Cryptic's Neverwinter

anton123

New member
I didn't see a thread on this MMO, so I thought I'd put it up.

http://www.playneverwinter.com/about_neverwinter

Not sure what to make of it yet, but seems like it'll get lost in the MMO shuffle. There's way too many of these games. Rift, WoW, DDO, LOTRO... just to name a few. The acquisition of Cryptic by Perfect World was already complete, so I guess they can now focus on finishing the game.
 
Where do you see that it's an MMO?

Also been interested in this, but it looks like it's in the style of previous Neverwinters - solo / co-op / custom adventures / MMO mods (eg. persistent words).

I know it's based on RA Salvatore's latest series of books, and AFAIK the game is set to play out parallel to the narrative within the books. Don't even see MMO mentioned on the page you linked...
 
Ah, that article explains it. So it's kinda like a persistent world... but then users can create their own modules/adventures which others can play without the hassle of going to nwnvault, etc?

What will allow the UGC (user generated content) to stand out in Neverwinter is its overlap with the persistent PVE world. Creators will have the ability to choose an NPC character within the game to initiate their content. You can choose something as commonplace as a guard to the entrance of the city, to the most obscure NPC character that exists. Meaning when you click on a NPC not only will you see the PVE content, but also those scenarios created by your fellow players.

Still dunno what they mean about the option of playing the game alone. An MMO doesn't have a campaign. Otherwise it's just a really really big coop game, right? Surely you can't have computer controlled henchmen in a MMO to replace party members?

Besides from that I really like the idea of the UGC available so readily in game. There's some really talented designer out there, and I'd love to try my hand at creating a module of my own again!
 
Ah, that article explains it. So it's kinda like a persistent world... but then users can create their own modules/adventures which others can play without the hassle of going to nwnvault, etc?



Still dunno what they mean about the option of playing the game alone. An MMO doesn't have a campaign. Otherwise it's just a really really big coop game, right? Surely you can't have computer controlled henchmen in a MMO to replace party members?

Besides from that I really like the idea of the UGC available so readily in game. There's some really talented designer out there, and I'd love to try my hand at creating a module of my own again!

That does sound like a more focused version of Second Life, don't you think? I take it going solo probably means taking on quests alone when you can tag other players along in a quest. Probably comparable to DCUO's alerts.
 
Well if they can pull off user generated content correctly then it could be pretty amazing, anyone who's played a big MMO knows about the annoying wait for new content from the devs but if you have the user population producing content then you minimize the waiting time. Of course not all user generated content is AAA-quality.
 
This news that Neverwinter will be MMO somewhat bothers me, it was initially co-op (4players max) I think. Considering the monumental development windows that Guild Wars 2 and SW-TOR have taken, I hope that Neverwinter remains an action oriented game, like Diablo 3 or just uses the fantastic DnD rule-set to make a really cool instance type game which focuses on smallish adventures that can be picked up by groups of friends at any time.
 
This news that Neverwinter will be MMO somewhat bothers me, it was initially co-op (4players max) I think. Considering the monumental development windows that Guild Wars 2 and SW-TOR have taken, I hope that Neverwinter remains an action oriented game, like Diablo 3 or just uses the fantastic DnD rule-set to make a really cool instance type game which focuses on smallish adventures that can be picked up by groups of friends at any time.

I also think the original design was a non-MMO type of game, but it seems that the project has taken a very drastic change from the original design. Certainly Cryptic being sold off has changed the business formula for this title. We can only hope it still makes use of D&D rule sets.
 
I have a bad feeling that this game will flop. Like most other MMO developers, they might try to coax players away from the dreadnought called WOW by building something very similar in game dynamic. They need to freshen up the genre with an interesting new game that is unlike any others, i.e. be innovative. Innovation is often avoided by the larger studios as they need to break even and then some on their publisher's investment. So, they usually stick to a tried and tested formula with merely superficial alterations. I'd like to see something very different in Neverwinter but I don't expect to. /sad face
 
I really hope they keep the DnD rule set. I have some good memories of the old Neverwinter games. Looking forward to see what they will come out with at the end.
 
I wonder how they will incorporate Neverwinter style play in an MMO. If i recall one could pause in neverwinter or almost any DnD type games i can think of!
 
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