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Fast Facts
Name:
Neverwinter Nights 2
Acronym:
NWN2
Developer:
Obsidian Ent.
Publisher:
Atari
Release Date:
10/31/06
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
News
Neverwinter Nights 2: NWN 2 Wrap Up Interview Part 2

NWN 2 WarCry and NW Vault had a chance to submit a bank of post-release questions to the Obsidian Entertainment developers. In case you missed Part One over at The Vault, be sure to head over for a look.

NWN 2 WarCry is proud to partner with The Vault and to present Part Two of the interview:

11. Can you give a hint about future patch enhancements in terms of content (monsters, placeables, DMC)?

[Kevin Saunders] We do have plans to improve the DM client. We are not currently planning on adding new monsters or placeables through patches.

12. Are there currently any guides or tutorials in the works for the modders and/or players?

[Kevin Saunders] We're not currently planning to expand upon the existing tutorials, but this is something we would consider if there is enough demand for information on specific topics. Note that in addition to our world editor documentation (which you all should have already), Brady Games has published a world editor guide to which our team contributed.

13. When do you expect the next update for the DM Client to come out and what features can we expect?

[Rich Taylor] The next update will be in the 1.03 patch due out very soon. That will add context menu DM commands that existed in NWN1, the ability to drag commands from the chooser to the hotbar, among other improvements. This is not the final update to the DM Client, and more improvements and additions will be coming in future patches.

14. Will we continue to see developer input on the official forums?

[Tony Evans] Absolutely! Dozens of us at Obsidian frequently read and post on the forums (both official and unofficial), and that will continue for as long as there is a community interested in Neverwinter Nights 2 (which I hope is a long, long time).

15. Is there any improvement for the persistent world community in works and if so any you can discuss?

[Kevin Saunders] We value the persistent world community and some of the decisions we make are specifically to benefit that group. We find it fascinating how the persistent world community has taken NWN to places never intended and want to empower them to continue doing so. I can't comment on any specific plans, however.

16. Will NWN 2 and the NWN 2 toolset ever make full use of dual core?

[Tony Evans] Complete support for dual core in the game would require the game engine to be rewritten from scratch. However we are considering some places where we might be able to support dual core. By the way, the game will run on dual core systems, but will not utilize the second core. The NWN2 Toolset does support dual core.

17. Does OE have any plans for premium modules and expansions? If so, what kind of hints are you willing to give out?

[Kevin Saunders] We cannot discuss this topic at this time. As the magic 8-ball might say, "Ask again later."

18. What, if anything, can you tell us about your current projects now that NWN 2 has been released? What platform will they focus on? What genre of game are they and will they feature new intellectual property?

[Tony Evans] Believe me, I'd love to stand atop a tall hill in lederhosen and sing about all the exciting things Obsidian is working on for the future, but we can't reveal anything just yet.

19. How would you describe the focus of Obsidian, as a company, on Neverwinter Nights 2 now that it's launched? Have a lot of team members moved on to other projects? Will there be a live team to support the game?

[Kevin Saunders] We have many developers continuing work on the game, especially for these first couple patches. People are also starting to take vacations in shifts. =)

We definitely want to support NWN2 as much as we can. We'd love to see how far NWN2 can be taken - both by us and by the community. Our job is about providing entertainment and the way we can entertain the most people is by empowering the mod and persistent world communities to do more. And, frankly, it's good for us as a company to support our products post-launch.

Of course, and unfortunately, it comes down to what makes sense economically. So we can't promise how much support we will be able to provide long term - all we can say is that we are very interested in doing as much as we can for as long as we can. NWN2 doesn't have subscription fees, so we have to rely on other projects to provide the financial support.

20. What would be the coolest thing the community could create in your opinion?

[Tony Evans] Speaking as a developer and employee of Obsidian Entertainment, the coolest thing the Neverwinter Nights 2 community could create is a large and lasting group of fans who help keep the game alive for years to come by sharing their opinions, telling their friends and family about Neverwinter Nights 2, creating modules and plugins with the Toolset and playing modules created by other fans.

Speaking as a fellow gamer, I would absolutely love to see a fan-crafted sequel to Planescape: Torment. ;-)

NWN 2 WarCry would like to thank Maximus of The Vault and the Obsidian folks, as well as Shane & Brandon for their assistance in getting this out. You guys are aces!