An Analysis Of 'Neverwinter Nights'

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Since the advent of computers, fantasy role-playing games have made the leap from table top to computer. While the concept has stayed the same, many aspects of the games have evolved. Neverwinter Nights is a role-playing game that uses an electronic model similar to the popular tabletop game called Dungeons & Dragons. In Neverwinter Nights, the player ultimately becomes the hero of the story. The player is tasked with a number of challenging quests that test both the character and, hence, the player throughout a four chapter storyline. While the character might ultimately become the hero of Neverwinter, this game model offers choices that affect the dialogue and experience that each player has, and unlike tabletop games, the world of Neverwinter gives the player the option to play singly, with only non-player (computer controlled) characters. Another option, multiplayer, uses both non-player characters and other players. Additionally, the creators used literary elements to create a gender-friendly role-playing environment for both men and women.
Neverwinter Nights uses the literary element plot in a story arc type model to connect series of events to explain to the player what is happening. One of the easiest ways to understand plot is think of the story in terms of climbing a mountain and you start at the bottom of the mountain with exposition. Exposition is essentially is at the base of the mountain or the beginning of the story. This is where, in Neverwinter Nights, Bioshock sets up the story including player, setting, and main conflicts. Next is the rising of action. The rise of action occurs as you begin to move throughout the game and story. This is where conflicts start to build just like when you climb a mountain you ...

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...at’s it. There is no hint of dark secrets in the player’s background, or any super special abilities developing. The player is trained, does quests, and is most aligned to that of a mercenary. But Aribeth develops. There is still time to get to discover her, while you learn the game mechanics. Then it is time to listen to her and relate to her, as she shares her fear. Then you have time to fear her and worry for her, as she sells out Neverwinter. And last, the player can kill her or save her, depending on what the player did earlier. This is where the player’s alignments will come into play. This is perhaps the only time in the game when previous actions really matter. It is fascinating that the game’s most important NPC is a woman, and it is a woman who is described as both good and bad. The side NPC’s of the game do not develop, although you learn their stories.

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