So, I read through a lot of posts to get here. This is a particularly interesting topic for me. I've been playing and tinkering with the toolsets for NWN and NWN2 since their launches (NWN before it was launched) I'm only 26, so I was all of 13 at the oldest when I first picked up the beta for the NWN toolset. I've been playing D&D just as long. When it comes down to it, D&D is the core of why I love these games. I'm also a huge Forgotten Realms fan, as well, despite them throwing it under the bus with the spellplague (opinion.) I'm not a 3D artist, I'm not an exceptional story teller, I mostly played action persistent worlds. I love both games and they both have their merits. I've never published anything I've made in either. I'm a professionally trained programmer and I know over a dozen programming languages. NWScript was one of the first I picked up. I've been interested in game design, mechanics, art, everything you can think of that goes into making a game forever. NWN has lets me play with that and sharpen the skills needed to be a professional game developer.
All of that being said, I just want to point out what makes both of the games vital in terms of where we are now in terms of gaming. They introduced something new, on both accounts, which is ease of access. Normal game development tools, such as Unity, or (Insert Word Here)Engine take years to get basic grasps of. The made the ability to create game content common place. The same can be said of The Elder Scrolls series as well, but to less an extent, in my opinion. What they did was take and engine, add a server mechanism, and apply a rule set (which cuts out 9/10's of the programming) - making it about the content. They took a 4 year degree and a couple of years of technical experience, with a month+ of on the job training to familiarize yourself with that specific toolset, and turned it into a few months of trial and error as you developed a workflow for yourself. All the while doing this without the need to know applied calculus and trigonometry. It let someone like me, who does have a lot of the know how it would take to make this game, do it in a year, alone, as opposed to 2 years with a team of 100+ people working along side me. After all I wanted to make Dungeons and Dragons into a computer game.
So when it all comes down to it the real question of which platform to use, isn't an issue of which is better, or which has more players, or what has more already done for it. It's simply an issue of which is going to have the best return on investment for what the creator and players want to see. In my latest project, I took a different approach, and normally I don't use the NWN2 toolset specifically for the fact a lot of things take long. This time however, I used it, I had a very specific requirement I wanted to see fulfilled.
I'm sure most of your are familiar with the Forgotten Realms, and I'm sure some of you are familiar with Shadowdale, the home of Elminster. It's a beautiful mostly farming community in the dale lands. It also has a canonical look, and is well documented both in history and geography. I wanted to recreate this town. Normally I have no problem with the limited granularity of the NWN toolset. But to really capture the town of Shadowdale, I needed more control, a lot more. I took a couple of canon(ish) images I found online:
http://www.mythopoei..._shadowdale.jpg
http://www.tammo.org...shadowdale2.jpg
And I turned it into this:
https://www.dropbox....S948iue3pa?dl=0
Just the terrain took me a week (I had a lot to learn with the tools) and I've been scripting things for a while now on it to catch that side up. When I get bored of scripting I'll do lighting, and drop some placables. When scripting is done I'll drop NPC's (the scripting is a requirement for them). It's an amazing workflow for the dynamic feel I want to apply to it for my PW. This is the central location for the mod after all. If I finish it, awesome. It'll released. If not I had fun working on it. It's about how you are telling the story that drives which toolset is appropriate. It doesn't boil down to technical specs, or even existing custom content. I've got thirty pages of back story and a 15 page excel spreadsheet of systems, from custom XP, to housing documented as well. This persistent world might be 40-50 areas, at launch, that being said in NWN1 terms that'll relate to about 200 or so, given size and layout.
If you want the player immersed in the world you're likely better off using NWN2 if you want them immersed in the story go for NWN. If you want it to be 100% unique NWN provides the better trade off and can speed that up. If you want better mechanics and a more expandable set of systems NWN2 is the way to go.
The NWN toolset tailors itself to PW's very well because constant content additions help stabilize a player base. NWN also allows you to keep a wider scope as an option with single player. NWN2 is well suited to single player and one shots because it allows you to get that extra level of detail, and immersion. NWN2 also provides the ability to make very immersive, and mechanically driven PWs.
I've said my peace, and everyone else here has as well. I appreciate you reading it if you did. I wouldn't have even necro-posted if I didn't spend 4 hours I could have been working on this, reading and trying to get into the community a bit. Time well spent all the same, but personally, I think the argument is a bit silly. They're two different types of onions, yes (sorry couldn't find a simile with apples or oranges), but one goes in fajitas and one goes on a burger. It's as simple as that.