Domain: bioware.com
Stories and comments across the archive that link to bioware.com.
Comments · 341
-
Re:Okay... but why?
The best reason I can think of would be to continue the story as a group of D'NI sent to a group of ages to repair/search them. Probably played as a Guild member. Maybe each with a skill that can only be applied to certain puzzles. Other puzzles (as already mentioned several times) could require working together. Imagine having to hold a button down while someone else cranks a generator.
I couldn't see this played in the same area as the other games. Also the engine that was used for the three Mysts wouldn't work here. They are based on prescripted movies and images. For this to work it would be required to use a 3D engine like Quake, etc. Which will loose a lot of graphics quality on lesser graphics cards. The game could also be set as a D&D style game, like NeverWinter Nights.
It could work, I would put more money on it working then on people being willing to pay for it working.
Just my $0.02 -
Re:Greetings from BioWareThank you for airing our concerns with Infogrames. I'm hoping this turns out for the best; I've been looking forward to the title for a long time, and it does look like it will be every bit worth the wait.
(Neverwinter forum discussion here).
-
About the Mac (or Linux) versionwhat is the Mac versions status?
The status now is the same as it was two years ago.
The good news is that NWN will ship with Windows, OSX, and Linux86 installers for Players and DMs on the same CD. The bad news is that the world creation tools are Windows only.
See also: Bioware's NWN FAQ:
4.01 I've heard that the Aurora Neverwinter Toolset will be Windows only. What's the deal?
Our initial goal was to create a cross platform toolset for the gaming community. However, we have encountered difficulty in obtaining a viable cross platform solution to assist us in porting the Aurora Neverwinter Toolset. While we would not like to rule out the possibility of a port to the various operating systems at some point, this won't be happening for the initial release.
The real answer is that they created the Toolset in the first place using a Windows-only system, rather than the cross-platform environment they used to write the actual game. They've never explained why. -
Powerful, Easy to Use
It's hard to describe just how flexible and sophisticated this toolset is.
There's a wonderful thread here which shows what people have built in the first 24 hours after the tool was released.
However, these screenshots don't convey the depth of the scripting language that you can use to customize just about anything in the game world. -
Further information on the toolset
Here is some further information on the toolset taken from nwn.bioware.com/downloads/toolset.html
The BETA version of the Neverwinter Aurora Toolset provides most of the functionality of the final toolset that will be included in the retail version of Neverwinter Nights. The final toolset will allow users who purchase Neverwinter Nights to create their own adventures with the fully functional game editor that has been used by BioWare in the creation of the official NWN campaign. Just as a Beta Test provides consumers an early look at a game while the development team continues to test the game and define issues, Infogrames has determined that this toolset can provide that experience to players but is in NO WAY FINAL, and thus technical support will not be available.
There is also an introduction on how to use the toolset at the Bioware website. It will be interesting to see what creations this toolset yeilds because there has been many games with great toolsets but almost no mods to speak of. An example that springs to mind is the underrated Dark Reign 2. -
Further information on the toolset
Here is some further information on the toolset taken from nwn.bioware.com/downloads/toolset.html
The BETA version of the Neverwinter Aurora Toolset provides most of the functionality of the final toolset that will be included in the retail version of Neverwinter Nights. The final toolset will allow users who purchase Neverwinter Nights to create their own adventures with the fully functional game editor that has been used by BioWare in the creation of the official NWN campaign. Just as a Beta Test provides consumers an early look at a game while the development team continues to test the game and define issues, Infogrames has determined that this toolset can provide that experience to players but is in NO WAY FINAL, and thus technical support will not be available.
There is also an introduction on how to use the toolset at the Bioware website. It will be interesting to see what creations this toolset yeilds because there has been many games with great toolsets but almost no mods to speak of. An example that springs to mind is the underrated Dark Reign 2. -
Re:beta testI'm not sure where you got your information from. Check out the official faq:
"8.04 Will there be a Mac/Linux/BeOs version?The BeOS version of Neverwinter Nights will not be completed. However, we are planning a simultaneous PC/Macintosh/Linux release for Neverwinter Nights, with all three versions to be included in a single box. On the PC, Neverwinter Nights will run under Windows 98, Windows ME, Windows 2000 Service Pack 2, and Windows XP."
They also say that there is a server for each supported platform. That would make no sense if by supported platform they mean platforms that run the server. That would be saying "each platform that has a server will have a server".
So we can safely conclude from the Bioware FAQ, and the fact that they haven't tried to correct everyone asking about Linux and Mac clients, and the interviews that say they are going to have one, that there will indeed be a Linux client. You are correct about making maps. The editor for the game is windows only for the moment. The tools that they used to create it were not initially available in Linux, but I have heard they are now, so there is a potential for the toolkit to be later ported to Linux.
-
Re:beta testCheck the FAQ, you'll spooge.
I suppose rather than tease you with a mere link, I could include this:
8.04 Will there be a Mac/Linux/BeOs version?
Bioware is Canadian =) All-hail the Open Source friendly Canadian developers!The BeOS version of Neverwinter Nights will not be completed. However, we are planning a simultaneous PC/Macintosh/Linux release for Neverwinter Nights, with all three versions to be included in a single box. On the PC, Neverwinter Nights will run under Windows 98, Windows ME, Windows 2000 Service Pack 2, and Windows XP.
-
Re:Morrowind
But does Morrowind include all the DM tools that Neverwinter Nights does? You get everything Bioware used to make their in-game content, included in the box. Unfortunately, that software only runs in Windows (unlike the game itself).
