Bladekeep.com: The Demise of NWN, zuletzt abgerufen am 15. September.
Bladekeep.com: NWN Offline, zuletzt abgerufen am 15. September.
diehardgamefan.com
Patricia Lesser, Hartley Lesser, Kirk Lesser: The Role of Computers. In: Dragon. Nr.179, März 1992, S.57–62 (englisch, diehardgamefan.com [ARTIKELSCAN]).
forgottenworld.com
Forgotten World. Projektwebseite, zuletzt abgerufen am 15. September 2011.
gamasutra.com
Matt Barton: The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004). In: Gamasutra. UBM TechWeb, 11. April 2007, abgerufen am 15. September 2011 (englisch): „Although it’s beyond the scope of this article to discuss MUDs in any detail, suffice it to say that the appeal of these games is based far more on the thrill of playing with other people than anything else. A case in point is the original Neverwinter Nights, an online game available on AOL between 1991-1997 that was based on SSI’s Gold Box engine. Rather than get excited about stories or quests, players spent time creating and participating in a player-created “guild” system; the bulk of the game’s appeal consisted in socializing and building up one’s social status. In short, the difference between the typical MMORPG and the traditional CRPG is as sharp as that between attending a Renaissance Fair and reading a good fantasy novel.“
Jon "BuckGB" Birnbaum: Stormfront Studios Interview. In: Gamebanshee. UGO Entertainment, 16. April 2005, S. 2, archiviert vom Original am 3. Juli 2010; abgerufen am 28. Februar 2011 (englisch).
Jessica Mulligan: History of Online Games. In: Imaginary Realities. Februar 2000, archiviert vom Original am 22. Dezember 2001; abgerufen am 28. September 2011 (englisch): „Jessica Mulligan, now a Quantum Computer Services employee, writes a white paper on the gaming industry and recommends that Quantum license the Advanced Dungeons and Dragons game from TSR, Inc. It does so, and AD&D: NeverWinter Nights is born, based on SSI's Gold Box series of AD&D games. Once launched, NeverWinter Nights will run continuously for several years, even though the technology of the graphics interface is hopelessly outdated. In it's last year of existence as a for-pay game, 1996, it will rake in an estimated $5 million dollars.“
Jon "BuckGB" Birnbaum: Stormfront Studios Interview. In: Gamebanshee. UGO Entertainment, 16. April 2005, S. 2, archiviert vom Original am 3. Juli 2010; abgerufen am 28. Februar 2011 (englisch).
Jessica Mulligan: History of Online Games. In: Imaginary Realities. Februar 2000, archiviert vom Original am 22. Dezember 2001; abgerufen am 28. September 2011 (englisch): „Jessica Mulligan, now a Quantum Computer Services employee, writes a white paper on the gaming industry and recommends that Quantum license the Advanced Dungeons and Dragons game from TSR, Inc. It does so, and AD&D: NeverWinter Nights is born, based on SSI's Gold Box series of AD&D games. Once launched, NeverWinter Nights will run continuously for several years, even though the technology of the graphics interface is hopelessly outdated. In it's last year of existence as a for-pay game, 1996, it will rake in an estimated $5 million dollars.“