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Tuesday, October 18, 2005
 
Neverwinter Nights Premium Modules
Last night I went ahead and purchased the Premium Modules from Bioware's site for Neverwinter Nights. A little over $22 for four modules. Granted, that's $22 over and above the over $100 or so I've spent on the original game plus the two expansions. Even so - I've gotten a LOT of gameplay out of Neverwinter Nights so far. I've been playing multiplayer every single week, and also downloading & playing a lot of fan-made modules.

Plus I wanted to support Bioware with this effort of creating high-quality "pro" modules. $22 seemed cheap for a good 50 hours or so of gameplay.

The new modules include some new voice-acting, new music, big hakpacks... oh, and big cutscenes. I didn't have much time to play, so that last bit was a little frustrating, as the module I started last night (Kingmaker) had a LOT of conversations and cutscenes back-to-back. But I do have to hand it to them... they managed to cobble up a pretty interesting opening adventure. You are with a group of very strange heroes, ready to stop the evil masked figure from taking a fortress and forming a great kingdom of evil. You stop him, but get caught in the counterattack, and slain. (This happens in the first ten minutes, so I don't think it's much of a spoiler). You are resurrected by a mysterious benefactor - stripped of most of your previous power (back to level 1 for you!), and you have the option of resurrecting only two of your four companions to rejoin you in life - to perhaps claim this kingdom for your own.

And who is the mysterious benefactor?

Anyway, pretty interesting stuff. And for cheap! Bioware might not be indie, but they are adopting the indie mentality with this direct-distribution of content made by a small "live" team. I'm anxious to play!

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Comments:
Jay,

Can you provide some history to NWN? As an outsider, I'm interested in learning about the chronology of game introduction. I was told that NWN was a D&D offshoot. Thanks for the info!

Sammy G
 
Neverwinter Nights came out in 2002, implementing the Dungeons & Dragons 3rd edition rules. It was released by Bioware, which was famous for it's "Baldur's Gate" series of games (based on 2nd edition D&D rules --- and which were multiplayer).

Neverwinter Nights is multiplayer, for up to 32 players if you are on a beefy server and a really beefy connection (or LAN). But the real joy of Neverwinter Nights is that besides just multiplayer, it offers a "Dungeon Master" mode, and includes a very detailed "construction set" to build your own modules, monsters, magic items, conversations, etc.

So as a result, there's something like 5,000 fan-created modules out there. And a few of them are actually pretty good.

You can get some more information at:
http://www.bioware.com

and

http://nwvault.ign.com/
 
I really should just go ahead and get a blog account, huh? I trade off with Jay as GM in NWN. There are some really cool differences possible when you have active control of a game as GM that just aren't there in a canned game.

As you present a puzzle or story element to the players, and see their discussions on how to deal with it, you can see all sorts of new ways to approach a story line and tie it into the existing characters and story. Players usually think this is twisted and evil, just as a GM should be. :)

John O
 
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