BioWare Chat Log Available at Stratics

I would like to welcome you all to our second Neverwinter Nights House of Commons.
Please join me in welcoming the staff of BioWare.
If you have never attended one of our chats before, this is how it works.
There are 4 question takers - Greyhawk, Snowman, Isidur and Loremaster are those for this evening.
If you have never used private messaging type /msg question takers name and your question.
So lets get started! First I would like to have the BioWare staff introduce themselves - Ray would you please start?

    bio_ray Sure. I'm Ray Muzyka - joint ceo of BioWare (and co-exec producer of NWN)
    Bio_Trent I'm Trent Oster, Producer on NWN.
    bio_marc Hello, All. Marc Holmes, NWN Art Director.
    Bio_Rob Rob Bartel, here. Co-Lead Designer.
    Bio_Bob1 bOb mcCabe -- writing & design, nwn
    Bio_Aidan I'm Aidan Scanlan, technical designer.
    Bio_Luke Luke Kristjanson, writing and design
    Bio_DonM I'm Don Moar, Lead Tools Programmer
    Bio_Brad Brad Grier - BioWare's Communications Manager.
Question: Will I be able to upload still images - NOT textures for models - which a player can see. For example, I need to be able to distriibute maps, notes or images of devices, represented by an imported gif or jpeg.

    Bio_Trent> We are creating a number of pre-module stills which can be overwritten by the end user. You will have to distribute the images yourself
    Bio_Trent> At our initial release we probably won't have a ton of time for custom art support, but after ship it is a high priority

Question: asks, " With you losing the license for future D&D products, what will happen to NeverWinterNights continuing success and expansion?"

    Bio_Trent> I'm glad Ray is here
    bio_ray> The license for D&D products is held by our publisher Black Isle/Interplay, not BioWare, but as I understand it expansions to the NWN realm are still feasible.
    bio_ray> Black Isle/Interplay would have to comment on any time issues associated with their license but NWN shouldn't be impacted by any licensure issues with Hasbro/Infogrames as far as I am aware.
    bio_marc> Re: tile height changes....there is a clif between any height change. You can only go up at stairs or ramps. We allow height change in city and rural, (basicly anything outdoors)

Question: Could you provide more detail on terrain height differences - can tiles have more than 1 height differential if there is cliff edge between them? Could we create a winding mountain switch-back trail? Could we create a plateau tile of height 4 surrounded by tiles of height 1?

    bio_marc> You can in fact make a moutain as tall as you like, but you have to stack the tiles like a wedding cake.
    Bio_Trent> Only one height differential per course of tiles

Question: How does the camera system in NWN work? For example, when a character is placed back to a wall, facing away from you (the player in RL), and the wall is between the character and you...so how does the camera system compensate? Does it automatically pan/move to a better position (hopefully from a semi-first person view)? Also...who far can the camera zoom out?

    Bio_Trent> WE will have a number of camera modes. Everything from pitching the camera up
    Bio_Trent> to pushing the camera in closer to the character
    Bio_Trent> When you back against a wall the camera will attempt to zoom in by default, when it hits max zoom in it will start to pitch up

Question: Trent has stated that signing up for the Beta will be on a first come first serve basis. Would not a selection process to gain a mixture of world developers (dms, scripters), first-time users and hard-core CRPG gamers be better? Can anyone comment on this?

    Bio_Trent> When we are ready for a Beta we will allocate a number of slots for people in the commmunity who we have identified through their hard work
    Bio_Trent> In addition to having an open sign up for the general populace
    Bio_Trent> We pay attention to what everyone is doing, and we will try to include a number of our key community members
    Bio_Trent> With that said, the best way to get noticed is to work hard on your project

Question: Will there be a C API provided to gain access to the scripting engine. It would be incredibly helpful if you would allow me post and respond to triggers externally -- connecting to a database, or my own alife-type routines

    Bio_Trent> Whoa.
    Bio_Trent> In the initial release we have no plans for external communication
    Bio_Trent> If we have time and sort out the security issues we'll have a look at it post release

