III. General
Questions
Q: What is the minimum system requirement to play
Baldur's Gate? A: Currently the minimum
requirement is a P120 with a 2meg video card and
16 Megs of RAM. This system spec plays VERY well
and is not a minimum that says "I can boot
the game up" but "I can actually
play" system. You will notice definite
improvements if you have a better system. With
more RAM, you will see more varieties of
animation on the screen at once; with more hard
drive space, you will have to wait less for
loading from the CD when you enter a new area.
With a faster processor, the frame rate should
improve and pathfinding should improve. If you
have 4 meg of video card memory we plan to
implement 24-bit graphics, which should improve
the realism to the maximum level. We recommend a
P166 with 32 meg of RAM for optimal performance.
Q: Can I
beta test Baldur's Gate?
A: No, beta testing will be done in house here at
BioWare and in Interplay's Quality Assurance
Department.
Q: How
BIG is Baldur's Gate?
A: The game is roughly 10,000 game screens large
(each is 512x384 pixels, in 640x480 resolution)
and these screens scroll contiguously - you walk
around and the ground scrolls under your
character's feet, just as though you are watching
them from 100 feet in the sky. A final playing
time is still unknown, but it is probably close
to 100+ hours of story, including subquests and
side adventures. The area represented by the game
area is from Baldur's Gate in the North, to the
Wood of Sharp Teeth in the East, to the Cloud
Peak mountains and Amn in the South -
representing about 300 square miles, compressed
down to the interesting bits.
Q: Where
is Baldur's Gate and who is it named after?
A: Baldur's Gate is located south of Waterdeep
and north of the nation of Amn on the Sword
Coast. It's a moderate size city - a relative
safe haven compared to the wilds around it. There
is an active Thieves' Guild, and vast sewers are
under the city - few dare venture into them.
Taverns and Inns abound. Baldur's Gate is a
coastal city with a thriving seaport. The city is
named after a great explorer named Baldurian who
first explored the region. He mysteriously
disappeared while exploring new regions... it
might be interesting to try and find out what
happened to him, no?
Q: In
which year is Baldur's Gate set?
A: Baldur's Gate is set in the year 1370 DR (Dale
Reckoning), 12 years after the Time of Troubles.
Q: Will
all the currencies from AD&D be included in
the game?
A: Currently all coins from AD&D are in the
game. This includes Platinum, Gold, Silver,
Electrum, and Copper pieces. However, for
simplicity when you pick up coins they change
into GP - this is a gameplay consideration.
Q: Which
version of DirectX does the game use?
A: The game will use DirectX 5.0 (which will be
included with the game).
Q:Will
there be seasonal changes or snow?
A: Yes and no. There won't be any seasonal
changes in the game, but there is snow in some
areas. The game takes place during summer, so
there won't be any snow except in the mountains.
Q: Is
there an automap feature in the game?
A: A map of the areas that you have explored will
be generated automatically. This map will be a
smaller rendered version of the ground you walk
on. In addition, there will be a journal that
will automatically chronicle your adventures
including the quests you have agreed to
accomplish and major milestones in the story.
Gameplay
Q: Is the game first person (like quake)?
A: No, the game is an isometric (3/4 angle), top
down view.
Q: Can
my thief hide in shadows?
A: Yes. The thief is invisible (to other
monsters) until he/she fails his proficiency
check. The brightness of where the thief is
standing is sampled; as well, the number of
visible enemies in the line of sight determine
the proficiency check, to determine if the hide
was successful. It lasts a certain time, or until
the next attack, which is a backstab (for extra
damage). This is sort of a modified AD&D hide
in shadows - the first time, we think, that it
has actually been properly implemented in a
computer game.
Q: How
big can my party be?
A: When you start Baldur's Gate you create one
character of your choice. Throughout the
adventure you meet many different people who can
join your party. The maximum number in your party
at any given time is six. You can get rid of PC's
and get other NPCs to join you whenever you like.
We'll be releasing some interesting party
combinations of NPCs that you may want to mix to
see what happens, soon after the release date for
the game. Some may not get along very well -
you'll see.
Q: Do
you have to manage things like eating (rations)
and such?
