Cryptic Messages: Emmert Talks Neverwinter

It’s been fascinating to watch the MMO scene evolving over the past couple of years, and seeing the various players stepping away from traditional models. Now it seems to be Cryptic’s turn. After City Of Heroes, Champions and Star Trek, they are now looking at creating something a little different: Neverwinter, a D&D game that appeals to both the adventurer and the Dungeon Master, relying as it does on an amalgam of Cryptic’s own content and user-generated dungeons for its ongoing adventures. Cryptic’s bossman Jack Emmert has already spoken in interviews about how he felt that Champions and Star Trek lacked polish, and in this interview he speaks about what that realisation means for Neverwinter, and why this game represents a new era for the company that originally set out to make MMOs.

RPS: So how did this game come about? How did you end up developing a game that moves away from your established MMO models?

Emmert: Well internally at Cryptic we had been working on a user-generated-content-driven fantasy MMO before we were acquired by Atari. When the discussions for the acquisitions started, the fact that Atari controlled the D&D licence, and had the Neverwinter property, came up and it just made immediate sense to change the game we had been working on into a Neverwinter game. The rest is history from that point on.

RPS: So what’s the philosophy for this new game? You’ve mentioned in other interviews how differently the company is approaching Neverwinter, so how does that manifest in the design?

Emmert: We want to make an old-school tactical Western RPG. We want to get back to the roots of Neverwinter and we want to taste the strategies of those D&D games where you have to manoeuvre around, select your abilities carefully, and so forth. It’s not turn-based, and it’s not isometric, but that old school model was our focus to start with. Secondly we wanted the game to be immersive, so we want the experience to be inspired by games like Oblivion and Dragon Age, and to take a cue from fantasy products that created incredible worlds to delve into. Thirdly we wanted it to genuinely represent a D&D experience! We looked at the 4th Edition rules and tried to make sure that we could bring that alive as much as was possible with our tools.

RPS: So tell me about the player experience. How different is it to previous Crpytic MMOs? Still got the splendid character creators?

Emmert: Well you start with character creation of course, and there are customisation tools for that, and character creation is based on D&D 4th Edition’s process. After that you will probably face a tutorial level, which we have yet to build! And then you will enter into the world of Neverwinter. Once you are through that you will enter one of a number of persistent zones. Now these are much smaller in terms of population, it won’t be the same numbers of people we’ve seen in previous games from us, it’ll be just a few score. So it’s enough that you will run into others, but it won’t feel crowded. The focus here is on the co-op RPG experience, so we want you to be able to meet new people, or meet with friends, but then get on with adventuring. You will get to that from the persistent zones, although these contain storylines too. Some missions will take you into instances off of these persistent zones, and sometimes you will just stumble across them. It depends.

RPS: So aside from being tighter and smaller in terms of how the world is packaged, the game is going to ride on user-generated content, appealing to the “Dungeon Master” impulses in some of us. How is that going to feature in the game itself?

Emmert: Right now the plan is for the players to be able to lay out – at the very least – interior quests or missions, with monsters, dialogues, different mission objectives. It will be more in-depth than what City Of Heroes did with the mission architect, but perhaps not as technically complex as what the Neverwinter Nights tools were like, or even the Dragon Age tools. It will be flexible however, there will be assigned behaviours and assigned dialogues and so on. Once you’ve created that the creator will be able to attach that to pre-existing entrances, or even attach it to contacts, NPCs in the Neverwinter persistent world. Players will be able to click on them, talk, and then launch into a UGC mission.

RPS: So players will have scope to script their own fictions, tell their own stories to some extent within the game world?

Emmert: Yes! We’ve also talked about allowing people to create their own campaign settings within the Neverwinter world. We’re still toying around with how to do it, and looking at whether that’s a genuinely good idea.

RPS: If I can just go off at a tangent for a second: side-kicking from City Of Heroes, allowing you to play with friends of vastly different levels, that always seemed like a smart development in MMOs. Will it turn up in Neverwinter?

Emmert: That’s something we’re still looking at, to be honest. I think in D&D there are already mechanics for players of a good range of levels to team up and take things on. We do have that mechanic in both Star Trek and Champions, just as a side note, and I am surprised more people haven’t utilised it, but hey, there it is.

