Neverwinter Nights 2

Part 2: More time talking to the Obsid-don.

The problem is always time.

You get a certain level of developer with a certain history of games, and there's no end of things you want to talk to them about. We want to try and take apart Feargus Urquhart and his Obsidian team-mates' prehistory at Black Isle (i.e. OMFG!!! Fallout! Planescape! The r0x0rs! What was in Fell-from-Grac3's D1ary!?!!?!). We want to talk about his future - if we were being particularly sneaky, we'd try to get something out of him about the recently announced deal between Obsidian and Sega to "do" an RPG (We do, when the tape stops rolling, and receive a start of horror and a smile that says that a smile's the only comment we're going to get). But no time! No time!

Instead, we stay on the issues closest to Neverwinter Nights: that of how they tie into a pre-existing community and... well, the relatively recent news that NWN 2's Lead Designer, "Ferret" Baudoin, had left the company. However, to try and avoid a straight PR-friendly answer we're going to have to creep up on the issue.

Let's see how it goes.

Eurogamer: There's usually a strong moral or ethical component to your games. Why? Most people don't bother. What purpose does it serve?

Feargus Urquhart: You've played enough role-playing games to know when you've really enjoyed the first hour, then you realise it's just the same things over and over again. But a moral decision is something you have to think about, based upon the situation and everything. And if we throw things like that in... well, I'm not saying it's like some big stew or something. We want to tell a story. We want it to mean something. To have a theme.... and themes are often moral.

The idea is by tying your moral decision into the general theme. In the case of Planescape Torment, it was "Who you are" and discovery and all that other stuff. Well, it's where you get the sense of it. RPGs are also about the character. In some ways, as graphics have gotten better and the world has gotten more detailed people are separated more from their character. When graphics were less developed in role-playing games - like in Ultima - everything was in your head. What your character was, how powerful they are, what they did and who they were... well, now we have to pull more tools out of the bag to connect to your character, to have them be you. That's what it's about. It's not just that it's you... but it's the "you" in the world in the story, in the game. And the more things which make you feel that way the better, and Moral Decisions are part of that.

'Neverwinter Nights 2' Screenshot 1

It wouldn't be a fantasy game without inns. Tasty, tasty mead.

Eurogamer: With the Neverwinter community so developed, and you attempting to keep the tools relatively similar, we were wondering if you'd hired much from the community. A decent mod is, essentially, a demo reel...

Feargus Urquhart: We actually hired two of our scripters [from the community]. That's our term we use for the people who use the scripting language. It's more than that. They help the designers. The designers don't use the scripting language a lot, so the scripters are powerful. They're sort of programmer/designers. Two directly from the mod community. In essence, their demo reels were their mods. Also, anyone we hire we have them do a design test. One of the things we always suggest is to take some of the stuff you do in your design test and actually create it in some kind of toolset. We've had people use Dungeon Siege. It's okay to use - a little complex - but once you know how to use it it's good, but to start with it's daunting. And a couple have been in the Morrowind tool set. But the vast majority have been in the Neverwinter tool set, which told us that how Bioware generated levels was something we shouldn't change. It seemed easy to get in initially and to get stuff going.

Eurogamer: Actually, while we're talking about community stuff, do you follow any of the Indie game festival stuff?

Feargus Urquhart: I downloaded Goliath. It's a multiplayer title, from the student one. I didn't actually play the official ones. It's pretty interesting. It's a multiplayer thing about a giant robotic thing in the desert, and there are sixteen players in jeeps. The idea is to slow down this Goliath, by activating these refineries by using the fuel trucks to get from A to B. You're trying to slow down Goliath so he doesn't destroy the fuel trucks en route. It's just a different take on the multiplayer thing, working together to stop this thing rather than trying to shoot each other.

'Neverwinter Nights 2' Screenshot 2

A neverwinter night.

Eurogamer: [Check's watch. Time's running out]. So... have you a decent ETA for this?

Feargus Urquhart: Third Quarter.

Eurogamer: Could you explain the creative set up at Obsidian. How you go about designing a game? What's your method for conception and creations? [Because we're interested, and because it gives us evidence of what a Lead Designer would actually be doing about six months from release.]

Feargus Urquhart: We decide to do a game. How it works at my level is that I talk to the game designers. As time has gone on, some games we've done have been more successful than other games - at least from a design perspective. My job is trying to define the few goals we want to stay with. For example, Planescape is a good example. Its goals were: we want to make a Planescape game. We have to use the Baldur's Gate engine. Planescape is very much about Sigil, which is interesting... but there are other planes. You also have to go to the different planes. And it needs to be very story-centric. That's the box that I drew, and it's how everything starts. We try to do it like this, but have forty goals. As soon as you have more than three or four or five goals, no-one knows what they're chasing.

It then goes to an expanded version of that. If we break each of the core aims down, and decide what the cool ideas are in each of them? We write a five-page story. The five-page story gets turned into a fifteen-page story. Then we pull out and define all the areas, and the areas turn into 20-page documents, so before you know it, it's gone from three pages to 400. But it's done in a way of continued sub-sets, so it goes from before. So you don't lose the point of it, as you can get lost sometimes.