A: No, there is no ration management. We thought
this was kind of mundane - Baldur's Gate is epic
and heroic. You don't have to worry about going
to the bathroom either (your characters are smart
enough to do that when you aren't looking.)
Q: Will
there be banks in Baldur's Gate?
A: No, each person has a limit to what he/she can
carry (based on weight and strength of the
individual characters) but there is also a group
inventory. You don't need a bank in the game -
the entire party keeps money so you don't have
problems with weight of coins. Extra objects can
be kept in the group pool or left on the ground,
but sometimes NPCs or monsters may come around
and help themselves if they find said objects
left just anywhere...
Q: Where
will my party be able to rest?
A: You can rest anywhere, but there is always the
chance of a wandering encounter. No need to post
a guard - it is assumed that you apportion guard
duties out evenly. Rest is instantaneous but time
does pass during rest (in the game) - and you
will wake up in the next morning unless
interrupted by a combat. There are inns and
taverns where you can get a much more secure and
restful night of sleep (for a price, of course!)
Q: How
will Thief skills improve with Level gains?
A: Thieves will be able customize their character
by allocating points to the different thief
skills at each level gain (ala' AD&D 2nd Ed)
Q: Will
invisible characters be able to been seen by
other members of the party?
A: Yes , the character image will be dithered, or
some other effect (like being outlined) but still
visible in some way to the rest of the party.
Q: Can
my party travel in formation when the leader
moves?
A: Party members (PCs and NPCs) will be able to
follow the party leader in a formation. The
formation is determined by the relative location
to the leader when he/she selects
"follow". You will be able to form and
reform at any time. There are a lot of formations
planned right now - some are offensive, some are
defensive. The formation movement and positioning
is really quite slick, and you'll see this in the
interactive demo.
Q: Do
actions not in accordance with my alignment have
any effects?
A: There will be a "reputation" for
your characters as well as an alignment.
Alignment per se doesn't change anything, since
no one knows what your specific alignment is.
However, you will get more or less experience
points and the others in your party will react
differently to each other depending upon the
alignment breakdown of the party, how it
corresponds with the reputation you've built up,
and the initial alignment you chose at the start
of the game. Reputation is something you build
during the course of an adventure, and it will
generally parallel your alignment. It represents
how much people know of your previous history of
choices - and guards may react differently to you
in the next town you visit!
Q: Will
I be able to tell other characters' alignments?
A: Alignment will not be stored on the character
sheet - you have to figure it out. Remember that
casting "know alignment" is mentioned
in the rules as potentially offensive to many
NPCs - they might not like it too much... You
know your main character's alignment, but no one
else's.
Q: How
will infravision work?
A: Characters with infravision will see
everything in shades of red, not just heat
sources. It is still under consideration if the
leader does not have infravision whether he/she
will be able to select a character with
infravision and "see" with infravision.
Q: Will
encumbrance be a factor in determining how much I
can carry?
A: Yes and no. Encumbrance will be tracked for
each character and is determined by your strength
attribute. However, there will be a "party
pool" of items and money that can carry a
fixed number of slots for each member of the
party. This item/money pool is accessible by all
party members, so essentially there is no group
weight limit (but there is a maximum number of
items that can be carried by the group). It was
decided to include this as a balance between
frustration and convenience. Note that the
individual weight limit does apply however.
Q: Will
I have to walk all they way across town every
time?
A: You will have the option to travel to
previously visited places instantaneously (in
real time), although game time still passes.
Q: Will
changing armor or weapons during combat occur
instantaneously?
A: Currently, you can pause the game at any time,
but it will stay paused on the main page only -
if you switch to another page it will restart.
This is to simulate the effects of changing armor
or inventory on the fly. You will thus be allowed
(real-time) to change the armor you carry, but if
you do it in combat, you'll pay a price! This is
meant to compensate for dual and multiclass
characters, and not make them too powerful. The
same applies to changing the shield and equipped
weapons (although you can rotate between quick
weapons during combat with no penalties, as these
are prepared in advance). The only way to
maintain the pause mode is to stay on the main
GUI screen and just select your targets and mode
of attack for your party members. If this method
doesn't work well in playtesting, the alternate
method will be to make characters changing armor
wait a few seconds before they can act. This is
not our preferred method because it will lead to
paralysis of one of your party, which would
probably be frustrating.
