Twinfalls said:
You know, I'm keeping a really open mind about NWN 2. I'm quite looking forward to it. I think it's going to surprise a lot of people. Just a hunch I have. So does anyone have any module ideas they're kicking around, or anything, blah?
Yeah, me and Volourn are in the process of developing a Neverwinter Nights 2 module. We plan on developing a story that has a definite beggining and a definite end, from which the PC cannot escape; but to give enough expression to the players so the PC's advancement and destiny is ultimately up to them.
We're also playing around with the concept of making the PC both important and secondary to the story. The PC will be alien to the gameworld, easilly abusable and exploitable by some, feared and disliked by others. He'll be a pawn for several entities, but this does not preclude him making himself relevant in the world. Again, this will be up to the player, and we plan on making it so depending on his attitude troughout the game, the PC can fall under the shadows of greater beings or outright match them in power.
There will be an overaching plot from which the player cannot escape, and while there are common story elements such as what one would call a hero and a villain, we hope to make it less standard than what it seems at first glance. The story will focus more on the feud between the so-called hero and the so-called villain, and while the PC's accidental involvement between their dispute will gradually become more important, it still won't be about the "chosen one who must save the world". Rather, we want to make the player be shown both sides so he can make his own mind about who is right - and who he'd like to support. If he wants to support either, that is. There'll be enough reasons for either scenario.
I think it's safe to say the larger part of the story will be a guideline; it will only become the driving force of the game into its later stages.
As for roleplaying, we want to make the player experience the gameworld, we want to put the world back into gameworld. Not just seeing the sights and greeting the locals: we want to do our best in creating a place where the player can interact with everything (that is humanly possible to allow for), learning and questioning what he comes upon. I think nearly everything will have its own story which the player can learn about, and even influence to a degree, be it something as simple as an NPC or as complex as a city. Wheter you're talking to a dwarf, orc or dragonkin, or are just plane hopping, we want to make the player experience it in several ways.
Through some of this we plan on including situation which will enable the player to form the PC's own identity, be it trough actions or inactions. Deciding on wheter one should slay an innocent in order to save hundreds can have consequences as dramatic as just standing and watching an old man being robbed. But ultimately none of these will ever be negative to the point of making progression a pain in the butt. While some decisions will make it harder on the PC, advancing will still very much be possible.
In short, we want to make a module that's fun to play, and roleplay.
Also, shrimp.