-
Re:Good news!
Not only that, but the Windows, Linux & Macintosh versions all come in the SAME BOX, so we
dual-boosters can try it out on both systems.
The downside here is that Bioware may have trouble determining the number of users who use Linux vs Windows vs Macintosh. So remember: if you use Linux, remember find the little postcard, check the box next to 'Linux' and send it off.
Otherwise, they'll never know... -
Awards
Check out all the awards Neverwinter Nights has already won. A pretty high count considering the game hasn't been released yet, huh?
-
No BeOS
Quoth the FAQ, "the BeOS version of Neverwinter Nights will not be completed."
Bummer. -
"Real time", but with new approaches
The FAQ states that they are well aware of the low-ping click-fest that many real-time multiplayer games have turned into. It also states how they're using a "multilayered" approach to combat, where you default to using a basic attack unless you stack up additional moves in your combat queue.
Sounds a lot like how Star Wars: Galaxies is doing theirs. I'm interested to see how it works out. -
Runs on 3 platforms out of the box
The NWN site states that the game will run on windows, Mac, and linux out of the box.
Read it here. -
Re:alternate platforms
we need more games for alternate platforms like macosx, linux, *bsd, etc.
According to the NWN faq, the box will contain media for Windows, Linux, and MacOS.
-l -
*smirks* Check out the Bioware boards
Yes....
The game has been available for pre-order for some time now (at least from Amazon); however, if you read the interesting posts on the Bioware boards.... Snickering about Slashdot you'll undoubtably just let your pre-order rest (quite possibly past the aformentioned date in June).
-
Re:Release date clarification
The comment you posted is located at http://forums.bioware.com/viewtopic.php?topic=122
1 9&forum=2. It was posted Monday, 4 February 2002 19:03. While it is the most recent Official Announcement I've been able to find, I will believe the *relatively* official Amazon, EBGames and GameStop pre-order release dates... at least until I hear otherwise from the NWN team themselves. -
Bioware Model ViewerBioware has released a model viewer that shows some of the models to be included in NWN. It's pretty cool, "Walk", "Run", "Attack", panning, zooming , etc.
Check out the following links for a taste of some of the models, according to the bioware forums they'll be releasing more models for the viewer. As it stands, they have the Flesh Golem and Bugbear, which can be added to the viewers default models...nifty...
I have been kind of wary of computer gaming to replace good ol' AD&D, IMHO they always fell short, although netHack does a decent job in the realm of adventure story lines and thought process (ie hacking and slashing everything is not the goal). NWN, although unlikely to displace me from an old tech AD&D game might be a cool complement. Now if we could host AD&D games for our (now) geographically dispersed group that would be cool. Of course it would be different than our old sessions, but it might be fun, and change (at times) can be good.
-
Re:register
On neverwinternights.com site, it's still listing as only supported under Windows 98/ME/2000sp2/XP, with a mention at the bottom of "Other OS requirements coming later." The link to that info is here.
I'm hoping that it will come out for linux at the same time as it does for Windows, but I really doubt it. More likely that the linux version will come out sometime later. And at the speed of the development of NWN, look for it in 2003
:) -
Re:Shitty review, read here for the real deal
I totally agree that timothy's review was utter nonsense. gphat's was much closer to the truth. There were just a few things that he forgot to mention.
First of all, timothy was completely wrong about the gamespeed being faster (has he even played the game?). One of the first things I noticed about the game was in fact that the game speed is slower. Generally things take longer to build, troops are a little slower, and units have more hit points so they last longer in battle. What all this means is that you have more time to plan your strategies, and you can change your tactics in the middle of battle if you notice your troops aren't doing well. One thing I will say though, is that it generally takes fewer building to advance up the tech tree, so in that sense, the game is a little faster.
More importantly however, is the addition of "creeps" on the map. gphat mentioned their existence, but failed to stress their importance. The primary reason I think they are so important is that the stop people from rushing. They generally stand on critical paths (such as paths between enemy cities) and prevent enemies from rushing and destroying your town. In that sense, you can use the creeps as allies instead of enemies.
This is not to say that I think the game is flawless or even worth buying. Blizzard promised to make the game more of a role-playing game and less of an RTS. (Though if they consider hack-and-slash Diablo an RPG, I'm not sure if that's a good thing.) As production progressed, they slowly cut back on RPG elements, and it morphed back into an RTS game. They still have several good additions (such as the creeps, upkeep, etc.), but at heart Warcraft III is just an upgraded version of Warcraft II. I just wanted to give an accurate portrayal of what exactly this game is like. If you ask me, you should just wait for Neverwinter Nights. It's going to be a much better RPG with more strategy in its battles than the best RTS's, and if you're easily impressed by graphics, well, it beats Warcraft III there too. -
Wish he would have been asked about....
I would be really interested in seeing if he's planning on getting this title... and his perspective on the 'computerized' version of the system he started:
NeverwinterNights
-
Great pilot project
I'm really happy about this, although the only software company I know in Alberta is BioWare.
It's about time the Canadians teach Americans (and several other nationalities) how to really run government to support the people.
-
Other Linux games publishers
The guy mentions:
"There are still commercial companies and indie game shops supporting Linux that need your support. A brief, incomplete list is BlackHoleSun, IllWinter, Linux Game Publishing, iD, Epic, BioWare, Philos Laboratories, Mountain King Studios, Introversion, and PomPom."
I went to the BioWare site but couldn't find any Linux games. Anyone know what he's on about? -
Re:Linux? You're kidding, right?
