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BioWare's Kevin Barrett Answers Buckets of Contest Questions

By Jay Watamaniuk

The Contest That Might Become Your Career

Back in December, BioWare announced a very special contest that would give writers a chance at having their material reviewed by some of the best and brightest at BioWare. The winners, selected by a panel of celebrated community module makers and by votes collected from the community itself, would have their work reviewed by Kevin Barrett and James Ohlen, who are directly responsible for hiring writers to work on BioWare games.

This week, we handed over questions burning in fans' minds about the contest.

First though, let me address one of the biggest questions:

How do I submit something for this contest?

Jay: BioWare and Neverwinter Vault are planning on opening the submissions area soon, so keep working away on your masterpieces for the time being.

And now, on to the bucket of questions:

If we are limited to a single area and no combat, would it be acceptable to have the whole thing set in a forest, around a campfire (some friends sharing stories, maybe), or does it need more action?

Kevin: This is fine, but the plot should have something more to it than friends sharing stories. As a side quest-style plot, there should be a point to the piece; something that is interestingCampfire chat and unexpected for the player to discover. There will need to be multiple ways through the plot and multiple resolutions.

If the 3500 words include descriptions and journal entries, would we be penalized if we didn't include any and opted to flesh out the dialogue some more instead? Or, is this a case of "Search your feelings, use your judgment!" and we should just do what we think will be most effective given the guidelines? ...Or did I just answer my own question?

Kevin: Search your feelings, use your judgment.

Since scripting is allowed, does it figure into the word limit if the scripts themselves aren't anything that will appear as actual words when the module is played?

Kevin: Scripts do not count towards the word limit.

By no combat, are you only referring to the actual game play-focused combat system, or are you opposed to dialogue-based gratuitous violence as well?

Kevin: We're referring to the actual game play-focused combat system. If you allow the player to kill an NPC through a conversation choice, at any point during the plot, script the module so the NPC disappears. Ensure that if you allow this, your module does not "break" as a result. The plot should still be playable through to its conclusion.

By retail NWN toolset, you mean we can use the two add-ons as well, correct? I'm just making sure.

Kevin: Yes.

I'd like to get more details about the three allowed NPCs. Does this, for example, include the aforementioned "dude behind a door"? Does this include creatures (animals, or even humanoids) that do not TALK, but that you can interact with, much like you would interact with an inanimate object?

Kevin: The limit is for talking NPCs. Extra NPCs that compliment your setting might be OK, but the focus of this contest is on the writing of the conversations. NPCs that don't say anything are extraneous within the context of the contest guidelines. Use your own judgment as to whether or not you should include them. The player should always know exactly who he's supposed to be talking to at any time during the module. If the player has to walk around and click on NPCs to find out who he should be talking to next, that's undesirable.

My question regards combat. Is combat allowed between NPCs the PC does not interact with? Likewise with flavor dialogue? Or are these outside NPCs forbidden altogether?

Scholarly discussionKevin: The module should be playable regardless of PC class or level. The PC's abilities should have no bearing on his chance to navigate all the way through the plot. Introducing combat gameplay may hinder the PC's chance to get through the story, so it is strongly discouraged.

My question is about a time limit for playing. What are the restrictions for it--obviously longer than five minutes and under ten hours--but what's the real restriction ratio?

Kevin: We should be able to play through one path of your 3500 words in this restricted environment in about 10-15 minutes.

Being talked to or not? On the contest guidelines page, there's a list of common mistakes that are best avoided. One of them is making sure the player feels like he's in control of the conversation and talking with the NPCs rather than being talked to. Maybe I haven't had enough sleep, but this confuses me. I mean, NPCs are there to guide the player along the way. Sooner or later, the player will have to be spoken to, and what better place to showcase our writing than by fleshing out the characters that populate the world and having them talk to you? What they tell you and the way they tell you is an important part of any atmosphere, as with any other work of writing. Yet we're told to avoid this? I mean...they're NPCs...it's their job!

Kevin: The advice is meant to convey the following: the player should never feel that the NPCs are talking at him, spouting information in an unnatural manner. The player should feel that he is talking with an NPC in a natural manner, drawing information out as a matter of course during the conversation. The player should feel that he is controlling the direction of the conversation. NPCs acting as information fountains with no off buttons are discouraged.

Does the maximum three characters rule mean that only three NPCs may talk (have a conversation file, have a character to speak of) or that the module can only have a total of three NPCs? In other words, can we have extra NPCs that don't say a thing (they would help shape the story, like someone pointing, or making odd gestures)?

Kevin: Extra NPCs that compliment your setting might be OK, but the focus of this contest is on the writing of the conversations. NPCs that don't say anything are extraneous within the context of the contest guidelines. Use your own judgment as to whether or not you should include them. The player should always know exactly who he's supposed to be talking to at any time during the module. If the player has to walk around, clicking on NPCs to find out who he should be talking to next, that's undesirable.

I personally feel that some features not mentioned, such as background settings and sounds, are very important to a good story because they help set the mood. Would you (the reviewer) prefer a blank area with just the NPCs and their story?

Kevin: A blank area with NPCs and their story is completely acceptable. The point of this contest is to judge writing talent, not your ability to build a cool adventuring area. That said, building a setting with environmental pieces, sounds, and/or scripted events is not discouraged.

If the mini module has some features, such as doors and environmental settings, will this be frowned upon?

Kevin: Not necessarily, but keep the entire plot within a single 4x4 area.

Persuade Skill Use means that the player (reviewer) will need a few ranks in that skill to activate the different choices of the conversation. Will it be necessary for the writer to add the proper scripts so the conversation has the correct checks for the success and or failure? Would you prefer to see the success solution before the failure outcome?

Dialogue editorKevin: Simply display the (persuade-success) and (persuade-failure) dialogue lines in the dialogue box. Allow the review to take either path without the game having to check for success.

If I wanted and needed to "level up" the player so they could place a few points in persuade before starting the mini module, would that be acceptable? If I was writing a mid or high level story, having some skill ranks would be a must for the completion.

Kevin: The module should be completely playable regardless of the player avatar's abilities. If you would like to introduce dialogue paths based on gender, class, or abilities, simply identify response lines in the dialogue box that would appear based on these conditions. For example, preface your response line with (if PC is a Paladin, this line appears) or (if PC is female, this line appears). Use this method to allow the reviewer to explore any path of your story regardless of the avatar he is playing.

Is there a level requirement/recommendation that you are looking for? Would you prefer a low, mid, or high level story?

Kevin: The module should be completely playable regardless of the player avatar's abilities.

Killing NPCs without combat. In every NWN submission there are always player choices. Would automatically killing an NPC via conversation choices be acceptable if this would normally be an option for the conclusion of a particular mission?

Kevin: Yes. If you allow the player to kill an NPC through a conversation choice--at any point during the plot--script the module so that the NPC disappears. If you allow this, ensure your module does not "break" as a result. The plot should still be playable through to its conclusion.

Just to be sure, when a 4x4 area is mentioned, does this mean one big 4x4 area (as a standard) or can we have smaller rooms fitted within a 4x4 area with doorway transitions (or doorways) between rooms?

Kevin: Keep the entire module to a single 4x4 area, maximum. Do not allow transitions between multiple areas.

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