Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Postmortem: Bioware's Neverwinter Nights
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [41]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Postmortem: Bioware's Neverwinter Nights
by Scott Greig,et al [Game Design, Postmortem, Game Developer Magazine]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
December 4, 2002 Article Start Page 1 of 4 Next
 


Screenshot of the finished product - Neverwinter Nights

 


Neverwinter Nights (NWN) was conceived in 1997 as the ultimate pen-and-paper role-playing game simulation. BioWare's goal with the project was to try to capture the subtleties of a pen-and-paper role-playing session in a computer game, including a fully featured Dungeon Master with full control over the game world as it unfolds, and an extremely approachable toolset to allow nontechnical users to make basic content.

Early in BioWare's development of Baldur's Gate it became clear to us how the evolution of the role-playing game genre would unfold. We saw the explosion of fan-created content for first-person shooters and we rationalized that the role-playing genre was ready for a similar renaissance. It was going to take a lot of work to do it right, but even near the project's completion, we realized that at the start we had greatly underestimated the effort it would take to complete a project of this size.

Neverwinter Nights was also inspired by the early massively multiplayer games like Ultima Online. Our experience online was that we had the most fun when we were adventuring with a moderate-sized group of friends, with a Game Master creating an adventure for us in real time. This experience was one of the foundations of what we wanted to capture in Neverwinter Nights.

Neverwinter Nights was the largest and most ambitious project BioWare has yet undertaken, beyond the 250-hour Baldur's Gate II: Shadows of Amn. Our goal was to create a game with significant impact, while also delivering on all of our goals. As a result, we had an extremely large team working on Neverwinter Nights.

At its peak, the team numbered more than 75 people - with 22 programmers working on aspects as diverse as the game client, independent servers, the Dungeon Master client, and the world creation tools (the BioWare Aurora Neverwinter Toolset). Not only did the final game feature a large number of programmed features, but we also had hundreds of monsters, thousands of custom scripts, and a substantial single- or multiplayer campaign (featuring 60 to 100 hours of gameplay). Coordination of such a large team presented us with a number of unique management challenges, and in retrospect we learned a number of lessons regarding managing huge projects, many of which are described in this article.

 
Article Start Page 1 of 4 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.