These web stats might explain why Bioware doesn't necessarily feel the need to put "Released for LINUX!!!" on their front page in large, blinking letters...
eh, maybe the slashdotting this story produced will change their minds :) -
Re:best == most enjoyment, for me
After that there doesn't appear to be too much on the horizon, anyone know of any good games coming out for Linux?
The one I'm looking forward to is Neverwinter Nights. It's beautiful, and will be released for Linux simultaneously with Windows. It should appeal to both to RPG fans and a little bit to FPS fans -- maybe the Heretic fans. It's due out in March 2002.
-
Bioware?
Everyone knows that Bioware is doing a native linux version(and they were talking about the possiblity BeOS port as well) of Neverwinter Nights, but has anyone actually asked their motivation for it?
I'd certainly like to know. Is it that they see a potential in linux gaming, or are they doing it out of good will? I'm unsure but it looks like they've snubbed directx and direct3d completely in favor of OpenGL.
(before anyone asks "when is it coming out?" go here) -
there is hope.
Some companies are doing things for linux gamers. Bioware is releasing Neverwinter Nights, which could arguably be the best rpg ever released, is going to be released for linux as well as windows, and most likely it will use opengl(is there another graphics api that does 3d in linux?). Nvidia is giving full OpenGL support in their chipsets. And let's not forget the guys at ID love opengl as well. Even if their numbers are few, there are people who still want to keep OpenGL alive, and they are pretty big names is the gaming industry.
-
NeverWinterNights, an E(xpandable)MMORPG
In the MMORPG genre, I'm retty excited about NeverWinterNights (official site here) by BioWare, the ppl who brought you Baldur's Gate. It's RPG style online game, big and 3d, but it will have the possibility to build your own Worlds with an included kit. You can then connect your worlds with others, so the release of the game is really just the first step. They kinda promised to pre-release more tiles (building blocks) to create worlds. Woh...
What I find TOTALLY cool about NWN as a D&D fan is that NWN is based on 3rd Edition D&D and you will be able to let your Game Master create a world (a town, a desert or a whole planet), and only let his players join. This way I can play D&D over the net, just with my friends. If we feel like it, we can portal to other worlds, and, as a team, slay other ppl. My RPG group has been looking for remote playing software forever, since we live pretty far away from each other.
Disclaimer before I get flamed to hell: take all of this with a pinch of salt. The general attitude of BioWare seems to be "maybe we will have this or that, I can nearly guarentee it", so I know, it's not for sure we will see ALL of this functionality.
btw, ETA for NWN is Spring 2002.
-Kraft -
the most addictive game I ever hatedWhen I finally quit playing the original d2, I had to ask myself: why did I play it so long, when I just HATED it?
Obviously, it all comes down to player types. Richard Bartle is credited with characterizing RPG players into 4 categories: Explorer, Socializer, Achiever, and Killer. Supposedly, this was published in the Journal of Mud Research, but I wasn't able to find it. In any event, I realized I'm an 'achiever' in the games context. Even when playing a PK mud, I didn't kill because I was a Killer, I killed because that was a large part of the game and I wanted to "win". Diablo 2 is psychologically seductive to almost all types of players:
Killers can go hostile and attack anyone
Socializers have both a chat context and global in-game chatting
Achievers have titles, including hardcore, levels, and equipment to seek after
Explorers get some because the world is new every time
So, Diablo 2 clever caters to anyone with an interest in RPGs by having something for all player types -- but their system of equipment makes the achiever an absolute addict. There's ALWAYS another piece of equipment waiting to be had better than what you have. And, sadly, unlike a game of skill like, say, Quake 3, there isn't a great deal of real gain to be had from repeat play, other than equipment gathering. Admittedly, if you were a true groundbreaker, you came up with a playing style that was unique (say, the Tweaker Sorceress or the Hammerdin), but after a gentle early learning curve, most people were eq-dependant.
So, is the game actually FUN? I played it a ton, but if fun is enjoyment, then I couldn't say it was. I wanted to enjoy it but I was too frusted with all those things about D2 that have become terrible jokes:
Grotesque amounts of lag (on a T1, I should add)
Utterly stupid PvP (who hits who first?)
Totally imbalanced character classes
Lame Multiplay (95% of people want to solo in 8-player games, and 80% of them want to do it on the River of Flame, all at once, and barbarians can steal kills, etc)
On top of all this, the "realms" were subject utterly to cheating of the first order. Since I myself spent _hours_ showing support people how to 'dupe' with one of the methods (there were at least 4 different 'duping' bugs, if not more, over the course of the game), I can attest to the fact that they don't take it seriously, thus scrapping the d2 "economy", for better or for worse.
For all these reasons, and more, I've steeled myself against buying the expansion. I don't imagine the major gameplay problems have been improved. I'll buy the Throne of Bhaal expansion back for BG2 instead, and bide my time waiting on Neverwinter Nights, which may well end up becoming the most popular online RPG ever, given that PLAYERs will be able to build, run, and link their worlds, and create new content with an incredibly rich toolkit. Back to the four player classes, I can already see most of them very much enjoying it.