Q: Will
there be traps in dungeons and on chests?
A: Yes. There will be both mechanical and magical
traps. Some traps may even be a combination of
both! A Thief with a high Find/Remove Traps skill
or a Cleric with a Find Traps spell will be
extremely useful in the game!
Q: Will
there be any sub-plots in the game not related to
the main story?
A: There will close to 100+ sub-plots in the
game. Some of them will have something to do with
the plot, while some are completely unrelated.
Some may take a matter of minutes, while others
could take days (real time not game time). Some
are rewarding, others are painstakingly
difficult, and some are even lethal. Some are
very important to the game as a whole, while some
are insignificant except for the characters'
reputation scores. All of these are up to the
player'(s) discretion whether they will
accomplish a particular sub-plot or not.
Q: Can I
assign hotkeys to actions?
A: The hotkey system will be very unique and
totally customizable. You can set up different
hotkeys to perform different action with the same
weapon. For example, you can have a hotkey to
fire normal arrows from your bow as well as a
hotkey to fire magic arrows. You can have a
hotkey to throw a dagger and a different hotkey
for melee with your dagger. In addition you can
set up hotkeys to cast spells.
Graphics
Q: Are those graphics for real?
A: Yes, but the game will look even better.
Screen shots that you have seen are quite old and
out of date compared to the graphics that will be
in the game. We think that the graphics in the
game are actually a lot better compared with the
ones that have been featured in magazines and
previews thus far. They are fully rendered and
textured in 24-bit color; our goal is to make you
feel that you are watching the Sword Coast of the
Forgotten Realms from about 100 feet in the air!
There are a lot of new screen shots that will
soon be posted on the web site - most are
captures of art from the game.
Q: How
many frames of animation are there in the game?
A: At last count there were roughly 108,420
frames of character and monster animations
rendered at BioWare for your viewing pleasure.
This does not include things like animated water,
waving flags or other animated objects of any
kind.
Characters
& NPCs
Q: What races can a character be?
A: A player can choose from: Human, Elf (you can
be a Drow, but won't get any special bonuses or
penalties for doing so), Half-Elf, Dwarf, Gnome,
and Halfling.
Q: How
many different classes and/or combinations can I
play?
A: There are 26 classes (including multi- and
dual-classed) you can play in Baldur's Gate.
These are the same ones listed in the AD&D
players handbook. This includes the eight
specialist mage classes.
Q: Are
there NPCs from other Forgotten Realms sources?
(Novels, Adventures, Sourcebooks)
A: Yes there are some familiar faces that you may
recognize. Volo? Drizzt? Elminster? Others?
Q: How
much control do I have over my NPCs?
A: All NPCs have their own AI scripting,
outlining their basic reactions to basic
situations. At anytime, the player may
"override" what the NPC is currently
doing. AI may be turned off or on at will. The
scripts can be modified to some extent; they help
create a NPCs personality and adds to the
immersion level of the game. There will be
several levels of scripting available. We want to
allow players to be able to modify scripts not at
all (the scripts that come with NPCs should be
quite adequate), a little (e.g. load in cautious
mage, aggressive fighter, etc.), or a lot (e.g.
if enemy gibberling sighted then cast magic
missile at it). It will be up to the individual
player to decide how much to tinker with AI on
his or her party members.
Q: How
does the communication with NPCs work?
A: There will be choices to select from. Usually
at least three different ones depending on the
character you want to portray. Additional choices
will depend on the first answers, as well as your
charisma or other stats. We figured this was
better for the story, and it avoids the
frustrating "I don't understand thee"
NPC answers as you try and find the proper
keywords. It's similar to the dialogue in
Fallout.
Q: How
do I use my character's skills and abilities?
A: When a character is selected he/she has a
group of Icons at the bottom of the screen. There
are the basic "attack" and
"move" icons, as well as class specific
ones. These will include such skills as the
thief's hide in shadows and detect traps. Secret
doors and certain traps will be
"noticed" by a character with the
appropriate skills. There are keyboard hotkeys
for the main actions and everything else in the
game, which you will be able to modify as you
like.
Q: How
will ability scores be determined?
