Where I'm gonna be when I start off ... is the first ... is : you're home in west harbor.
And so the game starts off with you talking to your mentor.
And he's like "let's see what's going on" and what you need to do to [kindda] get the game going.
And so we have included a tutorial that tells you at all time what you gonna do but what you can do as well for people like "I know everything there is to know about NWN" so I don't need a tutorial you just stop the tutorial and it goes away.
So I just [kindda] continue the tutorial so I can get out of here.
An we have two differents kinds of dialogue system in NWN2 we [sortta] have the cinematic dialog system in wich everything is gonna be full [???] and full lip synching, lip synching's toward still tuning that's why he's got cleft-pallet issues. But that'll all be fixed by the time the games comes out.
And with the other mode wich (is) sort of like when the tutorial box was up.
We [kindda] have the two mode so that it's obvious when conversations are important and then other conversations you can just get through quickly.
Just an example of the graphics engine that we put in here, all the lighting in the game is dynamic.
And also we've really tried to ... in fact create a very dramatic lighting. So what you'll see in a lot of these areas is .../... different levels of lighting ... just spinning the camera around.
We've also made it so you can play the game in two different ways.
The mode that I have it in right now is the camera mode. Like you play Wow [?!? il dit vraiment Woaw !
] or other RPG's but we still left in the original asymetric control view, I can go like this and i can just move the camera around and see what's going on in the area.
This area, it's sort of similar .../... it looks a whole lot like the original game. We've kept the tile based system so people can [kindda] put down a tile here, a tile there to make an area because what we have to do, whatever we are thinking about, new features and how we are making the game for NWN. We have to make sure that it's something that the moders can create. So it's a different game than I've ever worked on, and it's a different game [than] a lot of people at Obsidian have ever worked on. In that, any decision me make about design, features and everything, the next question is always how the hell is that gonna work in the toolset.
Because it has to be, it's one of our biggest priorities, is that we went... whatever our designers can do, we whant them - the people who buy the game - to do it themselves as well.
So I'm now on the going to the main area in West Harbor and now this kindda shows the whole new kind of "how we are doing exterior terrains" which is all kind of a heightmap. So like alot of first person shooter like Battlefield 2 got this kind of rolling, organic terrain and again all generated in the toolset and people can do this all themselves. I guess the other thing about the rolling terrain is that it really allows, not just to play around like how just the ground looks and how it feels but also how we can really play a lot with height. We can now put in this like river, we've spend a certain amount of time on water and how it reflects and how it's pretty, it's always important the water looks pretty.
And so now the next thing that I'm gonna show is kind of a multi-facetted thing.
A big part of the game that we made is how the companions are involved in the story, in particluarly NWN2 we've tried to make them a really large part of the story. You have compagnions that come around with you, that may betray you, that will help you, we've expended on the influence system that we've created for KOTO2 so that ... you can convince people to turn good to evil or evil to good. All depending of how you talk to them and the things that you do. Now on the top of that because we kindda added them to the story a lot, we also want people to have a lot of control on them. And so what we've done is, kindda almost added, made it so I can just go in and I can just choose to control any characters that I want whenever I want, when I want to control them.
Now what that does as well is that it kindda makes combat more strategic now, because I can pause the game, and I can choose my character so that I can tell one to go here, I can tell one to go here, and I can tell another one to go here. Then when I unpause the game they go and do those things. And so in combat I can choose to have someone go and attack something over there, cast a spell, you know so forth and so and so on ...