RPS: Yeah, it was one of those features that when I saw it in Heroes I just assumed it would be in every future MMO, and it really doesn’t seem to have been that popular. Odd. It should have become a standard. Anyway, there’s so much D&D lore out there, even for the Neverwinter corner of that universe, how did you figure out where to place your game, what lore to use, and so on? What’s the creative process for that kind of fiction wrangling?

Emmert: Well we are in constant contact with Wizards Of The Coast [D&D licence holders, obviously – RPS Notebrain] and they are working with us to flesh out the mythology and background of the area. Of course the good thing for us is that the 4th Edition D&D setting is one hundred years after the previous setting, and the previous Neverwinter games, so of course a lot has changed. Many of the people are long gone or dead, so there’s a brand new wave of characters. At the same time RA Salvatore is writing a new series based on Neverwinter and his stories will bridge the gap and help inform the player about the events leading up to and occurring in our game.

RPS: I haven’t played 4th Edition myself, but quite a few people have observed that it seems to reflect MMO mechanics in some ways. Is that your experience of it?

Emmert: To a degree. The similarities start with the fact that MMOs adopted RPG mechanics, which were adopted from D&D, which were frankly adopted from wargame miniatures. MMO development had a baseline understanding of D&D, but the difference is that they are programmed. Programmers had to sit down and systematise how each of these character classes would work in their game. They made them follow set rules so that when they were implementing the skills of a fighter, as opposed to a magic user, I would be able to use variations of the same code for both. This means there was a certain similarity in how the rules were executed. In 4th Edition D&D Wizards took the morass of special rules and one-off exceptions that were part of the various character classes, something that was rife in first and second edition variations of the game, and systematised them. Both MMOs and 4th Edition have systematised the character classes and the mechanics, and so there’s no huge surprise that they ended up in a similar place. Of course there are also people at Wizards who played MMOs, and this would likely have influenced their thinking. I think 4th Edition is both more accessible for more people, and more tactile. It’s very much about using miniatures, using placement, about your environment, about seeing your character in a room. It’s a 3D environment, and that’s what a videogame is too. It translates right across from one to the other.

RPS: So we’re heading for a kind of perfect D&D by working at it across paper and digital formats?

Emmert: I wouldn’t say perfect, I would say… it depends on the goal of the game. When the goals of an MMORPG and the goals of a pen and paper RPG are the same, then you are going to end up with similar results. So no, not perfect, it depends on what you want to do with it.

RPS: Anyway, what I’ve been trying to process here, and it’s tough to articulate in some ways, but this isn’t an MMO in the traditional sense. It’s more like the co-op RPG of old that spilled out onto the net with some persistent bits…

Emmert: I want to clarify that. It’s an online multiplayer game, an OMG. But what makes it unique in the industry is that we’re putting it out there like any other fantasy RPG, like Dragon Age or Oblivion, but we’re going to be supplementing it with content, month after month. Maybe with these other games you will get a DLC here or there, but it’s not continual and there is no persistence. What we’re doing is taking the living, growing elements of an MMO, and attaching that onto a traditional RPG experience. That’s why this OMG model is relatively unique. A sustained effort to grow the game like in an MMO.

RPS: And this is a new direction for you as a company, isn’t it? A step away from the niche you made for yourselves?

Emmert: Yes, yes I think so.

RPS: And that’s because MMOs are changing so much now? I mean what was always interesting about Cryptic was you were very explicitly about making MMOs and making them quickly…

Emmert: We would do an MMO if the opportunity arrived, but there was a huge change in our approach after Champions and Star Trek. We looked at everything after those games, technology, the tool chains, the approach to development… We looked at all that and said: “We made a bad assumption.” That was that we made City Of Heroes in a year and half, we made Villains in nine months, we made Champions in a year and a half, and a Star Trek in a year and half. Insanely quickly. We thought that our competitive edge was that we could make good games quickly, and we thought the quality of Champions and Star Trek were far beyond what we had done with City Of Heroes or City Of Villains. The market place and the critics said differently. They say no, this isn’t up to snuff. We then had to go back and ask ourselves what we could do to make the games better, and the answer was to use our online technology to make much more focused, polished content. Instead of creating a system where we are pumping out a hundred or more hours of content, we create a much more finite amount and polish that. Our previous system just isn’t translating successfully now, which is unfortunate because I believed in everything we were doing. But you can’t argue with those reviews! It will make Neverwinter a better game.

