • Perfect Ten: MMOs from the '90s

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2014

    The course of MMO history and the developer pioneers who forged a path to online gaming have long fascinated me (so much so that I write an occasional column about it). While we often think of MMOs as modern entertainment barely out of its infancy, the truth is that you can trace the industry back decades to see a fringe group of devs and players striving to make these games a reality. While the number of MMOs in existence exploded in the early- and mid-2000s (and hasn't stopped growing since), the 1990s are often an overlooked decade that featured more than the one or two games that are usually mentioned in brief history overviews. There were actually far more titles than most assume, even if you dismiss text-based MUDs and the like. Today we're going to run down 10 MMOs that were born during the era of the dot-com revolution, dial-up modems, and the peak of the Simpsons (third through seventh seasons).

  • The Game Archaeologist: Tales from Neverwinter Nights' Arelith

    by 
    Justin Olivetti
    Justin Olivetti
    06.14.2014

    Back in May, I touched on the fascinating field of Neverwinter Nights' persistent worlds (PWs). I never expected it to draw so much attention, least of all from the folks still running these communities. But it did, and I was contacted by one of the player developers of Arelith, Mark "Artos" Friebus. Artos and his colleagues wanted to share more about the history and makeup of this 12-year-old server and why, in 2014, they're still as crazy about doing it as ever. If you want an insider's point of view as to what goes on in a persistent world -- and perhaps are open to be tempted to roll a character on one of them -- then stay tuned for the fascinating tale of Arelith.

  • The Game Archaeologist: The persistent worlds of Neverwinter Nights 1 & 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.24.2014

    At the end of next month, dozens of online worlds will flicker and vanish with the flip of a switch. It's a online apocalypse the likes of which we have not seen in quite some time, although you might be forgiven for not having heard of it before now. When GameSpy Technology goes offline on May 31st, dozens of EA games that relied on the platform for multiplayer functionality will lose their online components by June 30th. Because of this, Neverwinter Nights and Neverwinter Nights 2 will find that their persistent player-made and -run worlds are in danger. For over a decade now, players have poured creative energies and roleplaying enthusiasm into these micro-MMOs. Could an era be about to end? Fortunately, players are already swinging into action to work around the shutdown, keeping their worlds alive and detached from GameSpy's umbilical cord. I see this event as a wake-up call for people like yours truly who are acquainted primarily with BioWare and Obsidian's single-player offerings and are ignorant of the larger Neverwinter Nights community out there. Let's take a look at this engrossing online realm and how it came to be.

  • Storybricks: Opening the Pandora's box of MMO design

    by 
    Justin Olivetti
    Justin Olivetti
    08.08.2011

    "I could make a better game than this!" At one point or another, we've all said this, usually in disgust after we've become fed up with another tired MMO trope or lazy quest design. Unfortunately, most of us don't have the good fortune to work for a major game studio and thus will never see our brilliant ideas come to fruition. Except that this may no longer be true. Enter Namaste Entertainment's Storybricks, a bold and intriguing concept aimed at putting game design in the hands of Joe and Jane Gamer. Namaste is a small startup that began in 2010 when its team members got tired of derivative titles and mechanics in the industry. Storybricks is the team's first project, and while it's still in its infancy, it's already started to capture the imaginations -- and excitement -- of gamers everywhere. At this past week's GenCon, I caught up with Brian "Psychochild" Green and the rest of the Namaste crew as they publicly demoed Storybricks to the gaming crowd. Hit the jump as we look at why this program may just be the answer to a question you've never fully asked.

  • Cryptic and Atari announce Neverwinter

    by 
    Rubi Bayer
    Rubi Bayer
    08.23.2010

    The speculation has been going on for quite a while, and it's finally been confirmed: The Neverwinter Nights MMO is coming. Well, sort of. Neverwinter will be developed by Cryptic, and Gamespot was lucky enough to get a little one-on-one time with COO Jack Emmert. Something that he was careful to point out was that this is not a full-blown, persistent MMO: "I wouldn't say MMORPG at all -- Neverwinter is a cooperative RPG." The Neverwinter site is up and running, with plenty of interesting details about the game. It's based on 4th edition D&D, set for launch in 2011, and is inspired by R.A. Salvatore's upcoming trilogy. The first book in that series arrives in October, so by the time Neverwinter launches, the world should be fully established. For the time being, Cryptic and Atari have provided a fair amount of resources for hopeful (and skeptical) fans to keep up with development. The official site contains a newsletter signup page, some brief backstory, and the full press release. You can also follow game news on Twitter and Facebook.

