Neverwinter: Being Reliably As Good As It Needs to Be (But No Better)
It’s hardly a secret that I’m bearish on MMOs generally. I like the concept of them, but I don’t like the execution of the MMO genre as it’s come down through the years. The one MMO that I really got deeply into for a long time was Lord of the Rings Online, and that was mainly because I am such a Tolkien nerd, and for many years they really did a good job of embodying the lore. Also, for a brief shining moment, there was a really strong social aspect between the Turbine forums, the player blogs, and a group of folks within the in-game kinship that I really clicked with, which led to the whole “Life of a Bounder” series. And LotRO has a really, really awesome “cosmetic” system, which I have never seen matched in any other game. Assuming you can find an outfit you like (and there are babillions to choose from), you simply put that into your character’s cosmetic tab and you’re done forever.
But that was literally years ago now, which somehow seems strange to say. The group fell apart, the gameplay got scrambled and scrambled again by rules changes, the quality of the storyline faltered, and eventually I just had enough. My highest level character is mired in Rohan, needing to get through “epic battle” story quests in order to progress, and I just can’t bring myself to continue. As for the alts… I don’t think they’ll ever see the light of day again. Not if it means having to go through Rohan… again.
So it was that I started casting around for something else to play in my off-hours. I remembered that I’d flirted with Neverwinter a bit, basically getting as far as “making a character and getting out of the tutorial,” and inspired by the fun I’d been having with D&D 5E decided what the heck, give it a shot. In the intervening weeks I’ve managed to get Akikki, my tiny little half-elf Great Weapon Fighter, up to 52nd? 53rd? level, out of 60. (Yes, Akikki is basically Elsa from my 5E game; what can I say, it’s a character I’ve been wanting to play for a while.)
My thoughts? Well to put it bluntly, Neverwinter is just exactly as good as it needs to be… but unfortunately, no better than that. Gameplay-wise, it’s barely distinguishable from Everquest 2, Age of Conan, or a gajillion others. The quests are always incredibly linear and straightforward: “Follow an S-shaped path through the cave/swamp/forest/castle, fight three monsters, fight four monsters, fight three monsters, fight three monsters with a ringer, fight three monsters, fight the boss who keeps generating adds unless you can lure the boss out of his room.” Every once in a while you might find a little jumping puzzle, or an extra non-plot encounter tucked into a corner… once in a rare blue moon you’ll even find a way to approach the boss from an unexpected direction, but that usually seems to be an oversight on the map-designers’ part.
I will say about Neverwinter that it is a very good representation of the 4E Forgotten Realms setting… for better or worse. If you think the spellplague was cool, think floating islands everywhere is what D&D always needed, and you like tieflings and dragonborn all over the place, you’ll feel right at home. For myself I have no real attachment to FR, being more of a Greyhawk fan, but I wasn’t keen on 4E generally and so that aspect of the game took some getting over. It’s not really accurate to say that it’s not D&D, so much as it feels like there’s a lot of junk between me and the D&D that I have to get through. Everyone who said that 4E felt like a MMO was absolutely right: specifically, it felt like this MMO, for better or worse.
There are nuggets of joy to be found in the game, for all that. At the player auction house, one of the random bits of NPC dialogue is the auctioneer expressing doubt that an item being put up for auction really is “the Head of Vecna,” for example. There are bits of deep D&D geekery and that occasional touch of trippy dorkiness scattered across the landscape, and those are worth their weight in gold.
Speaking of gold, currency is a strange beast in this game. Although you’re constantly collecting gold pieces, there’s almost nothing to spend them on, particularly once you’ve bought a horse and hired a companion. Anything and everything worth buying (including stuff at the auction house) is bought with “astral diamonds,” an in-game currency that you collect by doing daily quests. And the prices are nuts. I have, now that I’m 52nd level, something like 16,000 astral diamonds. A single piece of cosmetic clothing often sells for something like 300,000. To alter the appearance of your current armor to look like that favorite piece sitting in your vault (the closest thing the game has to a proper cosmetic system) usually costs 20,000+.
What the heck.
I’d think this was a FTP-grab for cash, except that you can’t buy astral diamonds for real world cash. Really more than anything it feels like devs saying “We don’t want you to have nice things.” It may be that I’m missing something somewhere– this game has tons and tons of subsystems and no meaningful help dialog anywhere– but if so I have no idea what it might be.
Still, after all that, Neverwinter does have one really neat thing, and that’s the Foundry.
Intended to be a spiritual successor to Neverwinter Nights, with its DM’s Toolkit and tons of readily-downloadable user-generated content, Neverwinter‘s Foundry enables you to create your own dungeons, including quest goals, dialogue trees, and all sorts of game assets for locations and foes. Foundry-created quests are shared within the game at “Adventurers’ Job Boards” and the like, and since these are the quests that provide astral diamonds, there is plenty of incentive to go on them. They scale automatically with level, so if you wanted, you could go all the way from the game start to the level cap playing just Foundry quests and skip the solo campaign all together.
Given the linear nature of the solo campaign, that might not be such a bad choice, either. Being user-generated content, the Foundry quests are very hit-and-miss, often amateurish or filled with a junior-high aesthetic of what would be a cool dungeon (I can’t tell you the number of times Akikki has been hit on by other women because the quest designer just assumed that all player characters were male). On the other hand, many of them are very creative and entertaining, such as the quest in which my character sat down for a game of Call of Cthulhu with a gnome, an elf, and an ogre as the other players. If you play a lot of Forge quests (as I have), you’ll find yourself out-leveling the solo campaign pretty quickly. That’s not really a problem, as the Forge quests scale to your level on-the-fly, so you can always find a challenge. It just means that when you go back to the solo campaign, you might find yourself yawning as you wade through the requisite four-monsters-then-three-monsters-then-four dungeons.
I have not really done much group stuff in Neverwinter yet, so I can’t really say how well that works. There is an easy-to-use dungeon queue, and there are “open tap” landscape events (such as the current massive dragon encounters all over the map) where you can just jump in and go to town if you happen to be there at the right time, and those have been fun. Each zone of the game also has a capstone dungeon, of which I’ve done exactly none, but might like to go back and do once I’ve finished the current solo campaign. I don’t know if those scale or not, but they recommend 4-6 players for all of them, regardless of level. I’ll have to see what they have to offer.