Neverwinter Nights is not exactly an MMO. Instead, it’s designed for small communities of people to inhabit and create with, and it features a powerful toolset for virtual dungeon masters to use to subject regular players to challenges in an improvisational way on a live server.

“We always envisioned it as a table with four legs—the single player, the multiplayer, the DMing tools and the toolset (the module making tools),” BioWare’s Ray Muzyka told IGN around the time the game was released. “They all appeal to different groups, and we’ve tried to make them all equivalently high quality.”

Over the past month, I’ve been replaying Neverwinter Nights‘ main story campaign, The Wailing Death, as a solo player, for the first time in 20 years. The nostalgia has been strong in this replay, but I have also found that BioWare didn’t quite nail “equivalently high quality” for all the pillars. Still, it doesn’t matter, because as we’ll see when we check in with the game’s community, the campaign is not the point.

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The single-player experience is… fine

“The single player experience has to be as good as anything we’ve ever done in [Baldur’s Gate], [Baldur’s Gate 2], or Throne of Bhaal and hopefully better,” Muzyka told IGN. “Our goal here at BioWare is that each game we do has to be better than the previous one.”

If single-player is one of the legs, it might be fair to call Neverwinter Nights‘ table a little wobbly. It still stands, but you know how irritating it can be.

For example, Neverwinter Nights leaves behind Baldur’s Gate or Icewind Dale‘s party-based systems, and instead has the player controlling just one character directly. It makes sense for a multiplayer game, but doesn’t work as well for a single-player experience in this case—at least with the Dungeons & Dragons rules of the time.