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Dungeon matters

Over time, Dungeons & Dragons games shifted online and sought to mimic the creative spirit at the heart of the tabletop experience

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There are two branches of Bioware’s developmen­t that you can follow in the wake of Baldur’s Gate. One leads to Knights Of The Old Republic, Dragon Age, and Mass Effect – the style of cinematic, story-driven blockbuste­r that made the studio a household name. The other ends firmly with Neverwinte­r Nights, the onlineRPG-slash-developmen­t-tool designed to capture the creative freedom of tabletop D&D (released as an enhanced edition for PS4 in 2019). You can consider it either an evolutiona­ry full stop, or a starting point that has enabled countless community adventures ever since.

The making of Neverwinte­r Nights actually predates Baldur’s Gate. This was a five-year commitment in an era when games typically came together in less than half that time. Its long gestation can be explained in part by its technical complexity. Not only was this Bioware’s first 3D RPG, it was one that would connect players together for co-op and competitiv­e encounters across the millennium-period

“Neverwinte­r Nights’ toolset was taken up by fans, who created MMORPGs, fighting arenas, and sprawling sagas.”

internet. It would launch with a fully-featured campaign comparable in scope to Baldur’s Gate that could be played solo or with friends. And every element of that campaign could be pulled apart and used as the building blocks for brand-new adventures, which could in turn be shared as tiny downloads online.

In the end, the Bioware-directed adventure starting in the titular city of Neverwinte­r didn’t prove the equal of the studio’s previous RPGs. But the toolset was taken up by fans, who created MMORPGs, fighting arenas, and sprawling sagas. Bioware did a marvellous job of spotlighti­ng the best player inventions, even funding further community expansions with the backing of publisher Atari. Some of the finest Western RPGs of all time are still to be found within the walls of Neverwinte­r Nights.

For several years afterwards, Neverwinte­r Nights was Bioware’s primary recruitmen­t tool for new developers. And over in Poland, CD Projekt Red made its first ever game on the foundation­s of Bioware’s engine; switch to isometric view in The Witcher’s original PC release and you can clearly see the resemblanc­e.

FOREVER WINTER

Don’t mistake Neverwinte­r (released for PS4 in 2016) for a direct sequel. Made by City Of Heroes developer Cryptic Studios, it’s much closer to a traditiona­l MMORPG, with the muddy graphics and confusing fights to match. Yet it has its perks, including a guest questline – guestline? – written by celebrated Drizzt Do’Urden novelist RA Salvatore, and a history of expansions that keep up with changing events in D&D lore. If you want to be kept abreast of local news in the Forgotten Realms, Neverwinte­r is the game you ought to be playing.

That said, the closest thing to a proper successor to Neverwinte­r Nights on PlayStatio­n was Sword Coast Legends, released for PS4 in 2016, which replicated both Nights’ Forgotten Realms setting and its desire to empower players. In its Dungeon Master mode, one player could resize dungeons, place chests, designate quest givers, hide secret rooms, and design monster

encounters. Then, when adventurer­s entered their nest, the DM could steer and antagonise them in real time. Sadly, its story campaign failed to live up to the pedigree of Dragon Age: Origins game director Dan Tudge, and the multiplaye­r mode that once gave Sword Coast Legends its USP has shut down, its servers closed.

As it stands, no new developer has stepped up to the daunting task of representi­ng Dungeons & Dragons in its entirety on console. Most adaptation­s of the tabletop game settle for nailing either the lore or the ruleset, but leave out the shared storytelli­ng that sits at the centre of the tabletop hobby.

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1 Neverwinte­r’s Avernus expansion tied into a tabletop story which, in turn, acts as a prequel to Baldur’s Gate 3. 2 Sword Coast Legends was developer N-Space’s first independen­t project, and sadly turned out to be its last. 3 Neverwinte­r Nights’ 3D graphics have aged less gracefully than the painterly background­s of the Infinity Engine games. 4 Lady Aribeth stood out among the NPCs of Neverwinte­r Nights for her tragic betrayal. Few paladins have fallen so far.
1 1 Neverwinte­r’s Avernus expansion tied into a tabletop story which, in turn, acts as a prequel to Baldur’s Gate 3. 2 Sword Coast Legends was developer N-Space’s first independen­t project, and sadly turned out to be its last. 3 Neverwinte­r Nights’ 3D graphics have aged less gracefully than the painterly background­s of the Infinity Engine games. 4 Lady Aribeth stood out among the NPCs of Neverwinte­r Nights for her tragic betrayal. Few paladins have fallen so far.
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