Question: Can you give some information on how the music will be handled? Will the DM be able to put his own mp3s that the players have to download, or is there a set of music files that the DM can put into his dungeons after the feel he wants to give? And is Micheal Hoenig and/or Jeremy Soule creating the music for NWN? If they are, please make them make many tracks... :) Oh, one more
question, will(/can) the tracks

    Bio_Trent> We are still researching music formats. Open AL is our Sound API, so we have to write our own streaming software
    Bio_Trent> We are looking into the "Vorbis" format, which is an open source MP3 comprable format
    Bio_Trent> As for Jeremy or Micheal, they are both great and we would love to have them, we still haven't settled on a composer

Question: I was wondering if NPCs can still be affected by area scripts if they are not "on Screen" or in the same area as PCs?

    Bio_DonM> I'll find MarkB
    Bio_Trent> Noel?
    Bio_DonM> MarkB: "Yes"
    Bio_Rob1> =)
    Bio_Noel> Scripts will run on creatures whether they are being 'observed' or not.
    * Bio_Trent slaps Bio_DonM around a bit with a large trout

Question: How invasive can an active DM be in starting and stopping scripts associated with items, areas, mobs, ect? Can these actions to start or stop scripts be limited to a single attached script or portion there of?

    Bio_Trent> MArkB, you still there?
    Bio_DonM> MarkB: "With the proper hooks, a DM can be fairly invasive."
    Bio_DonM> MarkB: "That is to say, a properly scripted module will make this infinitely easier on the DM than a poorly scripted one."

Question: are you planning to implement random dungeons? the DMG even has specific instructions for it.

    Bio_Rob1> With the toolset being so easy to use (build a basic dungeon level in 5 minutes), we felt that random dungeons weren't a priority for our intial release. Maybe a sequel.

Question: in the context of the scripting language would it be possible to set up a race wars type of world with faction based pvp and hometowns for each of the races?

    Bio_Trent> Yes. Such a thing will be possible
    bio_ray> Maybe Orcs versus Gnomes eh Trent?
    Bio_Trent> via custom scripting
    Bio_Trent> Gotta love those Half-Orcs baby
    Bio_DonM> According to the Trent the Magic 8 Ball ... ;^)

Question: " After the game is released will there be a continuing releases of additonal artwork add-ons?"

    bio_marc> I certainly hope so. This is what I do for a living after all.
    bio_marc> But yes, we at bioware are very interested in supporting the community.
    bio_marc> We are working on plans right now for a expansion modules, so if we get the go ahead from Ray and the big boys we are ready to rock.

Question: Will playing behind a firewall work (X players from 1 IP)? Does the client/server have configurable lisetning/connecting ports?

    Bio_Trent> Yes, you can set the port

Question: how will death be handled? can i script it so that when a PC dies they leave behind a "body" item, and the other PCs must bring this item back to a temple in order to raise the PC?

    Bio_Rob1> There will be an OnDeath event in the scripting language. We'll come up with a few variants but feel free to script whatever you want.
    Bio_Rob1> Halfling heaven anyone?

Question: What type of logging facitities are going to be included for DMs so they can keep track of persistant worlds?

    Bio_Trent> Logging for the servers will be limited to a text file and a few stats we can keep in the server monitor
    Bio_DonM> MarkB: "We haven't finalized what we'll be logging yet."
    Bio_Trent> You can also write to the log file from scripting Noel just told me

Question: when is nwn coming out?

    Bio_Trent> Gurrrk
    bio_ray> That's not an answer :)
    Bio_Trent> Good question. Have I ever told you about my childhood?
    Bio_Trent> It was the best of times, the worst of times
    Bio_Trent> NWN is a huge game
    Bio_Trent> It is still a way from shipping.
    bio_ray> Our focus for all of our products at BioWare is on quality, first and foremost.
    bio_marc> right on!
    Bio_Trent> We can't really nail down an official release date yet
    Bio_Trent> We want it done as soon as it is the best game we can make
    bio_ray> So while we do have targets and milestones we want above all to ensure that the game is fun, the tools are robust and the game is as bug free as possible.
    Bio_Trent> In short, it's a ways off still

Question: When is the experience added for kills by default? is it added directly after score of each kill or after all creatures in the viscinity are killed such as a battle in other RPG where there are encounter/battles? Also how does experience distrubition of such work in parties?

