Neverwinter Nights Put Out To Pasture
Right on the heels of the announcement of a new infinite dungeons module, via Broken Toys comes word that Atari has completely pulled support from the first Neverwinter Nights game. From the article: "There hasn't been any official word on all this yet but some of the most credible factors, that have been thrown around, include; the financial stability of Atari, and that they didn't want horses for NWN1 to come out officially before NWN2. This also appears to have affected other premium modules that were in production with other teams and there is probably no chance that Witches Wake 2 will ever get produced. It's hard to expect a publisher like Atari to keep on supporting patches forever, and in fact most games are lucky if they can get a few done. The NWN community has been very lucky to have had so many patches with so much free content. We shouldn't lose sight of that. However killing the premium module program makes no sense."
Did anyone really expect them to continue supporting a game from 1991??
This is the silliest story I've ever read.
I've had enough abrasive sigs. Kittens are cute and fuzzy.
Actually, the issue seems to be more about rideable horses. The DLA team (http://www.dladventures.com/) was making rideable horses for NWN1 which would have been available in a premium module before NWN2 came out - and NWN2 doesn't have rideable horses.
Apparently Atari didn't like that very much and cut the premium modules program and NWN1 support just before the E3 show, to leave NWN2 in the spotlight.
I'm tempted to look at this as a good thing, actually. As the summary mentioned, we've gotten a lot of content for NWN--more than usual for games of its kind. I think the game has had an excellent run, and there is enough of it to keep me satisfied.
Depending on how profitable a game is, companies cannot be expected to keep supporting it for more than a few years without creating a sequal or new engine.
I own NWN, and I absolutely love it. So why am I glad to see support drop? Because deep down inside, there is a hope that Atari will release the source code. It's happened to a lot of classic games in the past, and I hope that this one won't be any different.
They won't do that, however, until the game has long since lost its support and isn't selling much.
Imagine seeing NWN ported to many different platforms; maybe some day in the future it will make a good game for PDA's (the mouse driven interface is just perfect for those types of machines).
Linux distributions might even distribute binary packages of source builds one day along with free, community-made content.
Maybe it's just a pipe dream, but every dark cloud should have a silver lining. :)
I was under the impression that Bioware handled their own patches. When I was a lead tester at Atari who infrequently got thrown onto NWN (I know Prelude better than my rear end!) during testing of various "official" patches, Bioware usually released them without telling us. The only way we found out was from a new install and auto-updating to what supposed to be the current "released" version. That was always fun.
NWN is a very complex game. I was told it took a programmer 500 hours to test the entire game. A playthrough in QA was never possible when a patch is released every other day. Since I been out of the video game industry for two years, I can finally enjoy playing and trying to play the entire NWN.
It's hard to expect a publisher like Atari to keep on supporting patches forever, and in fact most games are lucky if they can get a few done. The NWN community has been very lucky to have had so many patches with so much free content. We shouldn't lose sight of that.
Once upon a time there was this company called Blizzard. They made three games: a fantasy RTS, a sci-fi RTS and a dungeon romp. They also made a bunch of sequels but those three were pretty much it.
Blizzard supported cool free online match making for their games whilst everyone else was trying to figure out how to charge people a monthly fee for it. They also kept supporting the games with new patches long after every other company in the industry would have given up.
Strangely, people kept buying their new games, which were really just incremental updates of their old games, because they knew that three years down the line they'd still be able to go online, get the latest patch, play multiplayer, etc. Each of those sequels, whilst great games on their own merit, sold incredible numbers due to customer loyalty - far outstripping just about as good games from companies that had previously screwed their customers and couldn't figure out why their cool new game didn't sell as well (clearly it needed more full motion video, duh!)
Then Blizzard decided to make an MMO. Up until that point, no monthly fee MMO had cleared even half a million subscribers. Along comes Blizzard, beloved of all the people they haven't screwed every last penny out of in the past, and they clear the million subscribers almost immediately and five million not long after.
Certainly producing good games has a lot to do with it. But the very best previous MMOs couldn't manage 1/10th the subscriber figures Blizzard got, no matter how good they were. Even if WOW was that much better, the MMO market was relatively tiny at the time. Something changed that meant ten times as many people were willing to give WOW a chance (because, without players giving it a chance, good or not, no game succeeds).
I'd suggest that was the massive loyalty Blizzard has built up amongst fans over the years precisely by not applying the, "Does this make this year's balance sheet look the very best?" school of business.
And, now... Blizzard keep having to buy bigger offices with more rooms to stuff all of their cash in as they rake in ~$90m a month in subscriber fees (so vastly much more than the profit they could ever have made from their prior six or eight titles).
Loyalty, which you get from supporting people even when there's not a quick buck, is worth a fortune in the long run.
At the same time, publishers who're famous for cutting support of a game once the last copy on store shelves is sold can't figure out why they're making great games but just can't seem to turn the crazy profits Blizzard do.
So, no, you can't blame or expect different from Atari. But, perhaps, the reason they've fallen on such hard times is because, like most others, they keep playing the short game.
Actually, Bioware had little to nothing to do with the decision to pull the plug on NWN as far as the cancelling the premium mod. The very reason that they have moved away from working under the DnD license to create their own games, I'm sure, has to do with dealing with companies like Atari. I'll be happy to continue playing Bioware games in the future. I certainly wont trust anything that comes out with the Atari name, though. I have my doubts that Atari will be around long anyway. I have my doubts that any game they publish will have any support beyond the release date. Look at Temple of Elemental Evil. That is what I expect to happen to NWN2.
.. Atari has basically told the Linux and Mac sides of the community to shove it with, absolutely, no support at all planned for server or client sides in NWN2, for those platforms. If support for those platforms happens, it will be at the expense of Obsidian. Who will probably not see any royalty monies from NWN2 due to Atari's financial problems.
btw. Bioware HAS been supporting the NWN community for 4 years now. Atari has not supported the community at all. And with NWN2
Atari's involvement with ongoing support for NWN was minimal, basically all the patch support for NWN for the last year was BioWare driven and funded and had little Atari involvement. The premium modules program was used to fund continued support for NWN, including the recent 1.67 patch which added a large amount of new functionality and content to the game.
c =482695&forum=42
However, the focus of this discussion should not be on the patch support (which we planned to stop sometime this year anyway), but on the fact that several premium modules developed by very hard working groups of the community were cancelled litterally weeks before the finish line, robbing these people of their chance to get professional credit and reward for projects they had worked on for years in some cases.
Some more info:
http://nwn.bioware.com/forums/viewtopic.html?topi
Georg,
BioWare