Neverwinter Nights Game
Game Information
Official Name | Neverwinter Nights |
Version | Full Game |
File Upload | Torrent |
Developer (s) | BioWare |
Publisher (s) | Infogrames/Atari |
Director (s) | Trent Oster |
Producer (s) | Trent Oster |
Designer (s) | Trent Oster |
Programmer (s) | Scott Greig |
Artist (s) | Marc Holmes |
Writer (s) | Drew Karpyshyn |
Composer (s) | Jeremy Soule |
Series | Neverwinter Nights |
Engine | Aurora engine |
Platform (s) | PC, Windows |
Release date (s) | June 18, 2002 |
Genre (s) | Role-playing video game |
Mode (s) | Single-player, multiplayer |
Screenshots
Overview
Neverwinter Nights Full PC Game Overview
Neverwinter Nights Download Free Full Game is a third-person role-playing video game developed by BioWare and published by Atari. Interplay Entertainment was originally set to publish the game, but financial difficulties led to a change of publisher. It was released on Microsoft Windows on June 18, 2002. BioWare later released a free Linux client in June 2003, requiring a purchased copy of the game to play.[1] MacSoft released a Mac OS X port in August 2003.
Neverwinter Nights is set in the fantasy world of the Forgotten Realms campaign setting, with the game mechanics based on the Dungeons & Dragons 3rd edition rules. The game engine was designed around an Internet-based model for running a massively multiplayer online game (MMOG), which would allow end users to host game servers. The intent was to create a potentially infinite massively multiplayer game framework. This game was named after the original Neverwinter Nights online game, the first ever graphical massively multiplayer online role-playing game (MMORPG),[2] which operated from 1991 to 1997 on AOL. Neverwinter Nights Free Download.
The original release of Neverwinter Nights includes the game engine, a game campaign that can be played as single player or in multiplayer mode, and on Windows releases, the Aurora toolset used for creating custom content that would run in the same engine. Three expansion packs were subsequently released for the game: Shadows of Undrentide in June 2003; Hordes of the Underdark in December 2003; and Kingmaker in November 2004. BioWare then began selling premium modules through an online store in late 2004. Yupptv mogali rekulu. The game's success led to a sequel, Neverwinter Nights 2, released on October 31, 2006.
Gameplay
The original scenario supplied with the Neverwinter Nights game engine is known as the official campaign. It comprises approximately sixty hours of gameplay.[3] The gameplay centers on the development of a player character (PC) through adventuring, who ultimately becomes the hero of the story. The PC is tasked with defeating a powerful cult, collecting four reagents required to stop a plague, and finally thwarting an attack on the city of Neverwinter, located along the Sword Coast of Faerûn, in the Forgotten Realms campaign setting of Dungeons & Dragons. The first and final chapters of the official campaign deal with the city of Neverwinter itself, but the lengthy mid-story requires the player to venture into the surrounding countryside and travel northward to the city of Luskan. Along the way, many optional side quests are made available.
As in the Dungeons & Dragons tabletop game, the first thing a player must do is create a new character. The game provides a set of ready-made characters, or the player may create one from scratch.[4] A series of panels are presented for selection of the character's gender, race, character class, alignment, ability scores (such as strength and intelligence), specialized abilities called skills and feats, in-game appearance, and name.[5] This process grants significant allowance for customization; one can be, for example, an outdoorsman (ranger) or a healer (cleric), then choose skills and feats that would work well with that class in the game. Neverwinter Nights Free Download PC Game.
Following a small prelude, there are four chapters in the original game, with each chapter following part of the general storyline. Within each chapter, there are many quests, subquests, and mini-storylines provided to the player. Depending on the specific quests completed, and the unique items kept, some storylines are continued throughout the entire game, such as the Henchman's or Aribeth's tales. Completing many of the side quests will give the player's character more experience and special items, making them improve more rapidly and continue to make the game easier as the player progresses. These improvements come in the form of levels earned through experience points, with each level providing the protagonist with a set of enhancements as selected by the player.
The game's mechanics are based on the Dungeons & Dragons 3rd edition rule set;[6] the outcome of most actions, such as combat and skills usage, are randomly determined by dice rolls.[7][8] For example, when a fighter attacks, the computer would digitally «roll» a 20-sided die (called a d20 in-game) to determine if he hits the target. On a success, another dice is rolled to determine the damage dealt, with powerful weapons assigned to dice with a greater number of sides, due to their ability to do more damage. Although the outcome of nearly all actions is determined by dice rolls, the player does not see them, with the results calculated in the background. However, the player has the option to display the outcomes of these rolls. The player can control the game almost entirely via the mouse. Neverwinter Nights for PC.
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Neverwinter Nights | |
---|---|
Developer(s) | Stormfront Studios |
Publisher(s) | Strategic Simulations |
Designer(s) | Don Daglow |
Series | Gold Box |
Platform(s) | MS-DOS |
Release | 1991 |
Genre(s) | Role-playing |
Mode(s) | Multiplayer |
Neverwinter Nights was the first multiplayer online role-playing game to display graphics, and ran from 1991 to 1997 on AOL.
- 3Reception
Gameplay[edit]
Neverwinter Nights was developed with gameplay similar to other games in the Gold Box series. Players begin by creating a character. After creating the character, gameplay takes place on a screen that displays text interactions, the names and current status of one's party of characters, and a window which displays images of geography marked with various pictures of characters or events. When combat occurs, gameplay switches to full-screen combat mode, in which a player's characters and enemies are represented by icons which move around in the course of battle.