RPS: Thanks for your time.

Neverwinter is scheduled for the end of 2011.


  1. mrmud says:

    I hate to say it but Cryptic is nothing more than an MMO mill. Any company that churns out a big MMO per year and that doesnt spend significant resources over the next years supporting it just isnt interresting to me.

    • Jim Rossignol says:

      Might be worth reading the article then. He addresses precisely this issue.

    • Harlander says:

      Oh, man, I thought I was going to get to be all smart and be the first to point that out.

      Anyway, as cool as player-authored quests have the potential to be, there’s always the problem of Sturgeon’s Law, i.e. how do you keep the system from being flooded with things that really aren’t that good?

      What the esteemed Mr. Emmert has said about the “write-a-quest” system isn’t enough to draw many conclusions about it yet.. but it is interesting at the very least.

    • mrmud says:

      Which is exactly what every pr person says about past properties that arent well recieved. So allow me to be cynical until I see proof of something else.

    • SheffieldSteel says:

      /fish mode

      Sturgeon’s Law: “90% of everything is carp”

      /cancel fish mode

    • ScubaMonster says:

      I read the article and the only thing I saw that they addressed was churning out MMO’s quickly. I’d like to point out however, that the amount of time spent still does not equate to a good game. Let’s take a look at this quote:

      “Instead of creating a system where we are pumping out a hundred or more hours of content, we create a much more finite amount and polish that.”

      Except that most of their MMO’s DIDN”T have a hundred hours of content when they launched. It took a lot of time after release to even get them slightly up to par. And they still aren’t good. Star Trek Online is a train wreck.

      I stand by my assessment that Cryptic is very good at character generation engines, and fail completely when it comes to making an actual game. On that note, RIP Neverwinter.

    • ScubaMonster says:

      Another thing I’d like to add; time spent in production means nothing concerning post launch support.

    • Jockie says:

      I thought Mr Emmert addressed my major concerns with CO at least pretty well (my STO experience was limited to a few hours in beta). The game at a basic level is quite fun, the problem is the content is just endless endless cookie cutter quests, the fun of getting new powers etcetera can keep you going for a while. But for the most part it’s quest grinding, with dialogue you ignore and kill 20 enemies ad finitum, with a few instances thrown in to break up the grind.

      He states in the interview (and I agree) that what’s needed is less content, better polished. I’d rather do 10 interesting, well made quests that engage beyond the basic brain-dead mmo combat to 200 quests of rinse-repeat.

      Jury is still out on whether Cryptic are up to the task though, I Would be far more interested in a proper neverwinter nights sequel in 4th edition with the powerful toolset available. There is still a devoted nwn community out there filled with talented people who are pretty sceptical about Neverwinter.

  2. Devenger says:

    Good to see Cryptic trying to play to what they do pretty well. I remain sceptical about how they can bring D&D 4e style rules to something that’s sufficiently complex for a video game, and plays to the advantages of real-time gameplay.

    For example, much of 4e’s complexity comes from there being lots of rules that allow you to take extra actions, sometimes as a reaction to something or within the same instant as another action (see Action Points, Attacks of Opportunity, Immediate Reaction powers, powers that grant actions out-of-sequence to other characters…); this is interesting, but doesn’t really map over to real-time combat – well – not without some very clever controls and UI choices, and possibly slower gameplay, at least.

    Maybe I’m overestimating the extent to which they are trying to keep the system similar. I will be disappointed if it turns out to be just another power-select-bar, power-recharge-delay style combat system…

  3. robrob says:

    So it’s a less powerful version of the NWN toolset, only with a single server? Bit of a step backwards for a series which thrived on its user generated content isn’t it? What’s the value in having the MMO model in the first place?

    • Jim Rossignol says:

      Presumably for people who aren’t already playing NWN or DA? But I think the point is more the persistence.

    • robrob says:

      NWN server vault characters were persistent too. NWN’s multiplayer component was more powerful than many people give it credit for. Its persistent worlds were essentially mini MMOs and there were some really fantastic ones because the toolset was so versatile.