    Bio_Rob1> By default, XP with be awarded with each kill (or plot event). You might be able to script other methods or simply distribute it manually as the DM. XP will be shared equally among party members unless designated otherwise.

Question: How much AI is already built into a NPC? You make a NPC a ranger/sorceror, will he automatically know how to properly use his class skills in combat?

    Bio_Luke> well, first you have to train them not to eat the villagers...
    Bio_Bob1> haha!
    Bio_Luke> whoop, wrong chat... :)
    Bio_Rob1> Slap the monkey... Pet the monkey... Slap the monkey.... Pet the monkey...
    Bio_Bob1> bad monkey...
    bio_ray> I think they meant humanoid NPC's, not monsters Luke...
    Bio_Aidan> Creatures will have a AI attached that can generically pull any available abilities that the creature possesses. Then, they will execute them in an intelligent manner.

Question: Will the DM be able to modify any racial or class skills, abilities, or disabilities to better suit his campaign world?"

    bio_marc> I got that....we are supporting this by allowing players to create a sub race during character generation.
    bio_marc> This provides a neat hook for scripting.
    bio_marc> Eg, Dark Gnomes exist on my server only, and they get plus four vs any Half Orc played by Trent...

Question: Will all powers related to Cleric domains be in the game, such as a Water domain cleric's abilty to turn fire elementals?

    Bio_Rob1> Domains will provide clerics with a spell at each level but we couldn't justify the dev time needed to handle the special abilities
    Bio_Rob1> We felt that our time was better spent on the skills and feats that everyone had access to, not just one class.

Question: asks, Question: will there be rolling boulders for traps? (ie. actual 3d spheres that you can have moving through dungeons as traps that can crush the player if they don't outrun it)

    bio_marc> Short answer on boulders - no.,
    bio_marc> You see you can make your own maps, so the combinations of paths the rock could go gets complex.
    bio_marc> We dont want to have realy huge objects bouncing around.
    bio_marc> BUT! there are lots of very cool traps
    bio_marc> They can be placed, stolen or traded...
    Bio_Luke> and if you throw me the idol, I'll throw you the whip... but no boulders.
    Bio_Rob1> You can even pick them up off the dungeon floor... if you're skilled enough.
    bio_marc> Side not, traps are not limited to rogues, anyone can take the skill...

Question: Here goes: If I were running a persistent world, would my server keep track of where my players last were, so that when they reconnect, they will automatically spawn where they last were before leaving? If not, could we script it to?

    Bio_Trent> Yes, the server will track where they were before they left
    Bio_Trent> Finally, and easy answer

Question: Can the DM have an AI run a PC if the player of that PC is unavailable during a game?" (anyone?)

    Bio_Trent> I'd have to say no. Player characters are 100% player controlled only
    Bio_Trent> When a player leaves, his/her character leaves
    Bio_Trent> As a party you could pick up a henchman to help out the party

Question: -the all important question -Can we expect a Beta release of the game soon? how about the tool set or the scripting language?

    Bio_Rob1> Define "soon..." =) We are planning on having one once we get a little closer to release, however.
    Bio_Luke> In Pen and Paper this is known as "going to tend the horses"
    Bio_Rob1> It will likely include the toolset as well as the game.
    Bio_Rob1> We want to see as much user-created content ready to go as possible, so it's in our interest to do so.

Question: Do all the scripts have to exist when a module is started, or could a DM script on the fly? for instance if they realized they forgot something?

