
Chris Avellone always takes the big writing task - so for Neverwinter Nights 2, he's written all the companions and all the major characters and proof-reads almost all the dialogue, and fixes it out to make sure it's all uniform. Here we tie a designer and a scripter together, who implement the areas. After that, we have a big document which we then proceed with to implementation. There are over 110 areas in Neverwinter 2, so if you make areas outside your goals you get lost and then the results end up not feeling like part of the whole. So you don't lose the point of it, as you can get lost sometimes. But it's done in a way of continued sub-sets, so it goes from before. Then we pull out and define all the areas, and the areas turn into 20-page documents, so before you know it, it's gone from three pages to 400. The five-page story gets turned into a fifteen-page story. If we break each of the core aims down, and decide what the cool ideas are in each of them? We write a five-page story. It then goes to an expanded version of that. As soon as you have more than three or four or five goals, no-one knows what they're chasing. We try to do it like this, but have forty goals. That's the box that I drew, and it's how everything starts. You also have to go to the different planes. Planescape is very much about Sigil, which is interesting. Its goals were: we want to make a Planescape game. For example, Planescape is a good example. My job is trying to define the few goals we want to stay with. As time has gone on, some games we've done have been more successful than other games - at least from a design perspective. How it works at my level is that I talk to the game designers. It wouldn't be a fantasy game without inns. And the more things which make you feel that way the better, and Moral Decisions are part of that. but it's the "you" in the world in the story, in the game. well, now we have to pull more tools out of the bag to connect to your character, to have them be you. What your character was, how powerful they are, what they did and who they were. When graphics were less developed in role-playing games - like in Ultima - everything was in your head. In some ways, as graphics have gotten better and the world has gotten more detailed people are separated more from their character. Well, it's where you get the sense of it. In the case of Planescape Torment, it was "Who you are" and discovery and all that other stuff. The idea is by tying your moral decision into the general theme. well, I'm not saying it's like some big stew or something.

But a moral decision is something you have to think about, based upon the situation and everything. You've played enough role-playing games to know when you've really enjoyed the first hour, then you realise it's just the same things over and over again. However, to try and avoid a straight PR-friendly answer we're going to have to creep up on the issue. well, the relatively recent news that NWN 2's Lead Designer, "Ferret" Baudoin, had left the company. Instead, we stay on the issues closest to Neverwinter Nights: that of how they tie into a pre-existing community and. We want to talk about his future - if we were being particularly sneaky, we'd try to get something out of him about the recently announced deal between Obsidian and Sega to "do" an RPG (We do, when the tape stops rolling, and receive a start of horror and a smile that says that a smile's the only comment we're going to get).

OMFG!!! Fallout! Planescape! The r0x0rs! What was in Fell-from-Grac3's D1ary!?!!?!). We want to try and take apart Feargus Urquhart and his Obsidian team-mates' prehistory at Black Isle (i.e.

You get a certain level of developer with a certain history of games, and there's no end of things you want to talk to them about.