  • Cinemassively: BloodSpell team discusses going from series to feature

    by 
    Moo Money
    Moo Money
    05.29.2008

    Strange Company's documentary series about the making of their feature-length machinima, BloodSpell has come to a close. Over the six episodes of the documentary, they discussed conception, pre-production, animation, editing, going from series to feature, and their experiences making the film. Today, we're focusing on the fifth episode in the series, on going from series to feature. Through their interviews, they provide helpful tips on taking your series and reformatting it into a feature-length film. Some of the topics they discuss are reshooting scenes and color correction. If you're looking to take your work to the next level, very few have come as far as feature-length in the machinima realm!If you have machinima or movie suggestions from any MMO, please send them to machinima AT massively DOT com, along with any information you might have about them.

  • GDC08: BioWare's last Neverwinter Nights patch, live team explained

    by 
    Michael Zenke
    Michael Zenke
    02.22.2008

    Earlier today Derek French, a member of the Live Team at BioWare, gave a talk on the process of supporting the company's hit roleplaying games. He explained what exactly a Live team is, and marked some of the BioWare success stories that can be tracked back to that group; initiatives like the Premium modules were developed entirely in this little-known area of the company. He also hinted at some fascinating future plans for the team, like the potential of an interactive website not unlike the World of Warcraft 'Armory' site.In the process of talking about the team, French offhandedly mentioned the end of an era. The upcoming patch to the original Neverwinter Nights game, 1.69, will be the last the company releases. After seven years of tweaks and corrections, official support will be ending for this venerable game title. Beta patch notes for the 1.69 patch are available on the official forums. Though this is hardly news for the vibrant community still playing this game, it's worth noting the passage of one of BioWare's landmark titles. Read on for more on the BioWare Live team - including a lesson in why you should never post to forums angry.

  • CES 2008: NATAS honors Stormfront for original Neverwinter Nights

    by 
    Jason Dobson
    Jason Dobson
    01.10.2008

    The National Academy of Television Arts and Sciences, or NATAS for those short of breath, has given us reason to pause and wax nostalgic over our gaming past by honoring the first graphical MMO, Stormfront Studios' original Neverwinter Nights, which ran over America Online from 1991 through 1997. The game is positively archaic by today's standards, but nonetheless laid the groundwork for much of what we know as MMORPGS today, and of course went on to inspire BioWare's own Neverwinter Nights franchise as well. Bugbears, they would be proud.The nod was made during the 59th Annual Technology & Engineering Emmy Awards ceremony at the CES in Las Vegas, an event which also tipped its hat to Everquest's Sony Online Entertainment and World of Warcraft's Blizzard for helping to spearhead the MMO genre. Don Daglow, who led Neverwinter Nights' design, accepted the award, and commented that "these games are not just entertainment...they build new kinds of communities and create deep people-to-people relationships." Or, you know, furry-to-people, for those who swing that way.

  • Arden released to the public

    by 
    Mike Schramm
    Mike Schramm
    11.27.2007

    Arden, the MMO supposedly based around "the world of William Shakespeare," has been released... kind of. I've been waiting for this one for a while-- who wouldn't want to walk the halls of Kronborg Castle with Hamlet, or visit Banquo's banquet with MacBeth? But unfortunately, "released" is a little strong a word here-- the "game" consists of a Neverwinter Nights module, so you've got to have the NWN toolset up and running to even check it out, and even then, I'm not sure it quite makes the definition of an MMO.I'm hesitant to actually call Arden vaporware, but I don't see how a Neverwinter Nights module can help "test political and social theories." Over on Terra Nova, Edward Castronova (who's running the project), admits that they didn't make it fun, and laments that testers wanted "monsters" to turn the thing into a game. So he's planning Arden II: Electric Boogaloo London Burning, a game that is designed to be fun from the beginning.I take a little issue with the fact that he thinks only "monsters" can make a "gripping game experience," but seeing as I don't have NWN installed at the moment, I'll have to leave my analysis at that. If you get a chance to check out Arden, let us know what it's like. I'm sure there is a lot of interest in a "gripping" virtual world full of references to Shakespeare, but by the creator's own admission, it seems that Arden probably isn't it.

