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    Neverwinter Nights 2

    Game » consists of 7 releases. Released Oct 31, 2006

    The sequel to Bioware's Dungeons and Dragons PC role playing game of 2002, Neverwinter Nights 2 puts the player in the role of a peasant that must realize his importance in the world through an epic adventure.

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    dvaeg

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    Edited By dvaeg

    Although I didn't play any NWN this weekend, I can officially declare that I'm now ankle-deep into the foray.   When last I wrote I was slightly past the character creation screens, far enough to realize that I had stumbled into what begins as a generic RPG send up of the worst kind.   I was able to spend a few hours playing on Friday, and I made it to the first major quest hub, Fort Locke.   In the lead up I had also acquired two companions:  a punch-drunk dwarf fighter and a whiny, Tiefling rogue.
     

    Head of the Class(es)

    That's where my problems began, and to be honest I'm not sure where I stand on it.   Having spent the majority of my recent RPG time in World of Warcraft, I had completely re-tuned my noggin towards the Holy Trinity school of combat.  For the uninitiated, the Holy Trinity requires only three roles, each fill-able by certain classes:
     
    • Tank - the meatshield that absorbs the bulk of the damage and manages aggro
    • Healer - a squishie who is responsible for keeping the tank alive
    • DPS - damage dealing class that hits hard without getting aggro. 
     
    This strategy, while a staple in the MMO genre, does not work so well in D&D.  After 5 hours or so of gameplay I've found myself with a fighter and two rogues, necessitating a complete rethinking of my strategy.    With no real implementation of aggro in the game system, and nobody to do a lick of healing, I was pretty much screwed.  A helpful commenter on this very blog summed up my predicament with the following wise words:  "You plan on multiclassing, right?"  I do now, Arbitrary Water, I do now. 
     The new, classic hybrid class example
     The new, classic hybrid class example
     
    This +1 plus my other +1 plus the +1 from this other thing means I have a chance of hitting something.
    This +1 plus my other +1 plus the +1 from this other thing means I have a chance of hitting something.
    All of this leads me to my point:  despite not being raised on WoW (I'm a bit too old for that privilege) and despite having DM'd a tabletop D&D campaign for two years, I had discarded the meta-knowledge necessary for me to be successful in an old-school game.   Much like all you chumps that cried when Mega Man 9 kicked your asses, I realized that the skills and knowledge of today will not serve you for the gamesyles of yesteryear -- and that's amazingly reassuring.   Classes in NWN are meant to mean something, and the creation, protection, and nurturing of your party requires almost as much time in the planning stage and it does in the playing stage.   This is especially true when it comes to class choice, as classes convey tangible skills upon your character that can make or break them.   The meta-game of combining your various +1's into a meaningful statistical chance of success is at least as important as the (so far) silly story of my orphaned, abandoned, mutton-chop-wearing, 6 foot 4 silent protagonist.   


    But I Digress

    Having considered my options, I'm highly likely to take a rank or two of fighter or cleric, keeping my ability to spot traps and disarm them, but gaining the ability to use a real weapon instead of this Peter Pan dagger I carry like a damn sissy.   At Fort Locke I've been asked to clear out some bandits, head into a graveyard and find a missing holy symbol -- none of which was particularly exciting to me from a story perspective.   At somewhere around 5 hours into the game, there's a pretty big hole where an antagonist should be.   Obsidian is generally awesome, but if you aspire to make something more than a dungeon crawler, adhering to principles of story-writing need to come into play.   This is doubly true when the screen flashes the act number in front of the player, letting them know they've hit a story milestone.  

    So far I'm left with with a feeling of cognitive dissonance when I try to reconcile my feelings.   I have a robust, challenging, rewarding combat engine that might as well be put to use killing 10 rats in a underground cellar for all the good it does me.   There's merit in building a throw-back story to go with your throwback mechanics, but if there's enjoyment to be found in the narrative, I haven't come across it yet.    Not that this will stop me from playing though, as NWN2 has so far succeeded in massaging my nostalgia button in the most salacious of ways. 
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    dvaeg

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    #1  Edited By dvaeg

    Although I didn't play any NWN this weekend, I can officially declare that I'm now ankle-deep into the foray.   When last I wrote I was slightly past the character creation screens, far enough to realize that I had stumbled into what begins as a generic RPG send up of the worst kind.   I was able to spend a few hours playing on Friday, and I made it to the first major quest hub, Fort Locke.   In the lead up I had also acquired two companions:  a punch-drunk dwarf fighter and a whiny, Tiefling rogue.
     

    Head of the Class(es)

    That's where my problems began, and to be honest I'm not sure where I stand on it.   Having spent the majority of my recent RPG time in World of Warcraft, I had completely re-tuned my noggin towards the Holy Trinity school of combat.  For the uninitiated, the Holy Trinity requires only three roles, each fill-able by certain classes:
     
    • Tank - the meatshield that absorbs the bulk of the damage and manages aggro
    • Healer - a squishie who is responsible for keeping the tank alive
    • DPS - damage dealing class that hits hard without getting aggro. 
     