There are over 110 areas in Neverwinter 2, so if you make areas outside your goals you get lost and then the results end up not feeling like part of the whole. After that, we have a big document which we then proceed with to implementation. Here we tie a designer and a scripter together, who implement the areas. Chris Avellone [Lead Designer on Planescape Torment and founding member of Obsidian - Ed] always takes the big writing task - so for Neverwinter Nights 2, he's written all the companions and all the major characters and proof-reads almost all the dialogue, and fixes it out to make sure it's all uniform. We have these individual teams, then we have these people over them to make sure it all fits together.

'Neverwinter Nights 2' Screenshot 3

Monster lynching is on the rise in the deep south of the Forgotten Realms. Those elves are racists basts.

Eurogamer: [Squeezing in the question before the PR drags them away]. I was asking this because... well, you've just lost your lead designer. There's lots of people on forums speculating about this, but no-one actually knows what it means. I'm trying to get a look inside your company to work out what difference it makes.

Feargus Urquhart: Not to minimise what the lead designer does, but at this point it's all kind of "keeping it rolling" mode. All the design work has been done. All the dialogue has been written. We're in polish and get-it-done mode. What we're lucky about is that also working at Obsidian was JE Sawyer [The New Lead Designer - Ed] who used to work on Black Isle studios with us. He was hired by Interplay to be the web guy on Planescape Torment, before moving to be a designer on Icewind Dale, Icewind Dale II and Baldur's Gate III... before that got cancelled. Or rather, lost the licence which got it cancelled. Josh is a really good closer. He knows how to take all the different things, and talk to all the programmers and designers and scripters and artists and get the game ready to go.

Eurogamer: Feargus, thank you.

Neverwinter Nights 2 is coming to the PC in the third quarter of 2006, and will be published by Atari.

Comments (25) Latest comment 6 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Pike #1 6 years ago

    Nice interview.

    Oh, and also 1st.:p
    Edited by 1 at 06/04/06 @ 11:49
  • Inigo #2 6 years ago

    "before moving to be a designer on Icewind Dale, Icewind Dale II and Baldur's Gate III... before that got cancelled. "

    *sniff* Why did they have to cancel it :(
  • marilena #3 6 years ago

    Yeah, really, what was in Fall-from-Grace's diary? I know it's probably a red herring and nobody in the design team thought about what was in there, but if they did, I want to know!
  • Mr_Brown #4 6 years ago

    So hows the gameplay work in these types of games. Is it open ended questing or on the rails RPG slashing and hacking?

    Never really played these at all but always been curious.
  • Pike #5 6 years ago

    If it's anything like NWN it will be fairly linear, but with a big heap of sidequests. It won't be free-roaming in the way of oblivion.

    You will probably be able to make a fair few decisions about your path within the confines of the main campaign though.
    Edited by 3 at 06/04/06 @ 12:43
  • Mr_Brown #6 6 years ago

    Cool, might try it. In a way I don't want another open ended Oblivion type game. I only just have enough time for that! I might get this and try it out.
  • Inigo #7 6 years ago

    I believe the game is set out similar to Baulders Gate 2. As the game goes on more and more areas on the map are opened to you. This is a image of the game map:

    http://www.nwn2news.net/modules/xcg al/displayimage.php?pid=467&album=4&pos=17

  • Thamuhacha #8 6 years ago

    Baldur's gate 2 was the best RPG ever.

    This is a FACT.

    I'd love this to be as good. But even if it is, I don't have a PC that can play this stuff.

    Consoles + well designed control systems FTW!!!!
  • Ryuken #9 6 years ago

    Well, that moral/ethic stuff is the kind of thing Oblivion really misses (as well as truly memorable NPC's), so hurrah for some variation.:)
  • Nadir #10 6 years ago

    "Baldur's Gate III... before that got cancelled."

    Damn, I would loved to have played that .. :-/



    "Baldur's gate 2 was the best RPG ever."

    What Thamuhacha said ...
  • mingster #11 6 years ago

    "Baldur's gate 2 was the best RPG ever."

    3rd'd this statement
  • Thamuhacha #12 6 years ago

    / weepy hug for the Baldur's gate 2 fans

    The worst thing about it is that many people think I mean that Dark Alliance hack'n'slash averageness ...

    BG2 is the only game that I played so much that I completed every single side quest. That took many, many hours.

    And some of them were genius. They made me actually care about Jaheira. And then they gave me a quest that had to be done or she would die. I FAILED HER AND SHE DIED.

    And Yoshimo's treachery still rankles. The bastard.
  • Dynamize #13 6 years ago

    "Baldur's gate 2 was the best RPG ever."
    This is not to be contested, it seems logical enough. :)
    Man, I've played it so much that quote came startlingly easily to mind.