A: Random attributes that have the minimum
requirements for the class chosen (with racial
limits) are generated, so you can always play the
class you've chosen. You can modify the
attributes on a 1-1 ratio (meaning to raise one
statistic 1 point you must lower another by 1
point). Modification of Strength to 18/xx
(Fighters, Rangers, and Paladins only) will take
1 point for every bonus group (01-50, 51-75, etc.
as per AD&D Players Handbook). This of course
applies to the one character you can create - the
rest will join with the ability scores
predetermined.
Q: What
is the maximum level in the game?
A: You will be able to reach somewhere between
6th and 7th level depending on which class you
choose to play. There is a limit to the amount of
Experience Points (XP) that you can attain in the
game, but the add-on packs will raise the XP
limit to allow for an additional level or two.
Sequels will allow you to continue the adventure
and gain more levels - about 6 per sequel.
Currently we're planning at least two sequels.
Q: At
what age will my character start the game?
A: You start at approximately 20 or so. More or
less (more for some of the older races). But this
doesn't impact on much in the game.
Q: Can I
import custom pictures for my character?
A: Yes. You will be able to import custom
character portraits as well as digitized speech
for your character. The dimensions for the custom
character images are: 40x62 8-bit BMP for the
main GUI (this is to allow for the overlapping
color to indicate character status) and 110x170
24 bit BMP for the Character Sheet.
Q: Will
Druids be able to Shapechange into animals?
A: Yes. At 7th level, Druids will be able to
Shapechange into any animal available in that
area (with the exception of birds).
Q: Will
my Ranger be able to hide in shadows in the
wilderness?
A: Rangers will have a Stealth skill in woodland
settings which is a combination of Hide in
Shadows and Move Silently. Essentially, the
Ranger is invisible (to other monsters) until
he/she fails his proficiency check. The
proficiency check is determined by sampling the
brightness of where the Ranger is standing as
well as the number of visible enemies in the line
of sight, and the density of the foliage to
determine if the hide was successful. It lasts a
certain time, or until the next attack.
Combat
System
Q: Is Baldur's Gate real time or turn based?
A: The Baldur's Gate engine (The BioWare Infinity
Engine) is real time but the game is pauseable
and actions may be assigned to characters in your
party at that time. This is just an option that a
player may use if the action gets a little
"out of hand." In general the AI
scripting will permit easy control over the 6
character party with minimal need to resort to
the turn-based mode. For those of you that recall
the excellent Microprose game, Darklands, the
combat real-time and pausing system can be
considered to be similar. X-Com 3 uses a similar
pause feature as well.
Q: How
does the combat system actually work?
A: The combat system is based on the rules set
out by the Player's Handbook. Baldur's Gate uses
these rules and adapts them to the real-time
format used in the game. In the game manual there
will be a complete rundown explaining all that is
needed to know how to play the game. Your
characters have a sophisticated AI system (using
a scripting language) that will allow them to
independently and simultaneously execute your
orders. If you wish, you can turn their AI's off
and control all of them one by one, in a
turn-based mode. This is achieved by pausing the
game and then giving orders to each of the PC's
you wish. We want the game to be enjoyed by both
real-time and turn-based RPG fans.
Q: How
does initiative work?
A: Each character on the field is on a
"personal initiative round." This
personal initiative round will be on the order of
3-6 seconds long (you probably can adjust it) -
and it corresponds roughly to one 60 second round
in AD&D. The rounds are equal in length but
are non-simultaneous; that is they do not have
exactly the same start and end points for all
characters and monsters. Within the personal
initiative round the weapons and spells fire off
at the same proportionate time that they would
get released in an AD&D round. That is, a
dagger is used quicker in a round than a
two-handed sword. A magic missile gets released
sooner after spellcasting starts than a fireball,
etc. Initiative is determined each round and
modifies the timing of swings and spell casts
slightly every round, so each round will be
slightly different from preceding and following
rounds. If a mage is hit between the time he or
she starts to cast and the time that the spell is
due to get released, the spell is disrupted. Thus
shorter cast-time spells are a definite
advantage, exactly as in AD&D. We have been
careful to adapt the AD&D ruleset to a
realtime system maintaining the exact weapon
weightings, spell weightings, and the same
proportionate timing occurs in Baldur's Gate as
in the original ruleset. All in all we hope the
net result is a real-time adaptation of the
rules, maintaining the original flavor and
balance.
