Summary
- We spoke with Executive Producer Brett Norton and Creative Director Randy Mosiondz in regards to the previous, current, and way forward for Neverwinter.
- Neverwinter’s newest module, Menzoberranzan, is offered to play for free now and celebrates the sport’s 10th anniversary (and eightth on Xbox)
- Neverwinter is offered to play for free on Xbox One and Xbox Series X|S. You can obtain it right here from the Microsoft Store for Xbox.
Neverwinter was one of many first console MMORPGs to essentially get its hooks into me. With the wealthy lore of Dungeons & Dragons lifting it up and a few modern methods wherein it dealt with fight on the time, to not point out all of the journeys that could possibly be ready for me alongside the Sword Coast, the complete expertise was ripe for journey (and my time).

While it has been a whereas since I final ventured into that on-line realm, I jumped on the alternative to speak with Executive Producer Brett Norton and Creative Director Randy Mosiondz in regards to the sport’s previous, current, and future because it hits its eighth 12 months on Xbox (and 10th general) this 12 months. It was fascinating to get their perception in regards to the legacy of Neverwinter in an age when so many on-line video games tended to fade over time, however Neverwinter appears to be as sturdy because it ever was. Interestingly, it wasn’t initially scoped to be a large multiplayer on-line RPG in any respect.
As some adventurers may be conscious, earlier than launching as a free-to-play MMORPG, Neverwinter was initially introduced as a co-op targeted Dungeons & Dragons sport that might carry R.A. Salvatore’s “Neverwinter Saga” sequence of novels to life. Since iteration is a vital a part of the sport improvement course of, there have been many ideas the group was making an attempt out throughout that early part of its life, as they refined and targeted on the title.
“Early on there was an attempt at building a narrative-focused game where there was heavy storyline scripting, and every player in an adventuring party could ‘vote’ towards how a story would play out.”
“Early on there was an attempt at building a narrative-focused game where there was heavy storyline scripting, and every player in an adventuring party could ‘vote’ towards how a story would play out,” explains Creative Director Randy Mosiondz. “While it was an interesting system, once we incorporated an action-focused combat style, we found the two game elements didn’t mesh well together.”
Mosiondz explains that one of many greatest issues the group discovered in that iterative course of was that when locking a group of gamers into a narrative, anybody who had skilled that very same story beforehand would develop impatient with having to take a seat by means of dialog choices, whereas others merely wished to get again to the motion. This left any participant who wished to hearken to the narrative opting out of group play.

“We realized we were trying to serve two types of players and were doing a disservice to both. In the end, we decided to move towards action-combat, as there weren’t a lot of MMORPGs doing that at the time, and players seeking games with heavier narrative focus would enjoy single-player story games better anyway,” says Mosiondz. “The advanced narrative system is still buried somewhere in the code, and if you’ve explored some of the more complex character dialogs you may have seen some of it; it’s pretty robust.”
Based on Neverwinter‘s success over the past decade, it seems clear they made the right choice in focusing on the action gameplay aspect to get development started. Once that core concept was established, development began in earnest with lots of content and ideas starting to take shape leading to the game’s eventual launch on PC in 2013.
“That’s one of the graces of an ongoing live game: anything you don’t get into the initial release becomes content for a later release.”
“There was a lot of game we packed into the initial release, which was due in large part to the tremendous efforts of our launch team, as well as a disciplined approach to zone implementation,” says Mosiondz. “Once we developed a strong prototype zone and dungeon that we felt was fun and engaging, we built upon those styles for every successive piece of content implemented.”
Mosiondz mentions that there have been nonetheless a lot of issues the group wished to have integrated into Neverwinter’s launch, however a huge a part of delivery a sport of this scale is realizing when to deal with refining the content material you’re launching with to provide the very best expertise to gamers from the get-go.

“That’s one of the graces of an ongoing live game: anything you don’t get into the initial release becomes content for a later release. And we’ve had 10 years of releases [on PC] since launch to add or revise systems and content. I also think a big part of the relatively strong stability of Neverwinter at launch was due to the experience garnered from all our previous releases, like City of Heroes, Champions Online, and Star Trek Online have allowed us to refine our tech and our practices to allow for a solid launch.”
A number of years after the preliminary launch on PC, Neverwinter set its sights on console. Cryptic had been eager to carry its titles to Xbox, however on the time there weren’t a lot of MMORPGs for the platform.
“Even though we knew we wouldn’t launch the game on both PC and console, we were still planning for console support in the future. And when that day came, we were ready!”
“Back in the day, Champions Online was actually built to be delivered on Xbox; as some Champions fans can attest, the game can still be played pretty well on PC with a controller,” says Mosiondz. “When it came time to develop Neverwinter, we knew we wanted to start planning for console in the early design of the game. Even though we knew we wouldn’t launch the game on both PC and console, we were still planning for console support in the future. And when that day came, we were ready!”
Neverwinter’s launch on console was a large success, as they’d suspected, with console players having fun with the action-based fight system and social points of what MMORPGs can carry. That success is what additionally led to the eventual port of Star Trek Online, which has additionally confirmed to be a tremendously profitable MMORPG on console. Even with these profitable launches behind them, there was nonetheless a lot for the group to study from.

