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NWN2: MotB - Retrospective from George Ziets

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jan 2, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Jul 28, 2010
    Likes Received:
    [​IMG]George Ziets shared his thoughts on NWN2: Mask of the Betrayer.


    G Ziets: Designer in Exile

    A Retrospective on the Mask

    It's hard to believe that it's been ten years since Mask of the Betrayer... actually, at the time I'm writing this (in the final days of 2017), the ten-year anniversary has just about passed. After all this time, Mask remains the most fun project I've ever worked on, and I wouldn't want to let the moment go by without spilling a few secrets about why the game worked pretty well (while others didn't).

    The story took a really long time to write.

    I started work on the Mask narrative in late spring / early summer of 2006, while the NWN2 team was still in the "polish and bug-fixing" phase. The first few months were mostly brainstorming. I had freedom to do pretty much anything with the narrative, so it took me a while to settle on a hook that I really liked. For a while, the player was going to become a minor deity at the beginning of the game, and the expansion would focus on the travails of a new deity in the Forgotten Realms universe... but it quickly became clear that we didn't have the budget to create all the new creatures, items, and game systems to support a deity-level campaign. So I kept thinking about other ways to make the expansion a unique experience, and I finally settled upon the spirit-eater curse - a magical affliction that would give the player some near-godlike abilities but could still take place (mostly) in the mortal world.

    Last edited by a moderator: Jan 2, 2018
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