What we are looking into here is to make it easier for people to get the player-made content into the game and possibly linking in the top modules into the game's auto-run, so that players can easily download them. GameSpy: How important is user-created content going to be to the sequel? Urquhart: Just like with the original Neverwinter, we think player-made content is as important as having an amazing single-player game.
They'll be able to choose things like the range of character levels the module supports, what's the main antagonist and his name, what the main quest is and how many areas they are looking to have as part of their module. These will be things that will let people put together a module quickly with a number of adventure areas that they can jump in and play straight away or use as the starting point.
GameSpy: Are you going to be doing anything to the toolset, like adding any enhancements or making it easier to use? Urquhart: At the base level, we are going to put support in the toolset for all the new things we are doing like camera placement and paths, but on top of that we are going to be working hard on Module Wizards. There will be some returning characters, but mostly those who are known in the Forgotten Realms. We felt that with characters having reached close to 30th level in Hordes of the Underdark, that there wasn't much room to grow the story beyond that. GameSpy: Will the game be a continuation of Hordes of the Underdark, and will there be any tie-ins to the original game in terms of characters, places, or events? Urquhart: We've decided to create a new story that is placed in and around Neverwinter.