Enjoy D2 if that's your bag, I don't begrudge anyone their game. But D2 has gone down in my book as excellent psychology attached to a very poor game, and despite being one of those people who would spend hundreds of dollars on some of my favorite games because I enjoy them so much, I'm not going to reward Blizzard with another $35. -
Two words
Two words:
Neverwinter Nights
Dungeon Master, Wizardry, and like games, started a tradition of dungeon crawl RPGs that are currenly best explemfified by Diablo II on one end of the spectrum, and Baldur's Gate II on the other. But it looks like Bioware's Neverwinter Nights is about to take the crown. -
THEY AREFrom their site
Will there be a Mac/Linux/BeOs version? We are planning a simultaneous PC / Macintosh / Linux release for Neverwinter, with all three versions to be included in a single box. BeOS users will be happy to know that we are also developing a BeOS version in parallel to our other platforms. It's been going very smoothly so far and, if all goes well, we hope to include it as part of our standard release. On the PC, Neverwinter Nights will run under Win95/98, as well as NT 4 (using service pack 6), which is our favored development OS at present. The game also works quite well on Windows 2000 and we hope to continue support up to release.
-
It's coming...
If in-game tools existed to program 2D/3D action or RPG elements, you'd have a real winner.
This sounds like Neverwinter Nights. Can't wait for this game to hit the stores.
-
Under $300UPS power system. You can get some nice ones from Belkin for example, many of which support Linux.
Baldur's Gate 2, that is pretty much a given.
Rio 500 MP3 player, which you can pick up for cheap at Audible.com, last time I checked.
A subscription to Wired.
VMWare for the geek in all of us.
A new video card, though I don't know specifics.
-
Hmmm...
-
Slight chance of Linux port...
Depending on how well Neverwinter Nights sells for Linux of course (for those who don't know, BioWare is porting NWN, a highly anticipated multiplayer (not massive) AD&D RPG that's meant to capture the tabletop AD&D gameplay in a modern comp game, to Linux internally). This may be difficult to gauge, as the binaries for all supported platforms (Linux, Mac, and Win) are supposed to be in the box, but if they get a lot of positive feedback, I wouldn't be surprised to see the Star Wars RPG released for Linux as well (granted, it probably won't be available until late 2002/2003, so speculating now is rather moot).
-
RPGs and BiowareThere has been a lot of threads on various boards concerning what the RPG might be like and whether it will be follow certain aspects found in Bioware's AD&D games. There has also been quite a bit of discussion as whether the D20 system is really appropriate to a Star Wars RPG as opposed to a D6 system which was used in WEG before WotC stepped into the picture. This is basically commentary to address such subject matter.
Bioware, The History
First off, let's take a look at Bioware: Bioware was the brain child of two Alberta doctors who decided for a variety of reasons to go after a dream founding the game development company we now know. Originally, Dr. Greg Zeschuk and Dr. Ray Muzyka intended on designing a fairly detailed encompassing RPG which had absolutely no relation to AD&D but still held a fantasy like aura. Later, when Black Isle and Interplay became associated with Bioware, the developers suddenly had access to Interplay's aging AD&D licences which had not been used to develop a title of wide success. From this was born the new Infinity Engine and their second title: Baldur's Gate. However, by this time Bioware had already aquired a sizable and strong development team which had experience as a cohesive unit from the development of Shattered Steel. Furthermore they had already established an annimation division which gave Bioware a specialized resource: talented exclusive annimators and modellers. Baldur's Gate was released as their first major title earning them much acclaim and respect as developers. This in term earned them the rights to MDK producing the Omen engine and the suceeding title, MDK 2.
What can be drawn from this is that Bioware is not a single title and single technology company. They are versatile and quite capable of producing a wide variety of games in many differing styles and genres. Baldur's Gate started as a non-AD&D RPG not using a D20 system. While it is indeed a AD&D game and was widely influced by the developer's experiences with pen and paper AD&D 2nd ed. the product should not be taken as the direct result of the AD&D franchise. Furthermore, they proved their ability to produce specific game engines for a widely differing genres with the creation of Shattered Steel, Infinity and Omen. These engines share very little in common but are all well done solid packages. If anything, Bioware's experience with franchises demonstrates an ability to comprehend their subject matter and produce original material which follows in not only the tradition of the franchise, but also with the concept and principles: they know what the point of their subject matter is. In this, one can trust that Bioware will produce a title fitting of Star Wars. Their Star Wars title will be a Star Wars game to the core.
Bioware, Preferences of Design
Bioware also has shown a definite preference for design spaces without too many constraints. In Baldur's Gate they choose the least defined area they could find in TSR's Forgotten Realms which allowed them to create as much original material as possible. With MDK 2, the plot only holds basic restrictions in terms of design without any specific problems such as well defined areas (this place must look like this, etc). This holds true with the new SW RPG -- set in the distant past Bioware has a lot of room to move around in. In a way this also helps alleviate any presure to have a title that falls to stigmas... not all Dwarves hate Elves, Elves don't have to be wizards or rangers, not everyone in the Battletech universe is a Mechwarrior and in Star Wars not everyone uses the Force. It is a fair assumption that the title will not be the Jedi versus the non-Jedi Force wielding bad guys -- but such is enivitable to some extent.
Bioware also tends to develop highly personalized titles. By this I mean that their titles have always been from a close perspective in terms of game narration -- Baldur's Gate was a small party of 6 or less, MDK 2 was played as one of the three protagonists and Shattered Steel was first person in all respects. I doubt they were choosen to develop an MMPOG or any similar system. Even Neverwinter Nights is a party based experience even though it has a target of approximately 64 players per server. At the core all of their games are personal stories of greate proportions. This is what their SW title will almost definitely be like... it's also a reason why their is limited competition between Verant's SW RPG and Bioware's: they are targetted at different audiences.
