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Savage Frontier | |
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Genre(s) | Tactical role-playing game |
Developer(s) | Stormfront Studios |
Publisher(s) | Strategic Simulations, Inc. |
Platform(s) | Commodore 64, Amiga, MS-DOS |
The Savage Frontier is a region in the Dungeons & Dragons campaign setting the Forgotten Realms. The Savage Frontier video game series, developed by Stormfront Studios and published by Strategic Simulations, Inc., is the series that precedes the Neverwinter Nights series, with the introduction of the city of Neverwinter in its games. The first game in the series was Gateway to the Savage Frontier . It was followed by two sequels after this, Treasures of the Savage Frontier and Neverwinter Nights .
Gateway to the Savage Frontier is the first in the Savage Frontier series. It is a single player tactical role-playing video game available for MS-DOS, Amiga and Commodore 64. The game is based upon the 1st Edition Advanced Dungeons and Dragons rule set. The player begins the game by generating a party of up to six characters, each with enough experience to be about level 2 or 3. The story begins by the characters being robbed after a night of debauchery in an inn located in the frontier town of Yartar. In looking for work and attempting to find their stolen gear, the characters discover a plot by an evil organization to invade the savage frontier lands with a large army.
Taking place after Gateway to the Savage Frontier, Treasures of the Savage Frontier is a direct sequel to Gateway and has no direct connection with Neverwinter Nights.
When SSI began work on the Dark Sun game engine in 1989 after the completion of The Secret of the Silver Blades , they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. SSI had planned to do only one more Gold Box game (Gateway to the Savage Frontier) before retiring the series in favor of the Dark Sun engine, but when Dark Sun was delayed and Gateway went to No. 1 on the charts they asked Stormfront for a sequel.
Designers Don Daglow, Mark Buchignani, Mark Manyen and David Bunnett recognized that the Gold Box engine was past its prime and needed some kind of story or character enhancements to feel like a new game and not a tired sequel.
Although they added many small enhancements to the second game in addition to its all-new story, the largest feature was the first-ever option for either of two NPCs to fall in love with a player character. The sophisticated AI (for its time) tracked the player's actions in the game, much as the modern game Fable charts the player's actions as good or evil. If the player's actions matched the values of the NPC there was a chance they could fall in love. The game was made as a sequel to the original Savage Frontier due to the original's critical reception.
Despite being the second game published in the Savage Frontier series, it was not directly related to either of the other two games, the only connection being set in the town (Neverwinter Nights) that can be visited during both other games. Neverwinter Nights has spawned several other games with the same name, most published by Atari. Atari has released two other games with the same name, but which are not direct sequels.
Neverwinter Nights was a co-development of AOL, Stormfront Studios, SSI, and TSR (which was acquired by Wizards of the Coast in 1997).
Don Daglow and the Stormfront game design team began working with AOL on original online games in 1987, in both text-based and graphical formats. At the time AOL was a Commodore 64 only online service, known as Quantum Computer Services, with just a few thousand subscribers, and was called Quantum Link. Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as slow as 300 bits per second (bit/s).
In 1989 the Stormfront team started working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. Within months they realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online RPG with graphics. Although the multiplayer graphical flight combat game Air Warrior (also from Kesmai) had been online since 1987, all prior online RPGs had been based on text.
In a series of meetings in San Francisco and Las Vegas with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Daglow and programmer Cathryn Mataga convinced the other three partners that the project was indeed possible. Case approved funding for NWN and work began, with the game going live 18 months later in March 1991.
Daglow chose Neverwinter as the game's location because of its magical features (a river of warm water that flowed from a snowy forest into a northern sea), and its location near a wide variety of terrain types. The area also was close enough to the settings of the other Gold Box games to allow subplots to intertwine between the online and the disk-based titles.
Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to publication for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including novels, role-playing video game adaptations, and comic books.
Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.
Forgotten Realms: Unlimited Adventures, also known as Unlimited Adventures, or by the acronyms FRUA or UA, is a video game originally released on March 17, 1993, by Strategic Simulations, Inc. for the IBM PC and Apple Macintosh.
Neverwinter Nights is a third-person role-playing video game developed by BioWare. Interplay Entertainment was originally set to publish the game, but financial difficulties led to it being taken over by Infogrames, who released the game under their Atari range of titles. It was released for Microsoft Windows on June 18, 2002. BioWare later released a Linux client in June 2003, requiring a purchased copy of the game to play. MacSoft released a Mac OS X port in August 2003.
Eye of the Beholder is a role-playing video game for personal computers and video game consoles developed by Westwood Associates. It was published by Strategic Simulations, Inc. in 1991 for the MS-DOS operating system and later ported to the Amiga, the Sega CD and the SNES. The Sega CD version features a soundtrack composed by Yuzo Koshiro. A port to the Atari Lynx handheld was developed by NuFX in 1993, but was not released. In 2002, an adaptation of the same name was developed by Pronto Games for the Game Boy Advance.
