Posted June 25, 2013
Neverwinter Nights (Bioware).
It was simply anything I wanted it to be depending on what the users themselves made out of it. Story-driven single player campaigns and modules? Check. Hack 'n slash dungeon dives? Uh huh. One shot, small group cooperative modules? You bet. MMO style persistent world servers. PvP servers, encompassing both group PvP and one on one dueling. I've had the pleasure of playing a module called Good vs. Evil that succeeds in turning the game into a tactical experience with good strategy elements as well. Another module series called Endless Nights came pretty close to making the game a convincing roguelike. The list goes on . . .
It was simply anything I wanted it to be depending on what the users themselves made out of it. Story-driven single player campaigns and modules? Check. Hack 'n slash dungeon dives? Uh huh. One shot, small group cooperative modules? You bet. MMO style persistent world servers. PvP servers, encompassing both group PvP and one on one dueling. I've had the pleasure of playing a module called Good vs. Evil that succeeds in turning the game into a tactical experience with good strategy elements as well. Another module series called Endless Nights came pretty close to making the game a convincing roguelike. The list goes on . . .
Post edited June 25, 2013 by Nomad_Soul