Neverwinter - 'Hätten wir so weiter gemacht, der Erfolg wäre ausgeblieben'
Onlinewelten: Hello Jack! Thank you very much for your time. Can you give us a short overview about Neverwinter? What sets it apart from your previous released games such as Champions Online and Star Trek Online?
Jack Emmert: Neverwinter is an online multiplayer game that focuses on the ruined city of Neverwinter and how that came to be. In addition, Neverwinter boasts a suite of user generated tools that will allow players to create adventures for their friends and the general public. We’re hoping to follow in the steps of the two previous titles and create an immersive story with fantastic ugc tools.
The biggest difference between Neverwinter and the other two titles is that Neverwinter is NOT a MMORPG. It’s a co-op RPG; something you play with your friends or a small group. There are not persistent zones with hundreds of players. Instead, Neverwinter is broken into territories that will hold a few score players.
Now, a lot of titles boast a feature like this (Borderlands, for example), but the difference is that we will be supporting Neverwinter just like a MMORPG. Month after month, we’ll release more and more content. Just like a MMORPG, Neverwinter will continue to grow after launch.
Cryptics Chief Operating Officer Jack Emmert steht uns in einem ausführlichen Interview Rede und Antwort zum kommenden Koop-Rollenspiel Neverwinter.
Onlinewelten: Actually we expected you to announce another MMO as your next project. Neverwinter instead is a cooperative RPG, as we’ve just learned. Why the sudden departure from your ancestral genre?
Jack Emmert: First, the IP. The previous Neverwinter games were immersive, story driven RPG’s. Typically, it’s very hard to do this in a MMORPG. The tried and true MMORPG quests (“Collect 10 Orc helms”) presents an enormous challenge for storytellers. So we wanted to get away from the MMORPG features and gameplay and return to the roots of Neverwinter.
Second, we’ve seen the reaction to Champions and Star Trek Online. A lot of people felt that those games were unpolished at launch. Internally, we thought the world of both games and we’re extremely proud at where they stand even today. But the public spoke, we listened. We wanted to focus and create a polished game experience for our fans.
Onlinewelten: Is Neverwinter based on the same engine as Star Trek Online and Champions Online? Or did you build something completely new from scratch?
Jack Emmert: Same engine, though with lots of tweaks to support new features in Neverwinter and the other two games.
Onlinewelten: What about those powerful and flexible character customization tools you were using in Star Trek Online and Champions Online, which Cryptic is quite well known for. Will this come into play in Neverwinter?
Jack Emmert: Definitely! I don’t foresee Cryptic ever straying away from this. We believe that players should be able to create the character they envision, not select from some preset group of faces.
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