    • kororas says:

      Yep, I played two of them one was called Neversummer which still runs to this day I believe. Now if they focused on making a commercial version of this I think I would be much more entusiastic.

    • Lanster27 says:

      Yeah this is like a step backward for players who spent time in Neverwinter Nights persistent worlds. But I guess it is a good way for the Cryptic to improve their income. I don’t think in the old NWN they can make money off persistent worlds made by other people, so now they are trying to make their own official PW and players would pay monthly to play there.

      And as for “So it’s enough that you will run into others, but it won’t feel crowded. The focus here is on the co-op RPG experience, so we want you to be able to meet new people, or meet with friends, but then get on with adventuring.” This was already done in NWN, and it was done brilliantly.

    • Aganazer says:

      One word…. Accessibility

      What percentage of gamers do you think are willing and able to host a NWN persistent server? Even the simple coop multiplayer required me to forward ports on my router. I’d bet that 90+% of gamers wouldn’t even have bothered to put in that much effort.

    • robrob says:


      Joining a persistent world in NWN was a case of finding the server in the Gamespy browser and double clicking on it. You’re talking about someone having to host it which is a different thing. The host would run a dedicated server for the game, but from the player’s point of view it could not have been much simpler.

    • Fergus says:

      NWN persistent worlds were more often than not places where you got to wander around a large, completely uninhabited world, praying that you came across another soul. Unless you banded together with a group of others outside the game so you’d all be together at the same time. And if you’re going to do that, why bother with the whole concept?

      This is pretty much aiming to do the same thing as those, except actually make them successful.

    • robrob says:


      You played the wrong PWs.

  4. JKjoker says:

    why does this game have to be a MMO ? why cant it follow the original NWN formula ?

    the response to the last question is particularly puzzling, “Instead of creating a system where we are pumping out a hundred or more hours of content, we create a much more finite amount and polish that”, it sounds like they are making a single player game with mp tools and then letting users create the rest for them … just like NWN did except that one had single player, more flexible online modes and didnt have the added problem of ultra aggressive content control that comes with any forced user content driven “online service” that hold the company responsible for all dick jokes and similar

    • jackflash says:

      Hmm, how about because customers have to pay subscription fees for an MMO?

    • ScubaMonster says:

      Well when it comes to mmo’s and sub fees. I’ll just say this: Guild Wars 2. That is all.

    • StingingVelvet says:

      @ JKjoker


      It seems like they are trying to make a standard Neverwinter game but then force some MMO aspects into it so they can charge a fee and keep it online all the time for DRM purposes. As someone who does not play multiplayer games, this just devalues the product and then charges me more for it.

      I will not be buying this unless it has an offline mode or some industrious people add an offline mode to it against it’s will, and that mode is functional with add-on content.

    • Matt says:

      ‘a hundred or more hours of content’

      …and which Cryptic MMO was this, exactly?

  5. Gothnak says:

    Why not just make it turn based, then it would be awesome… Goddamn mass-market appeal for donkeys… Grr…

    • bob_d says:

      We’re talking about a development budget of between $10 and $15 million dollars. You can’t make that back with a turn-based RPG.

    • Nick says:

      says who?

    • Dreamhacker says:

      The venture capital clowns, I’m afraid. They have the investment money, so they decide. They don’t even have to know crap about games, they just “need” to know the latest rumors on what is profitable and not.

    • Ignorant Texan says:

      And said ‘rumors’ are generated by analysts who are clamoring for Acti to charge for MW2 multi-player, saying Acti is failing in their duty to share-holders by not monetizing post purchase use. These same analysts have been screaming that Take-Two are being too lax by not holding their devs to rigid production schedules. And these analysts are now eating their words since it is now apparent that Take-Two is going to have their first non-GTA release profitable year because they waited until Red Dead Redemption was ready, instead of releasing it as a broken, incomplete, buggy mess. Must be nice to be paid by people who have no memories.

  6. Hallgrim says:

    I don’t get how they are reproducing the DND PnP experience when there is no GM, no control over the campaign setting or mechanics.