  • Under The Hood: Pseudo-MMOs, Part One

    by 
    James Murff
    James Murff
    11.09.2007

    The world of MMO-making is more and more competitive by the hour, with many big-name developers throwing their hats into the MMO development ring as time goes on. But where does this leave us? Are all of these games requiring subscription fees? Will I be left out in the street playing Star Trek Online because I'm paying hundreds a month in fees? Not if the "pseudo-MMO" has anything to do with it.The pseudo-MMO is a game which is similar to an MMO, but lacks things that an MMO often has, such as subscription fees, a truly massive environment (as opposed to a very large environment), a centralized server, or non-instanced zones. They aren't "real" MMOs, but they come very, very close. By offering persistent worlds, large amounts of players on a server at any one time, and sometimes even single-player, these doppelgangers can capture the "feel" of an MMO without (or with, in some cases!) a subscription fee. So let's walk down the list.

  • 1UP zings Neverwinter Nights 2 (again)

    by 
    Alan Rose
    Alan Rose
    11.14.2006

    It looks like the final chapter has been written in the ongoing saga of 1UP's Neverwinter Nights 2 review controversy. An updated review is now available at the Ziff Davis-owned gaming portal, and the new score is a 6/10 (upgraded from 5/10). Only this time, the review was written by Games for Windows editor Jeff Green, who just last week explained the decision to pull writer Matt Peckham's original review.Green echoes Peckham's sentiments about D&D-based roleplaying adventures -- "success is largely determined by the understanding of a rule set that only a genius or a 13-year-old could fully comprehend" -- but he takes great care not to bash the genre with the same reckless abandon that tainted Peckham's analysis. Instead, more emphasis is placed on NWN2's performance issues, problematic camera, and faulty A.I. -- all valid criticisms. Still, you have to wonder if this is the score Green would've given Obsidian's RPG before the events of two weeks ago, or if he was somehow influenced by the score Peckham gave the game. Like the editor said last week, "there was no way to 'win' here." See also: Metareview - Neverwinter Nights 2

  • Metareview - Neverwinter Nights 2 [Update 1]

    by 
    Alan Rose
    Alan Rose
    11.03.2006

    Obsidian Entertainment and dungeon masters the world over can breathe a collective sigh of relief now that the scores for Neverwinter Nights 2 are in. The single player campaign has been well received by the gaming press, and the revamped toolset is expected to afford NWN2 a shelf life comparable to its predecessor. However, not all is well in the Forgotten Realms. The 1UP reviewer seems to have overlooked the fact that Oblivion and NWN represent different styles of roleplaying. Bethesda emphasizes aesthetic presentation and open-ended adventuring, while BioWare and Obsidian have focused on a tighter combat system (hence the rules) and an extendable architecture befitting of the classic Dungeons & Dragons experience. Keeping this in mind, both franchises excel at what they were designed for. GameDaily (100/100) cites several improvements over the original NWN: "There are plenty of things about NWN2 that are different from its precursor. Better graphics, a much more robust and option-filled character creation process, plus deeper plotlines, with more twists and better villains help add to an already stellar feature list. Neverwinter Nights 2 is truly one of the most epic adventures found on a PC, and it should be purchased without hesitation." GameSpot (86/100) considers NWN2 the most authentic D&D experience to date: "If you're willing to look past a few relatively minor technical issues, you'll have a great time exploring the world of NWN2. The excellent story, characters, and quests will appeal to your sense of adventure without getting overly convoluted. When you factor in the multiplayer and the editing tools, you'll find that NWN2 is a fantastic value and a thoroughly enjoyable game." 1UP (50/100) fired a 3d6 Melf's Acid Arrow right at the heart of the D&D community: "With all the added rule-shuffling, NWN2 seems like it's working twice as hard to accomplish half as much. Worse -- and blame this on games like Oblivion -- NWN2's levels feel pint-sized. As if the pencil and paper 'module' approach were a virtue that computers -- by now demonstrably capable of simulating entire worlds with considerably more depth -- should emulate." Update 1: 1UP has pulled their damning review of NWN2, so I guess there is justice in the world. Here are a few new scores: Yahoo! Games (90/100), IGN (85/100).

