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Default RPGWatch Feature - Bob McCabe Interview

April 16th, 2013, 23:07
Bob McCabe is a former Bioware employee who worked as a designer on Neverwinter Nights and changed more into a QA role on later titles, such as Jade Empire. Lucky Day met with Bob and talked about his days at Bioware and Neverwinter Nights.
LD: You had to scrap the original plot as well as a lot of content, like tilesets, as part of the settlement with Interplay. And there were a lot of people shocked when the original Interplay story got leaked. What can you say about that?

Bob:
I don't know what did or didn't get cut as part of a settlement. I didn't think any of the tiles had been cut, to be honest. But I can't really say more than that.

The original plot's release caught me off guard. In a way I was glad. I thought it was a
fantastic story, very polished, and I was glad it got put out there as a novelty of sorts. I really liked the politics and sense of betrayal and twists, on and on. I thought it was a very well done epic, such a fun story. And I'm glad fans can look at that and peek behind the curtain a little. I know I've enjoyed looking at stuff like that with the Ultima series, or some of the various other docs that have popped out over time. But I never expected it to see the light of day. That it did get released was also disappointing. I was proud of the final team effort, that the entire team was able to get such a huge project (DM Client, tools, multiplayer, and a full campaign) out, and pointing to an alternate story partially diminishes some of what we accomplished.

Let me put it this way: I'm playing through Fallout: New Vegas (again, because it's that good) and I came across a fan patch that puts a bunch of cut content back into the game. But sometimes that content was cut for a reason, and its release creates room for people to second-guess the creative process. If that's intentional (i.e. a movie released with multiple endings or deleted scenes), so be it, but I don't think that was the case here.
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