The Engine
It was announced that this product will be using a new engine. When Bioware announced Neverwinter Nights it was said to be using the Omen engine which was very heavily modified from MDK 2. Subsequently this will not be an Omen derivative as some have conjectured. With the experience of Omen under the belt as well as an RPG adaptation of the engine, it is fairly certain that the engine will be 3D with a more freeform nature than in Neverwinter Nights (you cannot look up or follow from odd perspectives, etc).
Addressing the cross-platform release of the game (console, PC, Mac), I do not believe there should be any doubt that they will deliver. With the simulataneous parallel development of Neverwinter Nights and the previous development of MDK 2, it should be fairly obvious that they are more than capable of developing on all the mentioned platform proficiently.
D20 and RPGs
Just to have it clear at the beginning: it is not certain whether or not Bioware will be using WotC D20 system as seen in their version of the Star Wars RPG or a new statistics system.
Many state that D20 isn't really suited for RPGs and fast paced RPGs because it is tends to involve quite a great more dice rolls and general statistics than a D6 system. However, this does not hold true for computer games at all -- computing a D20 combat sequence is arbitrary. Furthermore, the user can be completely abstracted from the entire statistics systems. AD&D was designed as a highly versatile statistical system which was easily understood primarily based upon 5 percent segments. In AD&D 3rd edition which is very similar to D20, the system has been further generalized providing specifics on handling non-RP situations which was not associated with the fantasy genre. Basically the D20 system provides a set of combat, action and skill rules which can be applied to anything which can be reasonably segmented into 5 percent slice with results having the acompanying degree of error.
It seems ridiculous to consider a +5 light sabre or a 48D8 Sith lord, but it is similarly odd to consider the same situation in terms of statistics. All things being considered, it is just a finite segmented manner of representing statistics rather than developing an overly complex smoothly progressing system in terms of the base units.
Many of the restrictions which are associated with AD&D and the D20 system do not really exist in the computer world. In pen and paper a lot of situations and environments where non-RP elements came into play were very difficult to represent for an unassisted DM. It was not that the rule set did not allow certain actions or environments to look like a certain fashion, it was more that the DM was either not imaginative or capable of generating, tracking and handling the required information.
Consider the timeframe, effort and resources availible to a D20 computer game versus a pen and paper version. A developer spends 2 to 5 years developing a single title which encompasses what is relatively a short timeframe in terms of play time. This same developer has a whole host of designers, artists, developers and SQA working on the project as well as the direct creative assistance of the developers of the original system. A DM, on the other hand has himself and the rule books. It's no particular surprize that many DMs fell into the simple way out in creating almost out of box situations. Without the lengthy combat roles and statistics checks as arbitrary and the time and man hours to create a vibrant environment, I find that the D20 completely acceptable.
Game Play
Currently the game is being developed as a single player RPG, but it is fairly certain that a multiplayer element will enter in upon the game. given the shorter development cycle than Neverwinter Nights and the stipulation of a new engine, it is doubted that the RPG will be of the versatile scale of Neverwinter Nights. It is not particularly hard to add in a party like element such as in Baldur's Gate or even cooperative DOOM.
Just as an offhand note, the game play doesn't neccesarily have to be at a slow pace or have an abstracted method of control as in AD&D and many other RPGs. It could just as well involve much more action whether using a high level approach with general commands or a low level approach with more fine control in terms of actions. Even if they decided to use D20 this could be implemented...
As for everything else, who knows? Here's a bit of reference material where you can get more information:
Bioware Corp
Press Release (Bioware) (Lucasarts)
The Making of a Monster: Creating Baldur's Gate (CGDC 2000 Presentation)
Shadow's of Amen Message Board
Icewind Dale Message Board
Neverwinter Nights Message Board
Slashdot on D20
Open Gaming Foundation
Ryan Dancey Interview
WotC Interview with Ryan Dancey
WotC Star Wars RPG
Eric Noah's Unofficial AD&D 3rd Edition News
Basic Clarifications
This product is being developed by Bioware: not Lucasarts or Black Isle or Interplay
It will feature a new engine not based on Omen
The game is currently being developed as single player
It is unconfirmed whether or not the game will use D20 or not, D20 is currently being used in the yet to be released Star Wars RPG from WotC
-
RPGs and BiowareThere has been a lot of threads on various boards concerning what the RPG might be like and whether it will be follow certain aspects found in Bioware's AD&D games. There has also been quite a bit of discussion as whether the D20 system is really appropriate to a Star Wars RPG as opposed to a D6 system which was used in WEG before WotC stepped into the picture. This is basically commentary to address such subject matter.
Bioware, The History
First off, let's take a look at Bioware: Bioware was the brain child of two Alberta doctors who decided for a variety of reasons to go after a dream founding the game development company we now know. Originally, Dr. Greg Zeschuk and Dr. Ray Muzyka intended on designing a fairly detailed encompassing RPG which had absolutely no relation to AD&D but still held a fantasy like aura. Later, when Black Isle and Interplay became associated with Bioware, the developers suddenly had access to Interplay's aging AD&D licences which had not been used to develop a title of wide success. From this was born the new Infinity Engine and their second title: Baldur's Gate. However, by this time Bioware had already aquired a sizable and strong development team which had experience as a cohesive unit from the development of Shattered Steel. Furthermore they had already established an annimation division which gave Bioware a specialized resource: talented exclusive annimators and modellers. Baldur's Gate was released as their first major title earning them much acclaim and respect as developers. This in term earned them the rights to MDK producing the Omen engine and the suceeding title, MDK 2.
