| Had
fun as a kid with Dungeons and Dragons? Wouldn’t it make an
awesome computer game? Well, it has, in the form of several games
over the years. Neverwinter Nights is the latest incarnation, following
the latest rules of D&D. The original talking and dice game
of Dungeons and Dragons had a flaw: your dungeon master had better
be a good story teller. Otherwise, people will realize that they
are wasting hours sitting with each other rolling plastic dice.
Neverwinter Nights takes the elements
of the dice game and turns it into an interactive computer game.
You still sneak, and roll for chances of being discovered, but it
is all done by the computer. Mage users need to prepare spells before
they can use it, and party members all must rest in order to heal.
The D&D game has come alive on the screen.
Before the praise becomes effusive,
let me stop and say that this game is only for few people. For a
game so devoted to the ideals of D&D, its multiplayer gaming
mode is simply horrid.
 
In an unusual twist for a review,
I will post the feedback from the various gamers who tried this
out when we played as a group (everything is edited for clarity
and some names are substituted for pseudonyms):
Starfury said:
“I have got to say that this
game is crap. I'm totally disappointed in it and don't know if I'm
going to continue playing. Movement sucks and combat sucks too.
After dying the third time and having no idea where to find the
party I gave up.”
I said:
“1. In multiplayer mode, when
any one of the live players opens the door to a new section or activates
a new story line, *everybody's* screens show new modules being loaded.
Many times, you magically appear into a new part of town without
finishing the story you are reading.
2. Related to that, only one person
can interact with an NPC. If the live person clicks through the
storyline, you have to stand around waiting for your turn with the
NPC. He or she may read faster or slower than you, but you can only
"overhear" the conversation while waiting around.
3. As Pisser has already pointed
out, chatting in a multiplayer game is essential but annoying. I
haven't learned the shortcut keys in this game, but the system from
Final Fantasy XI (an online MMORPG game) is better. Actually, several
things about FFXI are better than Neverwinter Nights, and I didn't
like FFXI that much. It's mostly playing with young kids with potty
mouth that I did not enjoy with FFXI, but the controls of NWN are
annoying me.
4. I didn't know this, but the server
kept on kicking people from the game. This usually happened around
the time new modules are loading.
5. Compare the complexity of the
D&D rule set with the simplicity of Diablo 2. D2 is faster,
brasher, not as accurate, but much more fun. Slash-and-hack has
its limited appeal, but the D&D rule set by Neverwinter Night
is not exactly a strategy game either.”
 
Pascal said:
“The game would show me swinging
at empty space and recording damage against NPCs that weren't there--and
I hadn't initiated any combat. Arrows would come out of nowhere
at me as well...anyone find invisible monsters tonight or was that
a program glitch?
At one point I was running around
under water in the Peninsula map where I shouldn't be able to access.
I had problems moving more than a few steps at a time at other times.”
And finally, Andy said:
“As a NWN veteran, allow me
to voice my 2 cents.
1) NWN is not designed for massive
multiplayer. Its communication tools are clumsy and NPC/GM interaction
is awkward. It has been a universal complaint about how the game
pauses for everyone when 1 person talks to an NPC, or zones when
1 person does. No way to get around that but to have everyone know
these rules and stick together.
2) I've found that unless you're
into the Dungeons & Dragons rule set, which most people aren't,
they treat NWN like a 3D Diablo, i.e. action hack and slash, and
therefore come away very disappointed. It's very difficult, though
not impossible, to make NWN a true computer version of a paper and
pencil RPG. But this takes everyone having patience and changing
their expectations. But since it sounds like a lot of people aren't
familiar with D&D, I think many people will leave for Diablo,
which is ok. You'll be left with a tiny core of people who actually
enjoy D&D, so I think it'll work out.
3) Multiplayer isn't supposed to
be so buggy. I've played multiplayer from 2 people to 100 people
on a dedicated server, and hadn't run into the problems you guys
had last night. Sounds like most people were playing it for the
first time, which means there's still some hardware configs/software
bugs to work out on their own computers. Once everything's working
it can still be a lot of fun, but yeah, the experience isn't quite
as "visceral" as the constant hack and slash of Diablo
2. NWN seems more like lots of waiting interspersed with hack and
slash (when all you want to do is fight, rather than role play).”
 
I know there are many adoring fans
of Neverwinter Nights out there. I’ve tried to be balanced,
and presented several views. For me, a game so devoted to Dungeons
& Dragon should make multiplayer work! It gets penalized for
not living to the ultimate vision of a multiplayer game.
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