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By Jay Watamaniuk

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The Popularity Of Multiplayer Play

Why are people drawn to play this game as multiplayer?

Rizzen: For one thing, it's close to a pen and paper game. That includes gripping story lines, creative environments, and lasting social interactions that you cannot find in anything but a MMORPG. However, some key differences between Neverwinter Nights and a MMORPG is that Neverwinter Nights is not a leveling treadmill most of the time. Instead, it's a tailored single player experience in a multiplayer environment. Doesn't everyone wish that a Massive Multiplayer game would give you a truly tailored evening of roleplaying and story? They are a long ways off from having that. However, Neverwinter Nights gives you that now with little effort.

LadyRolePlay: Multiplayer gives you a chance to interact and work with real people instead of AI bots. While there are some -very- good single player modules (Shadowlands and Dreamcatcher by Adam Miller, Twilight/Midnight/Dawn by Rick Burton, and Lords of Darkness by Fantus) with really good henchmen who come to life, this style of module is actually a rarity. A DM can bring the NPCs of the world to life and other PCs run by real players can make for dynamic and realistic interaction. Also, unlike MMORPGs, it's free and you don't have the leveling grindstone/l33t d00d problem that plague MMORPGs. Although I suspect there are lots of players on PWs who look upon them as freebie MMORPGs. It is the interaction between players and PCs that give NWN its vitality and longevity. DM involvement extends that pleasure and "recreates" the pen and paper game of D&D in great detail. There is nothing like a great session to leave you clamoring and craving for more, unable to wait for the next game. The social interaction has an addictive quality, which also is what drives so much online gaming. We are all social critters *grins*.

Poetic Colossus: It sure as hell beats staring in disgust at the grizzled DM trying to imitate Florinella the Pixie in a pen and paper session.

Maximus: Single player games are definitely fun, but they can't compare to gaming with real people on the other end. Multiplayer allows roleplaying scenarios to be incredibly complex and virtually anything can happen. There is yet an NPC that can converse with players as well as a fellow player.

Almost everybody on this planet has a friend, and given the choice of doing something by themselves such as seeing a movie, or taking your friend with you, most would enjoy taking their friend. However, those that don't know anyone online might feel more comfortable playing the game by themselves, which is unfortunate because they would be really missing out.

Steelwind: I don't know that they are. I think a majority of players would prefer to play single player games with the computer. For those that are attracted to online play, the reasons are not much different than we see in MMORPGs and in face-to-face PnP games: people enjoy the social interactions and the other layers they play with become their friends and social circle.

Lycius: It's a graphical pen and paper game. The game is beautifully designed and BioWare had the stones to open it up to the community for modification.

Papermonk: Partially, I imagine, because it's not just another RTS or FPS; and it's not Diablo, either. Not that these aren't great games or genres, but good NWN multiplayer play adds an entire other dimension in character growth, customization, teamwork, and story that you simply don't find elsewhere.

What is the most popular way of playing multiplayer? For example, is it an average-sized party playing through a long campaign, short one-shot games with disposable characters, or another style?

Rizzen: I would say 4 to 8 people playing through a long campaign. Unless the DM is new--then it's a series of one shots until they get the hang of it. I believe, once people find a group to play with and who they really mesh with, that it very much mimics the pen and paper game and they stay with that group for months, if not years. This is also the main negative to this community. People really enjoy playing with their set group of friends. It survives by DMs running extra games to give new players a chance to join existing groups or finding new ones. I think if we could bring more DMs into the fold, this community would become even more amazing. I think there are ways of doing this, but it will take BioWare to spearhead it.

Maximus: Good question. I have no idea, though I'd love to know.

Poetic Colossus: I favor both long scale campaigns highlighting character development and one-shots, allowing for a quick session of good ol' fashioned dungeon mopping.

LadyRolePlay: I'd say a good mix of both. For me, long campaigns are fun because you get to develop your character's personality and abilities and get to know and see your companions growth as well.

One-shot games are fun because they allow you to:

  1. Find new players and/or DMs that are good
  2. Perhaps play that module on the vault that looks fun

But this is one that gets down to personal preferences. Any game and any group size is good where the needs of the player, the group, and the DM are all met. Then you have a game that rocks. The greatest chance of this is in the long term campaign where story and PC development are apt to play themselves out maximally. There is a rhythm and comfort that do develop. But different players (and this depends on the player/DM mix) thrive in different circumstances. I myself thrive in games of six or less players. To me, the larger the group the more chaotic it is apt to be. We are still limited to reading dialogue boxes, and it's a known fact: the more players there are in the game, the more key information and roleplaying that gets lost. As in rl, so much boils down to "chemistry" of the group.

Lycius: This question really doesn't apply to a PW, which is what I have experience with. However, on my PW, we've done global plots and regional plots, as well as hundreds of smaller events. The majority of players enjoy the short and sweet events over the massive events.

Next week, in part 2, the roundtable discusses the impact of large-scale community projects and speculation about the future of the NWN community. See you then!



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