RPGDot sits down with Darren Monahan, Producer, Chris Avellone, Creative Director, and Ferret Baudoin, Lead Designer, from Obsidian to ask them a few questions about the upcoming sequel to Neverwinter Nights.
RPGDot: BioWare's NWN and expansions were hugely successful. How do you approach a sequel in a way that stays true to the original, while still making it an Obsidian game? What high-level goals did your team want to achieve?
Darren Monahan: Originally we scoured the BioWare forums and many fan sites to see what the community wanted from NWN. On one side of the spectrum, fans wanted to see the single player campaign grow. They wanted their henchmen to come alive ( and not be "moving pieces of meat" as I just read in a comment recently on a forum :) ) and have real personalities, much like BioWare did with the expansions. They also wanted a lot more flexibility, control and customization options in the toolset.
For the rest of that response, as well as many others, check out the latest Q&A session by following this link.