    This sounds like DDO with DND 4th edition, and a custom level creator. That’s not necessarily a bad thing, but it would have been so nice if someone had paid attention to the once-thriving NWN1 online community, and sold it with the tools they needed to create their own worlds, not just go-here-kill-that dungeons.

  7. jalf says:

    Well, let me be the first to say something positive then. I think they might be on to something.

    The idea has a lot of potential at least, but we’ll see how it pans out.

    • ScubaMonster says:

      The idea does have potential. I just have doubts with Cryptic behind the wheel.

    • Howl says:

      I had them up on a pedestal with CCP and (Pre-WAR) Mythic as innovative MMO developers that deserved all my moneyz but CO and STO have put them down there with SOE, wearing the ‘clueless’ hats. :/

  8. Xercies says:

    I liked the idea before, but hearing that the only thing thats going to be user generated is the insides and the dungeons is not very good. Man they definitly missed an opportunity. Should have been able to make whole worlds and make a proper d&d co-op computer game. Instead of here where soemone else has given you the world and stuff and your tasked to fill in a few dungeons.

  9. Dan Forinton says:

    This sounds, structurally, like it’ll have a lot in common with how the Phantasy Star Online games handled multiplayer – areas where the masses mingled, but small groups of players actually running around fighting stuff. Which I think is how the original Guild Wars did things?

  10. Fox says:

    This one quote gives me hope that it might possibly offer a similar experience to what the original NWN did with its PWs:

    “Yes! We’ve also talked about allowing people to create their own campaign settings within the Neverwinter world. We’re still toying around with how to do it, and looking at whether that’s a genuinely good idea.”

    Yes it’s a genuinely good idea. Please, please look at the NWN 1 PW communities and realize the demand that is there. Those servers were thriving back in the day, and some still are. I played on one for 7+ years myself. After the stab in the heart that was NWN 2, I think that community is just aching for someone to more or less recreate the tools offered by the original game with all the graphical updates that have come along in the 8 years since its release. That includes the DM client!

  11. Arathain says:

    The Mission Architect in City of Heroes is a very nice little tool. Even someone as programming-incompetent as me can throw up a mission arc that I’m genuinely pleased with in a relatively short period of time, with plenty of incidental dialogue, ambushes, allies and custom enemies. While Emmert himself had left City of Heroes long before the release of the Architect, if he can learn from and expand upon the toolset in a D&D setting it could turn out to be very interesting indeed. The ability to establish creative user-made traps is a must.

    User-created content systems in an MMO setting throw up a couple of major problems, and plans for addressing these should be in place as early as possible. Firstly, the aforementioned slew of crap clogging up content browsers: Sturgeon’s Law and all that. Secondly, players using a greatly expanded toolset to look for exploits in the reward system. Powerlevelling players nearly did irreparable harm to the MIssion Architect, and flooded the game with clueless powerlevelled newbies who skipped all the content in their rush to max level and wondered where the game was.

  12. Jimbo says:

    I think the model absolutely has potential. What they’re describing is closer to something like Sam & Max than a traditional MMO, and I’m fine with that. I have no interest in spending all of my time playing one game, but if you give me a world and a character I can come back to for a few hours every month then I’d be interested in that. I don’t think they can really justify a typical MMO subscription, but $5 – $10 would be alright.

    It will come down to whether or not they can put out a worthwhile amount (at least 3 or 4 hours) of high quality content on a monthly basis. That’s a tall order for anybody, and given that I have never seen them produce any truly high quality content (I actually quite like how their games play, they just lack decent content), I’m slightly skeptical about whether they can do that.

    Having the consumers make content for you is also a great idea, but the tools will need to be capable of producing content pretty much on par with what they themselves can create. As long as they organize the back end properly so that the high quality stuff rises to the top it’ll be fine no matter how much junk content there is. They can incentivize the creation of quality content with prestige items, game time, or even just set aside a couple bucks of the subscription (assuming there will be one) and distribute it to the creators of the most popular content. If they can get to the point where there is a cottage industry of enthusiasts creating decent content for them, then they’re set.

  13. Mandos says:

    It’s the main concern here : PWs. I’m extremely worried about them to protect their business model by preventing usermade PWs to be created.

    The community now has to put a heavy pressure on Cryptic to try to make them implement the required features. Who cares about additional pre-designed UG dungeons? PWs are the key.