    Bio_Trent> Sadly, scripting on the fly is not possible.
    Bio_Trent> When mentioned to our scripting programmer he just got all sick looking and walked away

Question: asks Where are you in the creation process right now? Is the engine done? Working on the content?

    bio_marc> mark b barfs on my shoulder.
    Bio_Rob1> Besides, it sounds like a good way to introduce bugs... Ich.
    bio_marc> he caught a bug...
    Bio_Rob1> That's really quite disgusting, Marc...
    Bio_Rob1> =)
    Bio_Trent> The graphics engine is functionally complete, there is a lot of support and optomizing left well, probably well over the 60% mark in term of art
    Bio_Trent> The toolset is firming up and has almost hit minimal functionality
    Bio_Trent> As a whole, many of the parts are there, but it is a way from a full game

Question: I'm wondering how the dm places weapons and gold in the levels? Can a dm make a level full of gold and magical swords and allow his buddies to play?"

    Bio_Rob1> Two ways to do this: one is to place all the gold and weapons via the toolset. The other is to spawn them in on the fly as the DM. Either way, fun can be had. =)

Question: Will voice communication make it in? If so will it support voice fonts? If not, will it make it into a future expansion?

    Bio_Trent> We want Voice comm. in the game. We haven't really settled on a solution yet

Question: Will item size rules be in? Can medium sized characters use medium sized weapons with two hands? Small armor only wearable by small characters? If so, will we be able to set specific sizes (tiny, medium, huge, etc.)?

    Bio_Trent> Yes, the rules on item sizes are in!!!!
    Bio_Trent> Yay
    Bio_Trent> Armour is not sized though
    Bio_Trent> Any armour fits any character, male or female

Question: are you, and if so, how are you, implementing transform and lighting into the graphics engine? Will you support the latest graphical *features* from things like nfiniteFX engine from NVidia Geforce 3?

    Bio_Bob1> one size fits all, even gnomes
    Bio_Rob1> They just itch more.
    Bio_Trent> T&L is supported
    Bio_Trent> We added a few new effects for the GeForce3 launch and some other effects could make a way into the game

Question: " how will multiple languages be handled"

    Bio_Rob1> Hmm. Big question. Yes, NWN will be translated into multiple languages and yes, those versions will be interoperable.
    Bio_Rob1> In terms of quick-chat voice (a la Tribes), that will auto-translate between languages (the code will just point to different voice files).
    Bio_Rob1> As for actual game text, it will pick the appropriate language files for all of the dialog, etc, on a client-by-client basis.
    Bio_Rob1> As for custom modules, the framework will be there so other folks can translate your module for you and make it multi-language.
    Bio_Rob1> Regarding player-to-player chat, I don't think we have any auto-translation plans for our initial release.

Question: How hard is it to drag yourself away from this game, and how is playtesting going?

    Bio_Trent> It is truly hard to drag ourselves away from this game
    Bio_Trent> We aren't playing it yet, just loading art and looking at it, the fun stuff still has to be put in
    Bio_Trent> Running away from creatures is quite fun right now though.
    Bio_Bob1> hard to pull away from it for both the fun factor, and the fear factor (trent's half-orc persona flares up now and then)
    Bio_Bob1> ;)

Question: Is the Mac/Linux versions of Neverwinter Nights on par with the Windows version at this point in development?

    bio_marc> "Wild horses"
    bio_marc> This game is what I've wanted to do since I was 12
    Bio_Trent> Linux trails a few weeks behind and the Mac is in the process of getting "Carbonized"
    bio_marc> Like Han Solo?
    Bio_Trent> Carbonizing broke a number of things with the Mac, so it is a little further behind right now
    Bio_Trent> Better than Solo Way better

Question: I worked out a simple system for being able to use the language skill in-game. By having the dialogue boxes in the game show Gibberish text if you don't have the language or English text if you DO and successfully roll your skill in it. What's the likelihood that you could implement the use of languages in the game using such a system?

    Bio_Rob1> Ah, *in-game* languages! We did some early design work and came up with a similar sort of system that we were quite happy with. We didn't have time in the schedule to implement and test it however. Maybe in an expansion.

