Dhruin
SasqWatch
RPG Codex has an enlightening interview with the always straight to the point Josh Sawyer on NWN2 - what went right and what didn't. It's an excellent read and here's the first question as a sample:
More information.You took over Neverwinter Nights 2 development in March 2006, when the game was in an "almost done" state. What was your first impression of the game (design, features, etc)?
Despite having a large amount of design documentation, I didn't feel I had a clear picture of how we were going to get to a finished game. Arguably of more importance, the game didn't feel fun. There's a lot of abstraction in D&D RPGs, so it's never really going to feel "viscerally" fun, but the controls and interface were frustrating. Of course, the framerate was also very low and that was a barrier to understanding other underlying problems (e.g. companion behavior).