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 is the first installment in the Neverwinter Nights series and 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.[1] MacSoft released a Mac OS X port in August 2003.
Neverwinter Nights is set in the fantasy world of the Forgotten Realms campaign setting, with the game mechanics based on the Dungeons & Dragons 3rd edition rules. The game engine was designed around an Internet-based model for running a massively multiplayer online game (MMOG), which would allow end users to host game servers. Up to 64 players could connect to a single server.[2] The intent was to create a potentially infinite massively multiplayer game framework. This game was named after the original Neverwinter Nights online game, the first graphical massively multiplayer online role-playing game (MMORPG),[3] which operated from 1991 to 1997 on AOL.
The original release of Neverwinter Nights includes the game engine, a game campaign that can be played as single player or in multiplayer mode, and on Windows releases, the Aurora toolset used for creating custom content that would run in the same engine. Three expansion packs were subsequently released for the game: Shadows of Undrentide in June 2003; Hordes of the Underdark in December 2003; and Kingmaker in November 2004. BioWare began selling premium modules through an online store in late 2004. The game's success led to a sequel, Neverwinter Nights 2, released on October 31, 2006.
https://en.wikipedia.org/wiki/Neverwinter_Nights_(2002_video_game)
A mob, short for mobile or mobile object,[1][2][3][4] is a computer-controlled non-player character (NPC) in a video game such as an MMORPG[5] or MUD.[1][3] Depending on context, every and any such character in a game may be considered to be a "mob",[2][1] or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack.[5]
In most modern graphical games, "mob" may be used to specifically refer to generic monstrous NPCs that the player is expected to hunt and kill, excluding NPCs that engage in dialog, sell items, or NPCs which cannot be attacked.[5] "Named mobs" are distinguished by having a proper name rather than being referred to by a general type ("a goblin", "a citizen", etc.).[6] Most mobs are those capable of no complex behaviors beyond generic programming of attacking or moving around.
https://en.wikipedia.org/wiki/Mob_(video_games)
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing.[1]
In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items.
https://en.wikipedia.org/wiki/Experience_point
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player.[1] The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence.
https://en.wikipedia.org/wiki/Non-player_character
A quest, or mission, is a task in video games that a player-controlled character, party, or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games.[1][2] Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in the character's experience in order to learn new skills and abilities, or any combination of the above.
Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have.
Many types of quests are referred to as "sidequests". These are quests which deviate from the main plot and are not required to complete the game.
https://en.wikipedia.org/wiki/Quest_(video_games)
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