“We had been preparing for launching Cryptic’s games on console for a long time, so there are some elements we learned early on,” says Mosiondz. “The most obvious one is that you must put constraints on game design to make sure console gamers have a solid experience rather than trying to retrofit PC gameplay back to console. Another thing was the technical infrastructure that needed to be built. While live console marketplaces are fairly common now, there were a lot of complexities back in the day about how things are done with subscriptions, microtransactions, etc., that still needed to be mashed out. It wasn’t until a lot of those things started coming together that made MMORPGs on consoles feasible.”
Since launch, there have been no scarcity of wonderful characters and tales from Dungeons & Dragons lore which have been given a likelihood to come back to life on this planet of Neverwinter. Naturally, I needed to know from the creators what it has been like taking part in round on this planet of D&D and what some these favourite characters and reminiscences from that have have been so far.
“I’ve been a D&D fan for an awfully long time, so building adventures based on it was a dream come true for me.”
“Some of the ‘big bads’ we’ve used as module villains are often our most memorable,” says Executive Producer Brett Norton. “Tiamat, the evil dragon queen, was a unique and massive undertaking for a boss. She’s absolutely massive, has great music that accompanies her fight, and she’s still probably the largest single largest enemy you face in all of Neverwinter. A special callout goes to Acerak as well, the main villain of Neverwinter‘s Chult arc, because he’s both evil and hilarious. His ‘I’m an immortal lich and I don’t care‘ attitude makes the Tomb of the Nine Gods dungeon particularly memorable experience, as you tear his lair apart and finally get on his nerves.”
“As to the good guys, the Acquisitions Incorporated characters are about as wild as it gets,” continues Norton. “Fighting alongside James Darkmagic in the Manycoins Bank Heist is always crazy, with him both helping the party and, occasionally, accidentally polymorphing everyone into chickens in the middle of a fight. The entire Acquisitions Incorporated adventure is unique in Neverwinter, and one of the most memorable series of missions we’ve done.”

“I’ve been a D&D fan for an awfully long time, so building adventures based on it was a dream come true for me,” says Mosidonz. “I’m a storyteller at heart, and love building experiences for players to enjoy. It wasn’t so much a job as a craft for me, and hearing players talk about their favorite characters or adventures that I worked with my team to build really warmed my heart.”
Rather a lot has modified because the preliminary launch of the sport — the model gamers can expertise now could be very totally different than what arrived on day one. Neverwinter has needed to sustain with not solely new console iterations, however revisions to their supply materials as effectively (when it was launched, “4th Edition” was the primary model and now the sport is powered by the “5th Edition” ruleset). As a part of this fixed evolution, I requested Norton what’s it about Neverwinter does he suppose has allowed it to endure for a decade?
“You can’t expect players to keep playing the same game forever, so you need to grow and evolve with them.”
“Part of enduring is realizing that your game has to grow and change with your audience, and while we won’t claim to have done it perfectly, the team has strived to try new features, new stories, and generally push the boundaries of what could be done with our tools, tech, and D&D in general,” explains Norton. “You can’t expect players to keep playing the same game forever, so you need to grow and evolve with them. The other part comes from the team’s ability to continually release new modules with a pretty regular cadence. We just released our 25th module for Neverwinter, and that means we’ve put out multiple big updates for Neverwinter each year. The game that players see today also isn’t the same version that players saw upon release; major features like guild strongholds and dungeon queues did not exist when the game was first released.”
With the current launch of the newest module, Menzoberranzan, the long run continues to be very vibrant for the way forward for Neverwinter with seemingly no scarcity of adventures which may be in retailer, a few of which Norton hinted at.

“Neverwinter will continue to visit new places in the ever-expanding Forgotten Realms,” explains Executive Producer Brett Norton. “There’s a lot of key locations that we still haven’t visited, like Thay itself, or even Waterdeep. Wizards of the Coast also continues to release new sourcebooks as well, and we generally keep an eye out for some of the newer locations that would fit well into Neverwinter. No spoilers, but we’ve got a unique setting planned for the end of 2023 that we hope comes as a welcome surprise.”
Neverwinter is offered to play for free on Xbox One and Xbox Series X|S. You can obtain it right here from the Microsoft Store for Xbox.

Neverwinter
Gearbox Publishing
Neverwinter is the premier Dungeons & Dragons MMORPG expertise, that includes fast-paced fight and epic dungeons. Explore the huge metropolis of Neverwinter and its surrounding areas, battle its many enemies, and be a a part of Forgotten Realms historical past.
Experience Dungeons & Dragons Like Never Before – Neverwinter is an motion MMORPG that bridges intense fight with basic D&D gameplay. Journey by means of town of Neverwinter and the legendary subcontinent of Faerûn, and face off in opposition to the best adversaries from D&D legend.
Build Your Own Legend – Bring your adventures to life by means of iconic D&D lessons and races, superior paragon paths, companions, and a exceptional vary of customization choices. Whether you’re searching dragons and beholders inside crumbling dungeons or battling different gamers within the icy reaches of Icespire Peak, you’ll uncover why Neverwinter is the definitive Dungeons & Dragons expertise.
Optimized for Xbox One – Neverwinter evokes basic Dungeons & Dragons adventures with a absolutely optimized participant expertise for Xbox One. The fast-paced motion gameplay of Neverwinter has been mapped to the Xbox One controller, giving adventures the power to maneuver across the battlefield and forged highly effective spells with ease. Xbox One gamers can even use their Xbox One buddies record to search out and get together up with others as they discover iconic places of the Dungeons & Dragons universe.
This sport helps English, French, German, Italian, and Russian.
Additional System necessities: Minimum broadband web connection of 512 Kbps is required to entry all options.
Discussion about this post