A computer game called “Neverwinter
Nights” was released by Bioware in 2002. This game took the
table-top role-playing environment to the computer, where players
could join games online and adventure together, act out their
characters, and have a game master run the show behind the scenes in
pre-programmed scenarios, some that the game master himself had
designed. It was an innovative approach—allowing game masters to
make their own adventures and conduct them in real-time for other
players. Bioware occasionally released official adventures for
download, and they did their best to respond to player feedback. One
interesting experiment was an adventure that was programmed to avoid
the customary experience point award system. Everyone was
excited—finally, a game that focused on experience awards for
something other than killing! However, at least in my opinion, this
experiment failed. As I played through the adventure, I found myself
weaving and dodging through all the monsters like I was driving
through an obstacle course. Part of the fun of an RPG is combat, but
without experience point rewards for it, there was no longer a reason
for it at all. Experience points in that adventure were awarded for
discoveries and achieving quest goals, but without combat rewards,
the essence of an RPG was somehow lost and the game felt like a
story-book, with lots of running between areas. Did Bioware
completely miss the mark (they never went back to that formula for
future releases, so I don't think I was the only one who disliked
it), or was there something salvageable there?
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