    This strategy, while a staple in the MMO genre, does not work so well in D&D.  After 5 hours or so of gameplay I've found myself with a fighter and two rogues, necessitating a complete rethinking of my strategy.    With no real implementation of aggro in the game system, and nobody to do a lick of healing, I was pretty much screwed.  A helpful commenter on this very blog summed up my predicament with the following wise words:  "You plan on multiclassing, right?"  I do now, Arbitrary Water, I do now. 
     The new, classic hybrid class example
     The new, classic hybrid class example
     
    This +1 plus my other +1 plus the +1 from this other thing means I have a chance of hitting something.
    This +1 plus my other +1 plus the +1 from this other thing means I have a chance of hitting something.
    All of this leads me to my point:  despite not being raised on WoW (I'm a bit too old for that privilege) and despite having DM'd a tabletop D&D campaign for two years, I had discarded the meta-knowledge necessary for me to be successful in an old-school game.   Much like all you chumps that cried when Mega Man 9 kicked your asses, I realized that the skills and knowledge of today will not serve you for the gamesyles of yesteryear -- and that's amazingly reassuring.   Classes in NWN are meant to mean something, and the creation, protection, and nurturing of your party requires almost as much time in the planning stage and it does in the playing stage.   This is especially true when it comes to class choice, as classes convey tangible skills upon your character that can make or break them.   The meta-game of combining your various +1's into a meaningful statistical chance of success is at least as important as the (so far) silly story of my orphaned, abandoned, mutton-chop-wearing, 6 foot 4 silent protagonist.   


    But I Digress

    Having considered my options, I'm highly likely to take a rank or two of fighter or cleric, keeping my ability to spot traps and disarm them, but gaining the ability to use a real weapon instead of this Peter Pan dagger I carry like a damn sissy.   At Fort Locke I've been asked to clear out some bandits, head into a graveyard and find a missing holy symbol -- none of which was particularly exciting to me from a story perspective.   At somewhere around 5 hours into the game, there's a pretty big hole where an antagonist should be.   Obsidian is generally awesome, but if you aspire to make something more than a dungeon crawler, adhering to principles of story-writing need to come into play.   This is doubly true when the screen flashes the act number in front of the player, letting them know they've hit a story milestone.  

    So far I'm left with with a feeling of cognitive dissonance when I try to reconcile my feelings.   I have a robust, challenging, rewarding combat engine that might as well be put to use killing 10 rats in a underground cellar for all the good it does me.   There's merit in building a throw-back story to go with your throwback mechanics, but if there's enjoyment to be found in the narrative, I haven't come across it yet.    Not that this will stop me from playing though, as NWN2 has so far succeeded in massaging my nostalgia button in the most salacious of ways. 
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    TheJohn

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    #2  Edited By TheJohn

    For some reason, I always create a two weapon fighting ranger when I play these games. I never multi-class, and I tend to ignore flanking bonus and all that jazz. Leads to frustrating battles at times, but I just want to get my roleplay on.
     
    And I agree, the story in NwN2 is crap, but it takes me back to the stories we would play on the table in my dice-throwing heydays. Cliche-o-rama is more fun when shared with friends than as a single player experience.

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    dvaeg

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    #3  Edited By dvaeg
    @TheJohn: The first campaign I ever ran had a lot of parallels to the main campaign.   I can't decide if they did that on purpose of if they had a teenager write the campaign.   Of course I'll reserve final judgment until later, but so far it's pretty meh.    
     
    But your point on default characters is a good one.   Your choice of a two-weapon fighting ranger mirrors my own choice in WoW and LOTRO.  In both cases I'm a dual-wielding ranged DPS toon.   In other games like Dragon Age and NWN1, I went for the tank role, focusing on getting the biggest shield I could carry around and relying on heavy armor and block stats to protect me from my own stupidity.   A few hours ago I took my lunch and fired up the game, taking a level in Cleric to begin my multi-classing experience.   It's not going too well...so I might have something to say about that when I put up my next post.
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    ArbitraryWater

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    #4  Edited By ArbitraryWater

    Thanks for the name drop. Thankfully, NWN2 is still in a zone where you can be fairly sloppy at combat and still come out on top (as opposed to the Icewind Dale philosophy of throwing a billion guys at you at once and forcing you to be strategic for once and screwing you over hard if you aren't.) Really, the biggest danger in that game is the mentally retarded AI wasting a spell that you might have to use later or killing themselves in some other novel way. 

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    #5  Edited By TheJohn
    @dvaeg:  For the first expansion to the original NwN I rolled up a paladin, as I'd never tried the tank approach before, and thus were able to breeze through the game without taking too much damage. Come to think of it, I probably should have done the same for the Underdark expansion, and that one killed my ranger to the point of not-fair-i-don't-wanna-play-any-more-ness
     
    Looking forward to the next installment

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