Register Lost Password?  Cookie?
  The time now is 03:13 PM GMT -6.  
Banshee Network
 
Icewind Dale
Game Information
Recent News
IWD Walkthrough
HoW Walkthrough
TotL Walkthrough
Strategy Guides
Character Information
Races
Classes
Ability Scores
Alignments
Spells
Equipment
Armor
Weapons
Miscellaneous
Media
IWD Screenshots
HoW Screenshots
TotL Screenshots
Cinematic Images
Loading Screens
Wallpaper
Other Artwork
Game Resources
Downloads
ID Revisited Interview #1
ID Revisited Interview #2
ID Revisited Interview #3
Question of the Day
Icewind Dale Review
Icewind Dale Forum
Icewind Products
Buy Icewind Dale!
Buy Heart of Winter!
Buy ID/HoW Bundle!
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

Icewind Dale Revisited Interview #2 - Page Three
GB: Was there ever any plans to develop an expansion pack for Icewind Dale II or even an Icewind Dale III before things took a turn for the worse at Interplay?

Chris: After IWD2, Black Isle needed to get focused on finishing Dark Alliance 2 and FR6/Black Hound/Jefferson (whatever you want to call it) - both were to be completed within a year and both were ambitious. So while various ideas were bantered about concerning another Icewind, or even a new but similar dungeon-crawl style game, there was never any momentum for it. The Infinity Engine was showing its age and we were concerned that fans wouldn't appreciate another game like that without us bringing something new to the table.

And let's be honest here, we wanted to do something big and cool and amazing. It had been a few years since Torment, IWD, and BG had hit and we wanted to do that again.



 
 
GB: Was there any content you would have liked to see implemented into Icewind Dale, Heart of Winter, or Icewind Dale II that didn't make it into the game?

Chris: We did cut levels all over Icewind Dale, but I don't recall being especially remiss over any of that. I did a lot of pre-design on the Severed Hand, covering it's back story and layout, so even though I didn't do the actual design of the area, I was really quite fond of it. It suffered a few cuts, which were incorporated into the design, but I'd say those cuts were probably the ones I liked least.


GB: Are you pleased with how well the Icewind Dale games have sold and been received over the years? Are there any specific factors that you think helped or hindered their sales?

Chris: I've always been very proud of the Icewind Dale games. I thought that we made a very beautiful and very enjoyable game.

I'm pretty sure that releasing IWD the exact same day as Diablo II didn't really help our sales, but in the long run I doubt that really had much effect.



GB: How has game development changed between your time at Black Isle Studios and Obsidian Entertainment? Do you think a party-based isometric RPG similar to the Icewind Dale games would still be a viable pursuit in today's market?

Chris: Things are a lot different now than when we worked on Icewind. The team sizes are perhaps the biggest change. We had between 24 and 32 people on Icewind, which is approximately the size of the art team on one of our projects right now. To manage out larger teams today we need more leads - and since I'm a producer this just moves me farther and farther away from the day to day creation. For me personaly, this is a big loss because that's what I enjoy the most.


GB: Hypothetically speaking, if you were given the chance to work on another Icewind Dale title, where would you personally like to take the franchise?

Chris: I would be interested in making an Icewind game. I'm not sure I know exactly how I would approach it though. I know I would want to keep a few basic tenets in place: D&D, a wholly created party, big monsters, dungeon crawl type experience, interesting story, and beautiful inspiring graphics.

I think the big questions to answer (which I don't have an answer for) are how to handle the camera and how to handle combat. But those are solvable, imo, and I think that the core of the game is still viable.



Thanks Chris!


Previous Page GameBanshee Home

Article Details
Interviewer

Jon "Buck" Birnbaum

Interviewed

Chris Parker

Icewind Dale Producer

Icewind Dale II Designer

Published

03.16.07

Images
Screenshot
Screenshot
Screenshot
Screenshot
 
 
      Copyright ©2000-2008, GameBanshee.com