Question: " Will it be possible for a running module to store some sort of unique identifier for any given character, so if they return the id is the same?"

    Bio_Trent> Every character has a unique identifier, we call it a CD key. The CD key is bound to the player and character and offeres a unique identifier

Question: how can I handle a case in which I have 5 attacks per round and I want to use a different attack for each? will you have a queue of some sort?

    Bio_Trent> You can queue up a number of special attacks, but trying to stay ahead of 5/round could be hard
    Bio_Trent> If you quickbar them it is possible

Question: Will the NWN instruction manual contain the necessary 3rd edition rules, for those of us who are used to 2nd edition?

    Bio_Rob1> The BG manuals were massive and we'll be putting even more time and attention into the NWN ones (probably a separate DMG and PHB). We'll cover all of the basics in there.
    Bio_Rob1> That said, the new 3e materials are great and I'd recommend them to anyone with a serious interest in learning more about D&D.

Question: will amulets, cloaks, quivers of arrows, etc show on character models?

    bio_marc> re: equipped stuff...
    bio_marc> We are of course showing armor and weapons-in-hand, but we have decided not to show the full range of 'accessories'.
    bio_marc> There are two main reasons I can think of right off One being perfomance - we want the game to run on as many computers as possible, so keeing the total number of parts
    bio_marc> in play at once as low as possible is very important and also the HUGE number of custom character models You have such a wide range of characters you can play, we simply can't be sure that cloaks and quivvers will attach properly to every possible armor combination...
    bio_marc> You do have your custom portrait, and you can show yourself equipped any way you like there...if that helps...
    Bio_Luke> Just a note on the language thing: You as a DM can simulate different languages by branching the dialogue you write based on race or intelligence conditionals (or whatever). You could display gibberish or just a simple "you don't understand" if the player is incompatible. You have a lot of power in that respect.

Question: Will either the server or the client of NWN be able to take advantage of SMP?

    Bio_Rob1> Love that scripting... =)
    Bio_Trent> Yes, in a fashion. (SMP == Symmetric Multi Processing). Having two processors will allow you to run the Client and server seperately, gaining a significant speed up
    Bio_Trent> IT works very well for us at BioWare (most systems here are dual processor)

Question: Will time challenge modules/scenarios be possible?

    Bio_Rob1> If you mean dungeon races or ones that rely on a timer, absolutely. They should be fairly simple to create and script.

Question: why have you switch to a 3d mode ???

    bio_marc> I think you mean 3D vs 2D right? There are lots of good reasons, I'll start with character animation. We can have hundreds of keyframes of character animation in 3d....
    bio_marc> allowing you to walk, talk ,run but also wave, eat, read, shout, barter, berate...we would have to cut all that player animation drasticly if we had to store it all as 2D art...
    bio_marc> Also the lighting and shadow that 3d allows is much more flexible Red fog and dim lighting looks great, but so does light green haze and bright sunlight.
    bio_marc> All this is possible in a 3D engine. Plus camera zoom and rotate....S'all good. We love 3D. We are keeping the game very scalable as well, so a light weight machine has a fair chance.

Question: Will it be possible through scripting to make the prestige classes available to players in my own games?

    Bio_Rob1> Keep your fingers crossed, in other words.It *may* be possible
    Bio_Trent> through scripting but it will not be easy. The best way to get prestige classes will be to buy the game, play it and then give us feedback on the classes you want
    Bio_Trent> and we'll try to put them into our next expansion
    bio_marc> Gotta run and work on GUI design...thanks for all your interest. I for one can hardly wait to play what you guys make! See you on the boards...marc_taro
    Bio_Trent> Without custom programming prestige classes are going to be hard to do
    bio_ray> Thanks very much to our fans - we appreciate your support very much.

Well that is the end of the questions... I know the hour plus went fast. We want to thank BioWare for taking the time to be here and answer our questions!!

    Bio_Trent> Thanks for coming out
    Bio_Trent> See you on the boards
    Bio_Rob1> It's been a blast. Hopefully we were able to give you some new information about the game....