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News Archives
February 27, 2001
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February 08, 2001
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March 01, 2001

NeverWinter Nights

Links for NeverWinter Nights



New Screens March 01, 2001
By: Mystery  
VDE has just caught an exclusive of 3 new shots for NWN. Here's your glimpse:
 


Bioware and Creative Labs on Linux February 27, 2001
By: Mystery  
Thanks to Neverwinter Stratics, we've heard of a chat log posted on Linux.com that features programmers from Bioware and techs from Creative Labs talking baout What's Up with Games for Linux.


Chat with Developers February 27, 2001
By: Mystery  
A scheduled chat has been announced over at RPG Vault with the Bioware developers. Here are the details:

Please join us for an Never Winter Nights Chat!

What: Chat to talk about Never Winter Nights. Find out how the game is progressing

When: Thursday, March 1st, 2001 6:00 p.m. PST (9:00 p.m. EST)

Where: http://rpgvault.ign.com/chat/ in channel #ignvault Those who prefer to use a regular IRC client can connect to host17.webmaster.com, #ignvault

Who will be there: Team members from BioWare and Black Isle.



New Biofiles February 26, 2001
By: Mystery  
The latest in the Biofiles column series from GA RPG has been posted today. This one is titled "What did we do wrong in Baldur's Gate 2, Part 4". A little obsessed, guys?


New Fiction Contest February 26, 2001
By: Mystery  
Gloomveil, an interactive fiction website that will be the setting for a NWN campaign, has just announced a new fiction contest:

It's been a year since Gloomveil.com opened the doors and let the Fog roll in. Since February 2000, this online world has grown in breadth and depth, attracting adventurers from every dark corner of the globe.

We're celebrating our one-year anniversary with the Tales of Gloomveil fiction contest!

There are three cash prizes to be won - you could score $200.00 US for a first place win. To win, you must be 18 years of age or older, and submit a "Tale of Gloomveil" for our consideration. May the best Tale win!



New Forum Highlights February 23, 2001
By: Mystery  
Neverwinter Haven has posted the latest in a series of Forum Highlights from their own forums. In this issue, they highlight recent posts from Trent Oster and Bob McCabe.


Rob Bartel Interview February 21, 2001
By: Mystery  
The cool cats over at XGR sat down with Co-Lead Designer Rob Bartel of NWN. Take a look!


New Guides Available February 14, 2001
By: Mystery  
The verbose folks over at Neverwinter Stratics have pushed out 3 new babies: Creating Living NPCs, The Road Not Taken, and Magic. The first two guides are a part of their Dungeon Master Strategy area, where the last one is part of their Players area.


New Biofiles February 12, 2001
By: Mystery  
In another of the great articles from GA RPG, this issue of the Biofiles is a continuation from last week: "What did we do wrong in Baldur's Gate 2". Once again, some great information can be had here for the budding NWN Dungeon Master.


Better Anytime than Never February 08, 2001
By: Mystery  
And here, after thinking that the NWN official site was never going to be updated again, the development team releases a Project Update for December and January.


D&D Rules in CRPGs February 07, 2001
By: Mystery  
Only generally related to NWN, the folks over at Game Banshee have posted a nice article on the complexities of integrating the D&D ruleset into a game.


Forum Highlights Update February 07, 2001
By: Mystery  
The good folks over at Neverwinter Haven have compiled a breakdown of Trent Oster (et al) commentary in official message boards. The latest update is dated 2/6/01.


New Biofiles February 06, 2001
By: Mystery  
Even though the latest version of GA RPG's Biofiles focuses mainly on Baldur's Gate 2, there are some NWN gems peppered through the piece. For example:

In fact, we should have simply had a scaling system that adjusted ALL encounters in the game according to party and player composition and level. Neverwinter Nights and all of our future role-playing game will be using a scaleable encounter system.

Wow, and I thought BG2 actually had a scaling system...I guess that's a testament to a good interface, eh?



Engine Update and Interview February 05, 2001
By: Mystery  
VDE caught up with Scott Greig, Lead Programmer for Neverwinter Nights, the other day, and here's some of what he had to say:

I'll end with an example of this entire process. About a year ago, we wanted to set something up for item creation. We knew we wanted the end-user to be able to piece together component parts from a specific sub-library, so that a large variety of unique items could be created. For example, a sword would be built from a large variety of separate hilts, cross-guards and blades. It didn’t take us very long to have some (well, really, two) prototype swords built and hard coded into the game for testing.

Having proven the concept, it has taken eight months before the final system has been completed. We had to conceptualize the huge library of parts, come up with naming conventions, figure out size formats, optimize the graphics engine to efficiently deal with multi-part objects, decide what the relation was between the inventory icons and their in-game representations, and so on. But being able to implement our original plan has been very rewarding, and now, after working out all of the uncountable details, creating the art, designing what items to make, and writing all of the code, we can finally create real items.

If the guys can take a page from the book of StarBucks (personalization = market share), then this game will be flying off the shelves. Make your own conclusions here.



Aidan Scanlan February 02, 2001
By: Mystery  
Aidan Scanlan, Designer for Bioware, dropped in on the boys over at A Land Far Away. You can check out the resulting interview here.


Q&A February 02, 2001
By: Mystery  
The good folks over at GA RPG got a chance to sit down with the Rob Bartel from Bioware. Here's a little of what he had to say:

Neverwinter Nights is progressing steadily but we’ve certainly come to recognize the sheer amount of effort it takes to pull off a project of this scope. As for where we’re at right now, the system itself is almost in place. We have a graphics engine, we have most of the underlying system in place for a rules engine, we have a solid networking layer, our interface is becoming increasingly present and functional, the basic art content is almost complete, and the Neverwinter Toolset will soon reach a point where the Design Team can start making final game content.

You can see the rest of the interview here.



Planet Forum coverage January 31, 2001
By: Mystery  
Planet Neverwinter has once again provided an excellent dilution of the official NWN forums. This time around, they have organized some good quotes on Items, Character Emotes, Throwing and Catching items, and when the official site will be next updated.