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Neverwinter Nights Client/Server Postmortem
Price $5.95
Stock Unlimited
Weight 0 lb, 10 oz
SKU GDC-03-011
Neverwinter Nights Client/Server Postmortem,

Programming, Lecture

Mark Brockington
Lead Programmer, BioWare Corp.

Scott Greig
Director of Programming, BioWare Corp.
This session offers a frank discussion and evaluation of the system and AI architecture for Neverwinter Nights, a multiplayer Dungeons & Dragons role-playing game for the PC.

This talk provides an outline of the evolution of the resource system and data-driven architecture from Bioware’s earlier titles, as the programmers attempted to facilitate user-made content. The far-reaching impact of the rigid client/server networking model on the art pipeline, terrain creation, creatures and pathfinding is investigated. How the Dungeons & Dragons licence modified system architecture is also considered.

The evolution of the AI architecture covers the second half of this session. Topics include the design and implementation of the scripting language and its interactions with the AI creatures. Attempts to make designers proficient in the scripting language are examined. NWN’s reputation system, and the many issues that came up as the ship date approached, are analyzed in depth.

Participants learn about some of the successful processes that are used to develop role-playing games. The speakers describe some well-intended but awful decisions that have been made in the hope of warning others that they may be going down the wrong path.

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