Q: How
do Experience Points get divvied up?
A: Experience will be divvied up among each
member of the party equally regardless of who
kills what. This, of course, is subject to change
once we begin play testing.
Q: Will
morale effects be included in the game?
A: Monsters and NPCs (even those in your party)
will suffer and benefit from morale related
decisions. Everyone engaged in combat will
periodically do a morale check, with failure or
success based on how well or badly the fight is
going. This involves how much you are outnumbered
or how much you outnumber your opponents, whether
you have taken or given damage, if comrades of
yours have been hurt or killed, etc. The only
people immune to this check are PCs, because it
is assumed they are bright enough to get out of
harm's way if they're not doing so well. However,
the NPCs in the party may have other ideas if you
insist on fighting a lost cause. Although..there
are some characters that might see retreat as a
sign of weakness.
Q: How
many monsters will there be in the game?
A: There are about 20 base types of monsters (not
including uniques) in the game. Each of these has
several skews. A ghoul and a ghast are completely
different monsters, even though they are counted
as one (since they share an animation type). With
all the skews there are about 60+ monsters. Not
only this, but each monster may have different AI
from its compatriots - a brave kobold, a cowardly
kobold, for example. Unique monsters add more, as
well as NPCs you may encounter - all told there
are hundreds of different monsters you can meet.
Q: Will
weapon specialization be included in the game?
A: There will be five levels of weapon
proficiencies: Proficient, Specialized, Double
Specialized, Master, and Grand Master of a
weapon. The base level, Proficient, is available
for all classes. All other levels of
proficiencies are available only to Fighters.
Q: Will
critical hits be in the combat system?
A: Absolutely! Not only are they calculated, they
are graphically displayed with blood and gore! Of
course, the level of graphic violence will be
adjustable to allow people of all ages to enjoy
the game.
Q: Will
bow specialists get bonuses for Point Blank
range?
A: What we decided was to implement a consistent
bonus for specialists with the bow. It is
technically unfeasible to implement point blank
bonuses without taking up a lot of the CPU time
by continually checking the range.
Q: Will
there be different sizes and shapes of shields?
A: Yes. There are three types of shields. They
each have different shapes and sizes. The AC of
the shield is dependant both on the type and
material of the shield.
Q:
What's the maximum number of foes you can fight
at one time?
A: Currently, the maximum number of monsters on
the screen at once is about 20. This will really
be decided based on playtesting. It might be a
little less in order to maintain the frame rate
on a P120 (the minimum recommended system).
Q: Will
there be an option to select more or less
opponents per battle?
A: No. Technically this is possible, but it would
be too difficult to balance the gameplay.
Q: Will
monsters just blindly fight or will they make
tactical decisions?
A: Monsters have AI. They will run away and
regroup, swing around to attack your flank or
rear, and have morale that will break according
to AD&D rules. Only the bosses will have the
smarts to plead for their lives (and some will).
Q: Will
I be able to fight with two weapons (one in each
hand)?
A: Unfortunately, no. Neither Rangers, nor any
other class will be able to fight with dual
weapons. It was decided not to include this due
to the massive amount of additional graphics
required.
Q: What
happens when a party member dies?
A: When a party member (other than the leader)
dies or falls unconscious, the character's body
is placed into the party inventory. The body can
then be transported to a place of healing (like a
temple etc.). Your main character could
conceivably end up carrying 5 bodies if he/she
was the lone survivor of a battle (not a very
pleasant task).
Q: What
are the rules on death and unconsciousness?
A: The game uses the Optional Death's Door rule
of AD&D. Once your hp drops between 0 and -9
HP, you are unconscious. You steadily lose HP
until you reach -10 HP at which point you are
dead, but still resurrectable. If you receive
urgent aid (ie healing within a minute or so of
gametime) while you are between 0 and -9 HP, you
are revived and brought back to 1 HP. However,
you will require a full day of rest before
further healing will raise your HP above 1. If
you sustain a massive amount of damage from a
single blow, you may be irrevocably dead. The
exact amount of the required damage for this to
happen is currently being tweaked in playtesting.