    And sod Jaheira, everyone with any sense knows Viconia's where it's at :)

    Never touched NWN as I saw it very much as a "look at this toolset, isn't it great? Oh yeah, erm, there's some game included somewhere, but going back to the toolset..."
    Intrigued by this, but guardedly.
  • Thamuhacha #14 6 years ago

    >And sod Jaheira, everyone with any sense knows Viconia's where it's at :)

    You bastard. Jaheira stuck with me through thick and thin! In BOTH games.

    Viconia was a strumpet. Pure and simple. And she was hard work.
  • marilena #15 6 years ago

    Pfft. Baldur's Gate 2 is the best RPG ever only if you haven't played Torment. Or Fallout. Or System Shock 2. Or Ultima 7, apparently (missed it myself).

    It had to be said.
  • SeesThroughAll #16 6 years ago

    You bastard. Jaheira stuck with me through thick and thin! In BOTH games.

    Viconia was a strumpet. Pure and simple. And she was hard work.


    Anyone but Aerie. What a whining little baby she was.
  • Dynamize #17 6 years ago

    Ahhh but her soft, vulnerable side was exposed (steady now) in ToB, and the epilogue for her! /gets something in eye.
    Viconia had some of the best lines an' all, a lovely acerbic wit.

    "It had to be said"
    No it didn't, you just wanted to hurt my feelings!
    /runs crying out of the section
  • Thamuhacha #18 6 years ago

    Torment was a very good game, but it wasn't actually an RPG, it was more like an interactive story with ability development bits. You couldn't really be "good" or "bad" in the same way.

    System shock 2 was also good, IF you like being scared all the time. And I don't.

    I never got on with Fallout. Sorry.

    And I never played Ultima 7 either. So let's drop that one eh? :-)
  • Alien Love Gardener #19 6 years ago

    "You couldn't really be "good" or "bad" in the same way."

    This is true. You could be good/bad in much more compelling ways. Can you sell your party members into slavery and murder them for evil rewards in BG2? I think not!

    I love BG2 to bits, but Torment is so much better at presenting interesting moral dilemmas. BG2 constantly falls back on the old Hello I'm a paragon of altruism!/Give me money/YOU DIE NOW trinity.
  • stonedben #20 6 years ago

    cries at being reminded of BG3's cancellation

    <em>Baldur's gate 2 was the best RPG ever.

    This is a FACT. </em>
    Yes, Yes it was.

    <em>And sod Jaheira, everyone with any sense knows Viconia's where it's at </em>
    Jaheira is a whiney bitch. But then, I seem to be one of the very few BG fans who actually liked Anomen. He's been in my party every time I played the game. Except that time when I cheated and made an uber character, so I could go through the entire game solo for a laugh (lvl 39 mage/40 beserker - time stop and bashing people on the head FTW!) [/NERD]

    As far as the Ultima games go, I played Underworld 1 and 2 (i love 2 and still play it from time to time) and Ascension (9 iirc) which was rather poor.

    Neverwinter Nights, on the other hand, sucked hard. It was like someone had taken the spirit of Baldur's Gate, ripped it up into little pieces and jumped up and down on it, in the name of a 3D graphics engine. Ok, so the mods improved it, but you really can't say you like a game because of its mods. That would be like saying Half Life was good because Counter Strike was good, which would be wrong. Twice.

    ....<em>/Dons asbestos trousers</em>....
    Edited by 2 at 06/04/06 @ 21:42
  • foamy #21 6 years ago

    Went to lvl11 on NwN singleplayer campaign. Then, online all the way. Aventia, 'nuff said.

    Hated Hordes of the Underdark expansion pack though. It was damn good with 20 level restriction, and not all those stupid prestige classes.

    I so much want this game.
  • immateriaux #22 6 years ago

    Chip in with the Baldur's Gate II the best posse.... Always meant to go back and try shag Viconia but had forgotten that til just reading this now... The whole party thing really made that game work on more levels than other PC rpg I've played. NWN in contrast I found totally boring :( So, not sure about NWN2 yet - enjoying Oblivion enough for the moment, soaking up its lavishness and what not (me with a newly constructed uber-PC too helps) but what I really want is Baldur's Gate III...

    Edited by 1 at 06/04/06 @ 23:17
  • Azazel #23 6 years ago


    Well, Planescape presents the most interesting choices, but i've spent more time with the BG series... To play the Baldur's Gate trilogy + The Darkest Day + whatever else right through from start to finish is just the stuff gaming legend is made from.

    /dons his Cloak of Mirroring, Ring of Gaxx and Holy Avenger +6

    Feel the burning stare of my HAMSTER and change your ways!
  • Thamuhacha #24 6 years ago

    So, to sum up:

    BG2 = awesome
    PT = awesome
    NWN = extremely lacklustre

    We're not sure about NWN2 but we seem quite optimistic

    Viconia and Jaheira both had their pros and cons

    We all love massively big and involving high quality RPGs and wish there were more of them

    Agreed?
  • deepmenace #25 6 years ago

    dunno, i thought bg1 was better than 2. tighter, more memorable and you cant beat that feeling of starting out.

    a thief that can bearly pickpocket a passed-out drunk and a wizard who's only learnt magic missile. superb.