What can be drawn from this is that Bioware is not a single title and single technology company. They are versatile and quite capable of producing a wide variety of games in many differing styles and genres. Baldur's Gate started as a non-AD&D RPG not using a D20 system. While it is indeed a AD&D game and was widely influced by the developer's experiences with pen and paper AD&D 2nd ed. the product should not be taken as the direct result of the AD&D franchise. Furthermore, they proved their ability to produce specific game engines for a widely differing genres with the creation of Shattered Steel, Infinity and Omen. These engines share very little in common but are all well done solid packages. If anything, Bioware's experience with franchises demonstrates an ability to comprehend their subject matter and produce original material which follows in not only the tradition of the franchise, but also with the concept and principles: they know what the point of their subject matter is. In this, one can trust that Bioware will produce a title fitting of Star Wars. Their Star Wars title will be a Star Wars game to the core.
Bioware, Preferences of Design
Bioware also has shown a definite preference for design spaces without too many constraints. In Baldur's Gate they choose the least defined area they could find in TSR's Forgotten Realms which allowed them to create as much original material as possible. With MDK 2, the plot only holds basic restrictions in terms of design without any specific problems such as well defined areas (this place must look like this, etc). This holds true with the new SW RPG -- set in the distant past Bioware has a lot of room to move around in. In a way this also helps alleviate any presure to have a title that falls to stigmas... not all Dwarves hate Elves, Elves don't have to be wizards or rangers, not everyone in the Battletech universe is a Mechwarrior and in Star Wars not everyone uses the Force. It is a fair assumption that the title will not be the Jedi versus the non-Jedi Force wielding bad guys -- but such is enivitable to some extent.
Bioware also tends to develop highly personalized titles. By this I mean that their titles have always been from a close perspective in terms of game narration -- Baldur's Gate was a small party of 6 or less, MDK 2 was played as one of the three protagonists and Shattered Steel was first person in all respects. I doubt they were choosen to develop an MMPOG or any similar system. Even Neverwinter Nights is a party based experience even though it has a target of approximately 64 players per server. At the core all of their games are personal stories of greate proportions. This is what their SW title will almost definitely be like... it's also a reason why their is limited competition between Verant's SW RPG and Bioware's: they are targetted at different audiences.
The Engine
It was announced that this product will be using a new engine. When Bioware announced Neverwinter Nights it was said to be using the Omen engine which was very heavily modified from MDK 2. Subsequently this will not be an Omen derivative as some have conjectured. With the experience of Omen under the belt as well as an RPG adaptation of the engine, it is fairly certain that the engine will be 3D with a more freeform nature than in Neverwinter Nights (you cannot look up or follow from odd perspectives, etc).
Addressing the cross-platform release of the game (console, PC, Mac), I do not believe there should be any doubt that they will deliver. With the simulataneous parallel development of Neverwinter Nights and the previous development of MDK 2, it should be fairly obvious that they are more than capable of developing on all the mentioned platform proficiently.
D20 and RPGs
Just to have it clear at the beginning: it is not certain whether or not Bioware will be using WotC D20 system as seen in their version of the Star Wars RPG or a new statistics system.
Many state that D20 isn't really suited for RPGs and fast paced RPGs because it is tends to involve quite a great more dice rolls and general statistics than a D6 system. However, this does not hold true for computer games at all -- computing a D20 combat sequence is arbitrary. Furthermore, the user can be completely abstracted from the entire statistics systems. AD&D was designed as a highly versatile statistical system which was easily understood primarily based upon 5 percent segments. In AD&D 3rd edition which is very similar to D20, the system has been further generalized providing specifics on handling non-RP situations which was not associated with the fantasy genre. Basically the D20 system provides a set of combat, action and skill rules which can be applied to anything which can be reasonably segmented into 5 percent slice with results having the acompanying degree of error.
It seems ridiculous to consider a +5 light sabre or a 48D8 Sith lord, but it is similarly odd to consider the same situation in terms of statistics. All things being considered, it is just a finite segmented manner of representing statistics rather than developing an overly complex smoothly progressing system in terms of the base units.
Many of the restrictions which are associated with AD&D and the D20 system do not really exist in the computer world. In pen and paper a lot of situations and environments where non-RP elements came into play were very difficult to represent for an unassisted DM. It was not that the rule set did not allow certain actions or environments to look like a certain fashion, it was more that the DM was either not imaginative or capable of generating, tracking and handling the required information.
Consider the timeframe, effort and resources availible to a D20 computer game versus a pen and paper version. A developer spends 2 to 5 years developing a single title which encompasses what is relatively a short timeframe in terms of play time. This same developer has a whole host of designers, artists, developers and SQA working on the project as well as the direct creative assistance of the developers of the original system. A DM, on the other hand has himself and the rule books. It's no particular surprize that many DMs fell into the simple way out in creating almost out of box situations. Without the lengthy combat roles and statistics checks as arbitrary and the time and man hours to create a vibrant environment, I find that the D20 completely acceptable.
Game Play
Currently the game is being developed as a single player RPG, but it is fairly certain that a multiplayer element will enter in upon the game. given the shorter development cycle than Neverwinter Nights and the stipulation of a new engine, it is doubted that the RPG will be of the versatile scale of Neverwinter Nights. It is not particularly hard to add in a party like element such as in Baldur's Gate or even cooperative DOOM.
Just as an offhand note, the game play doesn't neccesarily have to be at a slow pace or have an abstracted method of control as in AD&D and many other RPGs. It could just as well involve much more action whether using a high level approach with general commands or a low level approach with more fine control in terms of actions. Even if they decided to use D20 this could be implemented...
