Oster stayed on until Dragon Age: Origins. It took a couple of games to learn moderation.” We’d do something equally atrocious in the opposite direction. “I called it the Bioware pendulum,” Oster says. But Bioware lost some of Baldur’s Gate’s weighty, earthen charm in the process. The benefit was clear, if you’ll excuse the pun: players could always see an orc coming. When Oster was handed Neverwinter Nights to direct, he immediately threw out all the grey stone in favour of a minimalist, MMO-style interface. “Unnecessary clicks build a rage in me that you cannot comprehend.” “It was so much grey stone on the screen, and it was so many clicks,” he says. He’d spent months testing the multiplayer component, and grown tired of all the thick, thunking buttons. Ironically, by the time Bioware had finished Baldur’s Gate, Oster hated its interface. “Worshipped for taking the concept of a multiplayer battle game and building the best possible interface you could do.” “Warcraft was held up on an altar,” Oster says. After Bioware’s game became a hit, almost all its competitors followed suit, and today Warcraft’s influence on the RPG is so pervasive as to be invisible. Warcraft is also why Baldur’s Gate has real-time combat. That’s why, when you click on a Baldur’s Gate party member, you often hear a funny, fourth-wall breaking quip in the style of early Blizzard-a “Yes, oh omnipresent authority figure?” or “Stop touching me!” By 1995, the studio was instead playing Warcraft, the pioneering real-time strategy game.
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Bioware’s model for a great D&D game, Pool of Radiance, had come out in the late ’80s and looked like Teletext. It also meant, however, that the studio was short on good examples to follow. “That means that there is absolutely nobody looking at your market space, and you can roll in and do fun things.” “That’s the best news you can hear,” co-founder Trent Oster laughs. "It took a couple of games to learn moderation.”īack in the ’90s, everybody told Bioware that the western RPG was dead. Meet Trent Oster, the bloke who launched Neverwinter Nights twice
#NEVERWINTER NIGHTS PLATINUM EDITION PATCH DRIVER#
And I also just figured this one out, was complaining about it earlier - if you see some jagged white outlines on objects in front of water, that's because you forced AA on through the driver while the new Shiny Water shader is enabled.
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You absolutely do wanna cap it, since you don't want your GPU going nuts over 500FPS for no reason ( do 140 for a smooth camera enable Vsync for smooth camera rotation), but the internal limiter messes with the mousewheel zoom, the driver one doesn't.
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If you're going with the EE, my only major advice would be to limit the framerate from your GPU controls, not using the in-game limiter. I get DE owners wondering whether the EE's worth it, but in your case what's the worry? The campaigns are untouched content-wise if you were afraid Neera found her way to Neverwinter. Since you're actually buying it now anyway, just roll with the EE, skip the OC and do SoU and HotU for best first impressions.
#NEVERWINTER NIGHTS PLATINUM EDITION PATCH FULL#
That said, I've played four full campaigns on the EE without a hitch, it's more the Toolset side that I've had worries with. NWN EE's running issue is that Beamdog's QA remains uneven, so you've got some cool new features but also run the risk of the odd new bug rearing its head at some point. Click to expand.It's quite fine and well worth the purchase, especially on sale, but you should be aware that's coming from someone who likes the Infinity Engine EEs.