Q: Are
multiple simultaneous battles possible?
A: There can be any number of battles within the
same 8x8 area occurring simultaneously. However
when the leader pauses the combat, all battles in
progress are paused.
Q: Can I
retrieve arrows that I shoot at monsters?
A: Currently, thrown/missile weapons (arrows,
axes, daggers, etc.) will be in the monster's
inventory if you hit them. Of course that means
you will have to hunt down that monster that you
hit with your +1 throwing dagger. If you miss,
the weapon will drop to the ground, or be
destroyed.
Magic
System
Q: How many spells are included in the game?
A: There are currently over 100 spells planned
for the game (we've implemented about a third at
this point). About 2/3 of these are Mage spells.
The other 1/3 are Priest spells. We're adding new
ones cautiously where possible - particularly
where the effects are similar to spells that are
already implemented.
Q: How
does casting time affect spellcasters?
A: Each character on the field is on a
"personal initiative round." This
personal initiative round will be on the order of
3-6 seconds long (you probably can adjust it) -
and it corresponds roughly to one 60 second round
in AD&D. The rounds are equal in length but
are non-simultaneous; that is they do not have
exactly the same start and end points for all
characters and monsters. Within the personal
initiative round the spells fire off at the same
proportionate time that they would get released
in an AD&D round. That is, a magic missile
gets released sooner after spellcasting starts
than a fireball, etc. Initiative is determined
each round and modifies the timing of spell casts
slightly every round, so each round will be
slightly different from preceding and following
rounds. If a mage is hit between the time he or
she starts to cast and the time that the spell is
due to get released, the spell is disrupted. Thus
shorter cast-time spells are a definite
advantage, exactly as in AD&D.
Q: How
will magic items be able to be identified?
A: You will be able to identify magic items
either by casting the wizard spell, Identify, or
taking it to a store that offers item
identification. Most stores (particularly ones
that sell magic items or temples) will offer this
service (for a fee). As well, each character will
have a Lore attribute based on wisdom,
intelligence, race, class, and experience that
can be used to identify items. Bards in
particular will have higher Lore skills than
other classes.
Q: Can
characters cast spells while wearing armor?
A: Multi-classed and Dual-classed Mages must
abide by Mages' armor restrictions, and will not
be able to cast while wearing armor. The only
exception to this is a character wearing a suit
of Elven Chainmail. However, if there were elven
chainmail in the game (and we do mean IF, because
it would be incredibly powerful for low level
characters) it would allow your elven magic user
to cast spells while wearing it. However, Bards
will be able to cast spells while wearing armor.
While this is contrary to the rules in the
AD&D Player's Handbook, this decision was
made to compensate for other talents and
abilities that couldn't be implemented. A lot of
their spellcasting and abilities were intended to
influence role-playing, which is notoriously hard
to capture in a CRPG. Playtesting will determine
if this is an overcompensation, and the type of
armor which Bards may wear while casting might
get restricted. However, they will probably be
able to wear some form of armor while casting.
Q: Can
characters cast spells while wielding weapons?
A: No character class will be able to cast spells
while fighting with a weapon. That would be
altogether too convenient for fair gameplay.
However, Clerics (and multi-classes Clerics) will
be able to cast while holding a weapon; you just
can't be in combat swinging it.
Multi-Player
Game
Q: Is Baldur's Gate going to be multiplayer?
A: Yes. The multiplayer and single-player games
are actually based on the exact same story. The
whole point of all of this is that we want to
capture the feel of the old AD&D adventures,
where you entered a campaign world with friends
and adventured! The multiplayer game that we are
creating is a simulation of the old AD&D
sessions of our youth. People can
"join" the adventuring party (up to six
people per game) by taking over one of the NPCs
and if they have to go for supper the party can
either stop or continue (with an NPC AI back in
the character). We are not creating a
"story-less" multiplayer game, we are
creating a complex story-based RPG that can be
played either single player or multiplayer.
Q: How
many people can play Baldur's Gate multiplayer?
A: A maximum of six can play (that's how many
people can be in a party).
Q: How
does multiplayer actually work?