Gold Box is a series of role-playing video games produced by SSI from 1988 to 1992. The company acquired a license to produce games based on the Advanced Dungeons & Dragons role-playing game from TSR, Inc. These games shared a common engine that came to be known as the "Gold Box Engine" after the gold-colored boxes in which most games of the series were sold.
The Keep on the Borderlands is a Dungeons & Dragons adventure module by Gary Gygax, first printed in December 1979. In it, player characters are based at a keep and investigate a nearby series of caves that are filled with a variety of monsters. It was designed to be used with the Dungeons & Dragons Basic Set, and was included in the 1979–1982 editions of the Basic Set. It was designed for people new to Dungeons & Dragons.
An owlbear is a fictional creature originally created for the Dungeons & Dragons fantasy role-playing game. An owlbear is depicted as a cross between a bear and an owl, which "hugs" like a bear and attacks with its beak. Inspired by a plastic toy made in Hong Kong, Gary Gygax created the owlbear and introduced the creature to the game in the 1975 Greyhawk supplement; the creature has since appeared in every subsequent edition of the game. Owlbears, or similar beasts, also appear in several other fantasy role-playing games, video games and other media.
Neverwinter Nights 2 is a role-playing video game developed by Obsidian Entertainment and published by Atari. It is the sequel to BioWare's Neverwinter Nights, based on the Dungeons & Dragons pencil and paper fantasy role-playing game. Neverwinter Nights 2 utilizes an adaptation of the Dungeons & Dragons 3.5 edition rules. Players create player characters to represent themselves in the game, using the same character creation rules as found in the Dungeons & Dragons game. They may gain the assistance of additional party members, and they eventually acquire a keep that can be used as a base of operations. Neverwinter Nights 2 is set in the Forgotten Realms campaign setting—in and around the city of Neverwinter. The story is mostly unrelated to Neverwinter Nights and follows the journey of an orphaned adventurer investigating a group of mysterious artifacts known as "silver shards" and their connection to an ancient, evil spirit known as the King of Shadows.
Stormfront Studios, Inc. was an American video game developer based in San Rafael, California. In 2007, the company had over 50 developers working on two teams, and owned all its proprietary engines, tools, and technology. As of the end of 2007, over fourteen million copies of Stormfront-developed games had been sold. Stormfront closed on March 31, 2008, due to the closure of their publisher at the time, Sierra Entertainment.
Don Daglow is an American computer game and video game designer, programmer and producer. He is best known for being the creator of early games from several different genres, including pioneering simulation game Utopia for Intellivision in 1981, role-playing game Dungeon in 1975, sports games including the first interactive computer baseball game Baseball in 1971, and the first graphical MMORPG, Neverwinter Nights in 1991. He founded long-standing game developer Stormfront Studios in 1988.
Gateway to the Savage Frontier (1991) is a Gold BoxDungeons and Dragons computer game developed by Beyond Software and published by SSI for the Commodore 64, PC and Amiga personal computers.
Treasures of the Savage Frontier (1992) is a Gold Box Dungeons and Dragons role-playing video game. It was developed by Beyond Software and published by SSI for the Amiga and DOS.
Cathryn Mataga is a game programmer and founder of independent video game company Junglevision. Under the name William, she wrote Atari 8-bit computer games for Synapse Software in the early to mid 1980s, including Shamus, the flip-screen shooter video game.
Neverwinter Nights was the first multiplayer online role-playing game to display graphics, and ran from 1991 to 1997 on AOL.
Neverwinter Nights 2: Storm of Zehir is an expansion pack for the role-playing video game Neverwinter Nights 2, developed by Obsidian Entertainment and published by Atari. It was released in late 2008 in North America, Europe, and Australia. Like previous entries in the Neverwinter Nights series, Storm of Zehir is based on the paper and pencil fantasy role-playing game Dungeons & Dragons, and uses the game's 3.5 edition ruleset.
Neverwinter Nights is a series of video games developed by BioWare and Obsidian Entertainment, based on the Forgotten Realms campaign setting of the Dungeons & Dragons role-playing game. It is unrelated to the 1991 Neverwinter Nights online game hosted by AOL.
A non-player character (NPC) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than another player. In video games, this usually means a character controlled by the computer that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be true artificial intelligence.
Western role-playing video games are role-playing video games developed in the Western world, including The Americas and Europe. They originated on mainframe university computer systems in the 1970s, were later popularized by titles such as Ultima and Wizardry in the early- to mid-1980s, and continue to be produced for modern home computer and video game console systems. The genre's "Golden Age" occurred in the mid- to late-1980s, and its popularity suffered a downturn in the mid-1990s as developers struggled to keep up with changing fashion, hardware evolution and increasing development costs. A later series of isometric role-playing games, published by Interplay Productions and Blizzard Entertainment, was developed over a longer time period and set new standards of production quality.