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A-Kon - Obsidian Games - 2006
Video game production is as complex and expensive as animation production. An inexpensive production costs a couple of million dollars, and the expensive efforts can tally $10 million-$20 million. Even with the expense, only a few games earn a profit for their producers. That's one of the reasons that game companies release so many sequels, including Obsidian Games, which is rushing to release a sequel to its Neverwinter Nights game. (From left to right) Josh Sawyer and Tramell Issac of Obsidian were on hand to discuss how they're finishing the sequel. "I inherited what was left to put into the game," said Sawyer, the game's lead designer since March of 2006. "Whether it was these spells or these cases, one by one I had to go through that with the designer...it was very very necessary." Added Issac, "I inherited a group of individuals as well as issues that had to be sorted out. When it comes down to the end of a project, you have to make the tough decisions. People try to hold on to those ideas, but you have to make a decision -- do we need it, will this help the game? If not, cut it." The new Neverwinter has hundreds of new branching paths, and the designers have needed to decide what to leave in and what to leave out.
Chris Avellone, Obsidian's founder, noted that the new Neverwintrer needed a fresh editing program for its designers, and that took longer than anyone expected. Neverwinter is a project from the Dungeons and Dragons - Forgotten Realms universe of Wizards of the Coast games, and Obsidian had to follow that company's guidelines to get things right. "There's a specific look, and Wizards knows what they're looking for," Sawyer said. Our concept artist came up with these four styles, and we designed characters to go along with that. A designer might write `this character is rich, tall and handsome,' and the concept artist, given something that is very loose, will come up with something that's very specific." It's taken two years for dozens of designers to get to the point where they've nearly finished the Neverwinter sequel. "It will reveal itself, all the hard work that we did in the two years. Hopefully, you guys will see the results of our labor," Issac said.

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