Neverwinter Nights 2: The Labyrinth (Design Document)

The Assignment

"The Labyrinth" is a Neverwinter Nights 2 module I made during my undergrad with a team of four other people, meant to fill about 30 minutes. I had no faith in NWN2's mechanics and the fun to be had in hack-and-slash dungeon crawling, so instead I built the narrative for this mod around a more open-ended problem. The player has to rescue children from the lair of some goblins--but nobody in town knows where the goblin lair is, so finding it is the real challenge.

Plains Enslaved Child

We built multiple ways to do this into the game--either curing the town elder of his raving dementia and learning the location from him, piecing together the labyrinth's location from clues gathered in the town, or just going out and looking for the blasted thing. It's the first nonlinear narrative I developed in a digital environment, and an extremely ambitious one as it easily exceeded its 30-minute timeframe--not because of a broad generation of content, but through presenting the player simply with an open-ended problem.

Mardock's House in the Woods Hroth the Big

Unfortunately it has been several hardware generations since I've been able to get Neverwinter Nights 2 to play, much less get this module to work, and so apart from the design document these screenshots from the crash-happy editor are the best photographic evidence of the mod I can provide.

Mardock's House in the Woods Enslaved Child

What Went Right

Mardock's House in the Woods Enslaved Child

What Went Wrong

Mardock's House in the Woods Enslaved Child

What I Would Change

The open-ended problem at the heart of this game works quite well, but if I had this project to do over again I'd probably come up with more interesting means of investigation as this is still a fairly conventional quest; I'd use more crime scene investigation-style ideas, having the player piece together the means by which the goblins took the children and use that to deduce their probable locations and whatnot. I'd put more effort into developing the setting's history, in particular; explaining the presence of ancient ruins on top of which the town is built, and how they offer the goblins secret passages into the town.