As for everything else, who knows? Here's a bit of reference material where you can get more information:
Bioware Corp
Press Release (Bioware) (Lucasarts)
The Making of a Monster: Creating Baldur's Gate (CGDC 2000 Presentation)
Shadow's of Amen Message Board
Icewind Dale Message Board
Neverwinter Nights Message Board
Slashdot on D20
Open Gaming Foundation
Ryan Dancey Interview
WotC Interview with Ryan Dancey
WotC Star Wars RPG
Eric Noah's Unofficial AD&D 3rd Edition News
Basic Clarifications
This product is being developed by Bioware: not Lucasarts or Black Isle or Interplay
It will feature a new engine not based on Omen
The game is currently being developed as single player
It is unconfirmed whether or not the game will use D20 or not, D20 is currently being used in the yet to be released Star Wars RPG from WotC
-
RPGs and BiowareThere has been a lot of threads on various boards concerning what the RPG might be like and whether it will be follow certain aspects found in Bioware's AD&D games. There has also been quite a bit of discussion as whether the D20 system is really appropriate to a Star Wars RPG as opposed to a D6 system which was used in WEG before WotC stepped into the picture. This is basically commentary to address such subject matter.
Bioware, The History
First off, let's take a look at Bioware: Bioware was the brain child of two Alberta doctors who decided for a variety of reasons to go after a dream founding the game development company we now know. Originally, Dr. Greg Zeschuk and Dr. Ray Muzyka intended on designing a fairly detailed encompassing RPG which had absolutely no relation to AD&D but still held a fantasy like aura. Later, when Black Isle and Interplay became associated with Bioware, the developers suddenly had access to Interplay's aging AD&D licences which had not been used to develop a title of wide success. From this was born the new Infinity Engine and their second title: Baldur's Gate. However, by this time Bioware had already aquired a sizable and strong development team which had experience as a cohesive unit from the development of Shattered Steel. Furthermore they had already established an annimation division which gave Bioware a specialized resource: talented exclusive annimators and modellers. Baldur's Gate was released as their first major title earning them much acclaim and respect as developers. This in term earned them the rights to MDK producing the Omen engine and the suceeding title, MDK 2.
What can be drawn from this is that Bioware is not a single title and single technology company. They are versatile and quite capable of producing a wide variety of games in many differing styles and genres. Baldur's Gate started as a non-AD&D RPG not using a D20 system. While it is indeed a AD&D game and was widely influced by the developer's experiences with pen and paper AD&D 2nd ed. the product should not be taken as the direct result of the AD&D franchise. Furthermore, they proved their ability to produce specific game engines for a widely differing genres with the creation of Shattered Steel, Infinity and Omen. These engines share very little in common but are all well done solid packages. If anything, Bioware's experience with franchises demonstrates an ability to comprehend their subject matter and produce original material which follows in not only the tradition of the franchise, but also with the concept and principles: they know what the point of their subject matter is. In this, one can trust that Bioware will produce a title fitting of Star Wars. Their Star Wars title will be a Star Wars game to the core.
Bioware, Preferences of Design
Bioware also has shown a definite preference for design spaces without too many constraints. In Baldur's Gate they choose the least defined area they could find in TSR's Forgotten Realms which allowed them to create as much original material as possible. With MDK 2, the plot only holds basic restrictions in terms of design without any specific problems such as well defined areas (this place must look like this, etc). This holds true with the new SW RPG -- set in the distant past Bioware has a lot of room to move around in. In a way this also helps alleviate any presure to have a title that falls to stigmas... not all Dwarves hate Elves, Elves don't have to be wizards or rangers, not everyone in the Battletech universe is a Mechwarrior and in Star Wars not everyone uses the Force. It is a fair assumption that the title will not be the Jedi versus the non-Jedi Force wielding bad guys -- but such is enivitable to some extent.
Bioware also tends to develop highly personalized titles. By this I mean that their titles have always been from a close perspective in terms of game narration -- Baldur's Gate was a small party of 6 or less, MDK 2 was played as one of the three protagonists and Shattered Steel was first person in all respects. I doubt they were choosen to develop an MMPOG or any similar system. Even Neverwinter Nights is a party based experience even though it has a target of approximately 64 players per server. At the core all of their games are personal stories of greate proportions. This is what their SW title will almost definitely be like... it's also a reason why their is limited competition between Verant's SW RPG and Bioware's: they are targetted at different audiences.
The Engine
It was announced that this product will be using a new engine. When Bioware announced Neverwinter Nights it was said to be using the Omen engine which was very heavily modified from MDK 2. Subsequently this will not be an Omen derivative as some have conjectured. With the experience of Omen under the belt as well as an RPG adaptation of the engine, it is fairly certain that the engine will be 3D with a more freeform nature than in Neverwinter Nights (you cannot look up or follow from odd perspectives, etc).
Addressing the cross-platform release of the game (console, PC, Mac), I do not believe there should be any doubt that they will deliver. With the simulataneous parallel development of Neverwinter Nights and the previous development of MDK 2, it should be fairly obvious that they are more than capable of developing on all the mentioned platform proficiently.
D20 and RPGs
Just to have it clear at the beginning: it is not certain whether or not Bioware will be using WotC D20 system as seen in their version of the Star Wars RPG or a new statistics system.