  14. Alexander Norris says:

    RPS: I haven’t played 4th Edition myself, but quite a few people have observed that it seems to reflect MMO mechanics in some ways. Is that your experience of it?

    This is absolutely, terribly wrong (or rather: the statement accurate, but what the people have said is utter bollocks).

    Emmert: To a degree. The similarities start with the fact that MMOs adopted RPG mechanics, which were adopted from D&D, which were frankly adopted from wargame miniatures. MMO development had a baseline understanding of D&D

    …this, however, is utterly and absolutely right and has done more to make me hopeful for the game than anything else. I find it funny that Cryptic understand D&D better than the self-professed hardcore “D&D” fans who hate 4E because it isn’t nearly as terrible as 3.x was. :P

    Anyway, it’s a damn shame they’re sticking to the Neverwinter setting. Admittedly it’s one of the more interesting parts of Forgotten Realms (and here’s to hoping that despite using 4E mechanics they’ll set it in a version of FR that doesn’t gormlessly shoehorn 4E’s default setting’s planar cosmology into a setting that should have kept its own, well-established one; I somehow doubt that’ll be the case, though), but it’s still Forgotten Realms, the most terribly boring setting ever devised by Man aside from Dragonlance/Krynn. I wish someone would go ahead and make an Eberron game, and no, DDO was not set in Eberron – it was set in the blandest, most generic fantasy setting that borrowed some names from Eberron.

    • SubterraneanRivers says:

      Oh, so youre one of those people. :P

    • SubterraneanRivers says:

      That said, I completely concur with the last paragraph. Why not Darksun WOTC? Damn your generic pointy eyes .

    • Alexander Norris says:

      @SubterraneanRivers — if by “those people” you mean “the people who get offended when idiots point out a similarity between 4E and MMOs in order to disparage it when no such similarity exists and 4E is superior in every way to 3.x with the exception that 3.x was around for longer and so has more content” then yes, I’m one of “those people.” :P

    • Devenger says:

      I’d disagree; I feel that a lot of the streamlining done to make 4e seem simpler really hurt the integrity of the game, the (implied) setting, and any game you try to run in it. I could run 4e if I had to, but it really does limit your options with the type of game you can run (for example, the 4e system is the antithesis to having a working, logical world economy).

      This somewhat hostile but somewhat skilled GM had quite a lot to say on the differences: link to – you don’t have to agree with him (on some points I don’t, and on many I didn’t until I played 4e myself), but it’s a very interesting read. Yes, he is one of those belligerent veterans, but it’s clearly written belligerence.

      Anyway, game developers, make me a game using the Pathfinder RPG rules. It’s D&D, but it works (a bit more)!

  15. Jestocost says:

    So it’s not turn-based. Incredibly disappointing. They have the license to 4E — probably the best, most finely tuned set of heroic fantasy game rules to come out of boardgames and tabletop RPGs in decades — and they’re pissing it up against a wall.

    They’d barely have to design anything. They could just take the 4E rules and stick graphics on them, and you’d have an enormous, deeply immersive game with customization options for years. Think Dragon Age meets WoW meets King’s Bounty. Instead, we get this crap.

    I don’t think they understand the license they’ve bought at all. For example, the COO of the company doesn’t know that “the 4th Edition setting” isn’t Forgotten Realms, and he thinks that 4E has options for characters of different levels to fight together, when in fact it goes out of its way to ensure that everybody is always at the same level. Sigh.

    • Michael says:

      I’d expect something akin to DA, which is turn based internally but not on the front end. So you can pause, issue orders, and then see stuff happen. I’d like it that way.
      The thing of course is, this would not work in a persistent world. You can’t pause the entire server while someone is deciding which orc to attack or goes for a piss.
      I can’t remember actually, how did D&D Online solve this?

  16. John says:

    It’s like they looked at the most niche genre within NWN modding and said yeah lets make that a game.

    Only played 4e once, worked well enough.

    But Dungeons and Dragons was never aware enough of it’s own self serious hilarity to begin with ,and they killed the most worthwhile setting with 3e when they ditched Planescape.

    So now no one is making a game engine that allows relatively inexperienced users to tell stories within a Dungeons and Dragons Framework.

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