A: Up to six people can join a game of Baldur's
Gate. Each must have a copy of the full game -
this is because all of the graphics for the game
are still stored on the CD's. If starting the
game together, they each generate a new character
which is one of the six in the party. If entering
the game after it is already under way with less
than 6 players, they may be assigned control of
one or more NPCs by the player who started the
game. Each player may take control of as many
NPCs as they wish and may trade control of them.
The players now may play the full game with their
friends via LAN or the Internet with a TCP/IP
connection. Direct connection (2 players head to
head cooperative mode) via modems or serial
cables may or may not be supported - we're
working this out still.
Q: What
is the difference between Multiplayer and an
Online version?
A: A multiplayer game features a small group of
players (6 in the case of Baldur's Gate) that
share the adventures and story together. The
persistent world supports only the 6 players
working together though a common story and quest.
In contrast, an online game (text-based MUDs and
Ultima Online are examples of true Online games)
consists of a persistent world in which many
(hundreds or even thousands) of characters play
together. Typically there is not a strong story
element as the many players make their own
quests. We'd love to do a Baldur's Gate Online
but recognize that it is truly a massive
undertaking, even larger than Baldur's Gate
(which has been in production for 2 years and
currently has 30 people working on it). We're
still not sure whether there will be a Baldur's
Gate Online - we'll keep you posted on this
subject!
Q: How
far can I separate myself from my friends when
playing multiplayer?
A: You can go about 1 - 8x8 array of 640x480 game
screens away from the rest of the party. This may
change as we tweak how information is shared
between computers.
Q: Can
you build castles, buy land, or own larger
"things?"
A: No, you are thinking of an online game. This
is a "classic" RPG with adventures in
dungeons and with dragons.
Q: How
is the gameplay while in multiplayer?
A: The gameplay is essentially the same as in
single player except you play with a group of
your friends. It's either AI-controlled NPCs or
real live human party members.
Q: How
does the multiplayer combat system work?
A: In multiplayer only the leader has the ability
to "pause" the game; you have to be
ready for a little more action. But with less
characters to control, the task should be fairly
easy. Other than only the leader having a pause
capability, combat is essentially identical to
the main (single player) game.
Q: Can I
duel with my friends in multiplayer mode?
A: Sure. This could be a lot of fun actually.
Just make sure you don't kill them if you don't
mean to! Of course, the multiplayer mode is a
long-term undertaking (you play through the same
story as the single player game), so the game is
meant to be played as a cooperative venture - you
might want to be cautious about attacking your
friends!
Q: Can I
import my characters from single-player mode into
multiplayer mode?
A: This is still under consideration, but the
answer is probably no - it is pretty hard to
integrate a different strength character into an
active storyline without seriously unbalancing
gameplay.
Q: How
much will the multiplayer service cost?
A: The Multiplayer service will be FREE (as it
should be!), but each person will have to own a
copy of the game and applicable expansion
pack(s).
Q: What
happens when the leader of a multi-player game
dies?
A: If the main character dies (whether in single-
or multi-player games), the game cannot continue
and a saved game must be reloaded. The story
revolves around a main character, THE main
character. If he/she dies, the story cannot go
on.
Q: What kind of control
does the leader of a multi-player game have?
A: You can think of the leader as having some of the powers
that the DM has in a pen and paper AD&D game. When the leader
spawns a new multiplayer game, others may ask to join (via TCPIP
over the Internet or a LAN). The leader assigns slots to the
others and also sets whether they can import/export characters
with or without items, and with or without experience, to/from
other games. Hence in some games the leader may not allow any
items to be imported in, while in others the leader may require
setting the starting level of any new characters to 1st level.
The type of game is really defined by the leader, and if the
other players don't like the type of game or the leader, they
can form their own games or find another! Once they have joined,
the leader has the only save game for the multiplayer, though
players may export their characters to back them up. Additionally,
the leader can remove any player from the game at any time.
Things that are assignable by the leader to other players include
the ability to initiate dialogue with NPCs (which everyone is
then forced to read), the ability to leave areas that require
the whole group to leave, the ability to spend group funds on
purchases, and the ability to pause the game. In some games
the leader may elect to reserve assigning these sorts of things
to players until they demonstrate maturity. Or, if all the players
know each other, the leader may assign these sorts of things
to everyone.
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