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Neverwinter Nights 2 Analysis 8 December 2006 by Mike Rozak Discuss on www.mXac.net/forums
This is not a review of Neverwinter Nights 2, and isn't intended for people deciding whether or not they wish to purchase the game. Instead, it is an analysis of some of NWN2's design. For my other analysis, see:
Warning: There are some game spoilers below. Don't read any further if you haven't already player NWN2 and still plan to play it.
Important design elements NWN2 has two design elements that really stand out:
Cheesy cut-scenes Cut scenes are standard fare in all games except Tetris. They are incredibly useful for fleshing out characters and producing sympathetic goals in players. Most games have a dedicated team that produces high-quality eye-candy-laden cut scenes that cost an awful lot of money. Consequently, they don't include many cut scenes, and they certainly don't include the cut scenes in branching narratives because half of the (very expensive) cut scenes would never be seen by players depending upon which branch they choose. Neverwinter Nights 2 took a different approach: They include a toolkit for cut scenes as part of their engine. This toolkit isn't very powerful, and it doesn't appear that there was a specialised NWN2 cut-scene team, so the cut scenes are very cheesy looking. However, what it lost in eye candy is gained in power. Because NWN2 cut scenes are so cheap and easy to produce, NWN2 includes heaps of cut scenes, using them to not only create sympathetic goals, like all cut scenes do, but to create new gameplay. The new gameplay is possible because the cut scenes are so cheap they're disposable, and ultimately mixed in with branching narratives (in the form of dialogue trees). Traditional (expensive) cut scenes aren't used with branching narratives because that would mean that players wouldn't see half of the expensively-produced animations. (I'll provide some examples of NWN2's cut scenes later.) To top it off, NWN2's cheesy cut-scenes are dynamic! That means they're customised depending upon which party members (personal NPCs) are tagging along with the player. A traditional cut scene can't compete against that.
Personal NPCs Awhile back, I wrote up an article about personal NPCs. One of my inspirations was Baldur's Gate, a direct ancestor of Neverwinter Nights 2. Baldur's Gate used personal NPCs as party members. NWN2 takes the idea of personal NPCs a few steps further than Baldur's Gate:
Unfortunately, NWN2 party members:
Both of these problems emphasise that there are two halves to NWN2, the cut scenes and their branching narrative, and the "kill lots of monsters" game.
The tightrope game Whenever the player gets into a conversation with a NPC, players are provided a handful of responses, many of which are different ways of saying the same thing. One response might be polite, another bold, and a third intimidating. Many games provide a variety of choices so that players think they have a choice, but in reality, all the choices end up in exactly the same place with exactly the same consequences. This is a no-no, as I pointed out in Choices 3. It's equivalent to asking a player to chose between two doors, each of which leads to the same room. NWN2's conversation-tree choices actually have different effects:
When combined together, all the conversation-tree dialogue choices create a "tightrope game". Every time a player is asked to choose, they must weigh up all the outcomes of the choice.
The trial Half way through the game, the player is put on trial using a lengthy series of cutscenes. The trial is a nice invention because:
Unfortunately, NWN2 designers messed up the fundamental design of the trial in two important ways:
The castle Later in the game, the player is given control over an old castle, another refreshingly-different sub-game. It is the player's responsibility to:
I haven't played the castle sub-game to completion, but I can already see a flaw:
The importance of cheesy cut-scenes and personal NPCs In my opinion, if NWN2 didn't have the cheesy cut-scenes and personal NPCs, it would be a much weaker game, so weak that I would have stopped playing after only a few hours. Oddly enough, many reviewers didn't seem to notice either of these design decisions; perhaps they didn't consciously recognize them, or perhaps they found the traditional "kill lots of monsters" game to be adequate. Also in my opinion, if NWN2 had cut out 75% of the "kill lots of monsters" content, it would have been a better game. Not only would the length have been shorter (NWN2 is too long), but I've killed way too many orcs in previous games for it to be fun any more, including Neverwinter Nights 1, and Baldur's Gate, and World of Warcraft, and Everquest II, and Oblivion, and Fable, and Might and Magic, and Dungeon Siege, and.... and going back 25 years to Wizardry I and Ultima I.
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Copyright 2006 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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