Many state that D20 isn't really suited for RPGs and fast paced RPGs because it is tends to involve quite a great more dice rolls and general statistics than a D6 system. However, this does not hold true for computer games at all -- computing a D20 combat sequence is arbitrary. Furthermore, the user can be completely abstracted from the entire statistics systems. AD&D was designed as a highly versatile statistical system which was easily understood primarily based upon 5 percent segments. In AD&D 3rd edition which is very similar to D20, the system has been further generalized providing specifics on handling non-RP situations which was not associated with the fantasy genre. Basically the D20 system provides a set of combat, action and skill rules which can be applied to anything which can be reasonably segmented into 5 percent slice with results having the acompanying degree of error.
It seems ridiculous to consider a +5 light sabre or a 48D8 Sith lord, but it is similarly odd to consider the same situation in terms of statistics. All things being considered, it is just a finite segmented manner of representing statistics rather than developing an overly complex smoothly progressing system in terms of the base units.
Many of the restrictions which are associated with AD&D and the D20 system do not really exist in the computer world. In pen and paper a lot of situations and environments where non-RP elements came into play were very difficult to represent for an unassisted DM. It was not that the rule set did not allow certain actions or environments to look like a certain fashion, it was more that the DM was either not imaginative or capable of generating, tracking and handling the required information.
Consider the timeframe, effort and resources availible to a D20 computer game versus a pen and paper version. A developer spends 2 to 5 years developing a single title which encompasses what is relatively a short timeframe in terms of play time. This same developer has a whole host of designers, artists, developers and SQA working on the project as well as the direct creative assistance of the developers of the original system. A DM, on the other hand has himself and the rule books. It's no particular surprize that many DMs fell into the simple way out in creating almost out of box situations. Without the lengthy combat roles and statistics checks as arbitrary and the time and man hours to create a vibrant environment, I find that the D20 completely acceptable.
Game Play
Currently the game is being developed as a single player RPG, but it is fairly certain that a multiplayer element will enter in upon the game. given the shorter development cycle than Neverwinter Nights and the stipulation of a new engine, it is doubted that the RPG will be of the versatile scale of Neverwinter Nights. It is not particularly hard to add in a party like element such as in Baldur's Gate or even cooperative DOOM.
Just as an offhand note, the game play doesn't neccesarily have to be at a slow pace or have an abstracted method of control as in AD&D and many other RPGs. It could just as well involve much more action whether using a high level approach with general commands or a low level approach with more fine control in terms of actions. Even if they decided to use D20 this could be implemented...
As for everything else, who knows? Here's a bit of reference material where you can get more information:
Bioware Corp
Press Release (Bioware) (Lucasarts)
The Making of a Monster: Creating Baldur's Gate (CGDC 2000 Presentation)
Shadow's of Amen Message Board
Icewind Dale Message Board
Neverwinter Nights Message Board
Slashdot on D20
Open Gaming Foundation
Ryan Dancey Interview
WotC Interview with Ryan Dancey
WotC Star Wars RPG
Eric Noah's Unofficial AD&D 3rd Edition News
Basic Clarifications
This product is being developed by Bioware: not Lucasarts or Black Isle or Interplay
It will feature a new engine not based on Omen
The game is currently being developed as single player
It is unconfirmed whether or not the game will use D20 or not, D20 is currently being used in the yet to be released Star Wars RPG from WotC
-
Also in today: Icewind Dale, by Interplay/Bioware
From Interplay and their studio, Black Isle, with an engine from Bioware, comes Icewind Dale, the latest AD&D RPG, a sort of follow up to Baldur's Gate and Tales of the Sword Coast (the expansion pack).
-
Problem with your "background"It's the second major-market title in the MMORPG genre started by Ultima Online.
I know this is tangential to the topic at hand, but neither Ultima Online nor Everquest "started" the MMORPG genre. They aren't even the first graphical MMORPGs.
Between 1993 and 1997, subscribers to online giant CIS and a little online system called AOL could play a text based, for profit, fantasy MMORPG called Gemstone III. After going flat-rate, AOL dumped it because far too many users connected for far too long to play Gemstone. Now Gemstone III players get along quite happily connecting directly via the internet. As far as I know, these were the first for-fee MMORPGs employing "gamemasters" to maintain the code, servers, and portray NPCs for the players. But there could have been even earlier ones, considering all the MU*s and MO*s out there... However, it was definitely the first to hit 1,000 simultaneously connected players. I was there. (And I was disgusted... I started playing when 30 players online was a huge crowd.)
Simutronics, the company who ran Gemstone, also offered several other games, all connected via gateways to several major online services. They're all still up and running, and quite fun, if you can harness enough of your imagination to abandon all the pretty graphics.
Then there was AOL's Neverwinter Nights. (Okay, it wasn't AOL's - they just hosted it.) I know little about this game, except it looked very similar to SSI's old Pools of Radiance series of single-player games, and it was multiplayer, and graphical... and offered no client for my platform at the time. (If someone knows more about the old NWN, please chime in.) Of course, if you've been paying attention at all for the past 10 months, you know that NWN will soon be reborn as the first networked virtual tabletop-style roleplaying environment.
Although I'm sure most players of EverQuest and Ultima Online have never heard of Gemstone or DragonRealms, and believe Neverwinter Nights is a brand-new title, the only innovations in these games are the pretty graphics, and perhaps some interesting server-side hacks... but the genre is an old one.
-
Nice timing.It's not easy to predict vaporware these days, but it sounds like the film will closely correspond with the release of Neverwinter Nights, a massive online game by Bioware (the guys who did Baldur's Gate...). The game is supposed to be 100% true to the AD&D ruleset, fully 3D enhanced, and allow for separate Dungeon Master and client machines, all networked together. We'll see, but the end of 2000 might mark a nice resurgence in AD&D stuff.
Now where'd I put that 11th level thief...