The game features a hierarchical ranking of players based upon prowess in battle known as a Ladder. The most widely renowned of such Ladders, the World PVP Council (WPC) Ladder (PVP= Player Vs. Player), 'rated as 'the' ladder to prove your mettle in Neverwinter'.[1]
Development[edit]
Neverwinter Nights was a co-development of AOL, Stormfront Studios, SSI, and TSR. It was the first multiplayer[2] online role-playing game to display graphics.[3]
Don Daglow and the Stormfront game design team began working with AOL on original online games in 1987, in both text-based and graphical formats. At the time AOL was a Commodore 64 only online service, known as Quantum Computer Services, with just a few thousand subscribers, and was called Quantum Link. Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as slow as 300 bits per second (bit/s).
In 1989 the Stormfront team started working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. Within months they realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online role-playing video game with graphics although the multiplayer graphical flight combat game Air Warrior (also from Kesmai) had been online since 1987; all prior online RPGs had been based on text.
In a series of meetings in San Francisco and Las Vegas with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Daglow and programmer Cathryn Mataga convinced the other three partners that the project was indeed possible. Case approved funding for NWN and work began with the game going live 18 months later in March 1991.
Daglow chose Neverwinter as the game's location because of its magical features (a river of warm water that flowed from a snowy forest into a northern sea), and its location near a wide variety of terrain types. The area also was close enough to the settings of the other Gold Box games to allow subplots to intertwine between the online and the disk-based titles.
In late June 1997, America Online announced it would be closing down the online game world on July 19, 1997.[4] The company also said it would start a new games channel called World Play, which would cost two dollars per hour to play.[4]Neverwinter Nights was the only game in the company's roster which did not make the transition to the new service.[4]
Reception[edit]
Critical reception[edit]
The game was reviewed in 1992 in Dragon #179 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4 out of 5 stars.[5]Computer Gaming World wrote that 'Fans of the Gold Box series know what to expect .. and the human element makes it that much better'.[6]
According to GameSpy, 'with hundreds of loyal players all adventuring in the same city between 1991 and 1997 when AOL pulled the plug, politics, guilds, and alliances quickly formed a social community that was far more important than the actual game'.[7]
In 2008 Neverwinter Nights was honored (along with EverQuest and World of Warcraft) at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of MMORPG games. Don Daglow accepted the award for project partners Stormfront Studios, AOL and Wizards of the Coast.[3]
Commercial performance[edit]
The capacity of each server grew from 50 players in 1991 to 500 players by 1995. Ultimately, the game became a free part of the AOL subscriber service. Near the end of its run in 1997, the game had 115,000 players and typically hosted 2,000 adventurers during prime evening hours, a 4,000% increase over 1991.[8]
Legacy[edit]
Much of the game's popularity was based on the presence of active and creative player guilds, who staged many special gaming events online for their members. It is this committed fan base that BioWare sought when they licensed the rights to Neverwinter Nights from AOL and TSR as the basis for the later Neverwinter Nights game.[9]
NWN gained incidental media attention from AOL tech and marketing staff by appearing in the Don't Copy That Floppy campaign by the Software Publishers Association.
In 1998, development work began on a clone of Neverwinter Nights called Forgotten World.[10]
After the release of BioWare's non-MMO Neverwinter Nights game in 2002, a group of former Neverwinter Nights players used the Aurora toolset included with the new game to reconstruct the content of the original Neverwinter Nights and host it online as a multiplayer game, albeit with limited player capacity. Neverwinter Nights: Resurrection was modestly successful early on in drawing former Neverwinter Nights players, but player numbers dwindled over the years as online gaming options expanded and the underlying game technology aged. A post on IGN from the game's host revealed that Neverwinter Nights: Resurrection shut down its servers on July 31, 2012.[11]
In 2012 a single-player conversion of Neverwinter Nights was released for Unlimited Adventures after two years of development.[12]
References[edit]
- ^The Original Neverwinter Nights 1991-1997Archived 2016-03-03 at the Wayback Machine
- ^Bainbridge, William Sims (2004). Berkshire Encyclopedia of Human-Computer Interaction. 2. Berkshire Publishing Group. p. 474. ISBN0-9743091-2-5.
It already had the game Neverwinter Nights, but that could handle 'only' five hundred simultaneous players; the demand was much greater.
- ^ abStormfront Studios Honored At 59th Annual Emmy Technology Awards For Creating First Graphical Online Role-Playing GameArchived 2012-04-05 at the Wayback Machine MCV, January 10, 2008
- ^ abcChase, John (June 30, 1997). 'Lights out on Neverwinter Nights'. Daily Herald. Retrieved September 24, 2012. – via Questia Online Library(subscription required)
- ^Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (March 1992). 'The Role of Computers'. Dragon (179): 57–62.
- ^'A Survey of On-Line Games'. Computer Gaming World. May 1993. p. 84. Archived from the original on 2 July 2014. Retrieved 7 July 2014.
- ^Rausch, Allen; Lopez, Miguel (August 16, 2004). 'A History of D&D Video Games - Part II'. Game Spy. Archived from the original on July 28, 2012.
- ^Gamers Claim AOL Is Playing Bait-and-SwitchArchived 2012-10-25 at the Wayback Machine Wired, June 24, 1997
- ^Neverwinter Nights InterviewArchived 2013-01-10 at Archive.today FiringSquad, September 17, 1999
- ^12 Forgotten Online GamesArchived 2014-07-27 at the Wayback Machine PCMag.com
- ^'Archived copy'. Archived from the original on 2012-07-18. Retrieved 2012-10-16.CS1 maint: Archived copy as title (link) nwvault.ign.com
- ^Neverwinter Nights-OfflineArchived 2014-12-21 at the Wayback Machine UA Archive
External links[edit]
- Neverwinter Nights on MobyGames