  • One more Neverwinter Nights 2 tease

    by 
    Alan Rose
    Alan Rose
    10.24.2006

    T-minus seven days until Obsidian's Neverwinter Nights 2 hits the shelves, and Russian web site CRPG has posted over a dozen updated screens that highlight the shiny new interface. GameSpot also has some excellent screen grabs of the enhanced NWN toolset, which at least one enthusiastic developer is already putting to good use. How many of you depleted your Halloween candy budgets to order the limited edition?See also: NWN2 elite races, prestige classes previewed

  • NWN2 elite races, prestige classes previewed

    by 
    Alan Rose
    Alan Rose
    10.17.2006

    Atari and Obsidian announced today that Neverwinter Nights 2 has officially gone gold and will be available Oct. 31. To tide us over, WarCry and Neverwinter Vault have been chronicling the emerging details of NWN2's new elite races, which include the Aasimar, Drow, and tongue-twisting Svirfneblin. You can also find complete descriptions of the game's 17 prestige classes (including the new Arcane Trickster and War Priest) in this post from BioWare's NWN2 forum. Be sure to get the obligatory annual viewing of It's the Great Pumpkin, Charlie Brown out of the way before launch day, kids.See also: Planescape Trilogy planned for NWN2 NWN2's baddie nasties revealed

  • Your new Neverwinter drinking buddies

    by 
    Alan Rose
    Alan Rose
    09.22.2006

    Neverwinter Nights 2 has been delayed by a week, but now you have a little extra time to get to know your in-game cohorts. IGN introduces us to three companions found in the game, each of whom you can use to put Obsidian's character influence system (from KoTOR 2) to the test. It looks as though Obsidian may have been slightly influenced by the popularity of the Warforged race from D&D's Eberron setting, judging by their inclusion of Construct the blade golem. Then again, we've seen big friendly brutes in previous Neverwinter campaigns.

  • Confirmed: BioWare to work their magic for the DS

    by 
    Alisha Karabinus
    Alisha Karabinus
    09.20.2006

    It's official -- BioWare has declared that their new handheld division will be developing first for the Nintendo DS. We're not suprised (there's another handheld? The GBA?), but apparently many thought they might go with some Sony product. Now all that's left is the debate over what property the Canadian developer might bring to the DS. Though BioWare is behind a bevy of beefy and beloved RPGs, the possibility of an all new game is still out there. We'll bring you details as they become available![Via Joystiq]

  • Neverwinter Nights 2 delayed 'til Halloween

    by 
    Alan Rose
    Alan Rose
    09.19.2006

    IGN's Neverwinter Nights Vault is reporting that NWN2 has officially been delayed until October 31. Probably not the greatest news for young trick or treaters with a high percentage of gamers in their neighborhood. In the meantime, fans can check out 18 new screen shots at the revamped Vault portal, including in-game character creation screens.See also: Atari announces NWN2 Limited Edition NWN premium modules earn one last gasp

  • NWN premium modules earn one last gasp

    by 
    Alan Rose
    Alan Rose
    09.15.2006

    BioWare has given Neverwinter Nights fans a pleasant surprise this week. In addition to posting the 1.68 update, the company has announced they are selling a new premium module, Wyvern Crown of Cormyr. How exactly did this happen after Atari pulled support for NWN back in May? A moderator on BioWare's forums has this to say:"As for WCoC, it was the most complete of the premium modules at the time the decision to cancel the program was handed down to us, in fact it was very close to release. Atari and other parties were very impressed with the amount of content and quality of work that had been done and how close to completion it was, so they changed their mind and decided to make an exception for this module."It's more likely Atari's about face has a monetary incentive. Their financial woes have gotten so bad lately, some quick digital download revenue wouldn't be unwelcome. That might also explain Cormyr's $11.99 price tag -- the highest yet for a BioWare premium module. Still, this will also be the largest NWN adventure to date, and you can ride horses now. On second thought, maybe that's why Atari approved this release -- horse armor!Don't forget to check out the excellent (and free) Darkness Over Daggerford module from Ossian Studios.

  • BioWare announces new NWN module

    by 
    Alan Rose
    Alan Rose
    08.17.2006

    Even though Atari has officially dropped support for the original Neverwinter Nights, the mod community is still thriving. In fact, the database of fan-created modules is over 4,000 strong, according to NWN's developer, BioWare. And if you thought Infinite Dungeons was the last of the professionally-developed modules, a small Vancouver-based game studio is serving up another 25-30 hr. adventure in the Forgotten Realms. Ossian Studios is comprised of BioWare veterans and RPG enthusiasts, and while they had originally planned Darkness over Daggerford as a premium module release, this lengthy single-player campaign is now available as a free download at the Neverwinter Nights Vault. Check out BioWare's interview with Ossian co-founder Alan Miranda, and let us know what you think of Daggerford.See also: A touch of RTS in Neverwinter Nights 2 NWN2: new interview with Urquhart, more screens NWN mod creator on Atari, Infinite Dungeons