KotOR interview over at GameRadar
KotOR interview over at GameRadar
Interview - posted by Saint_Proverbius on Thu 8 May 2003, 19:29:54
Tags: Star Wars: Knights of the Old RepublicThere's a fun filled interview with BioWare[/b] person Casey Hudson on the subject of [url=http://www.swkotor.com]Star Wars: Knights of the Old Republic. In it, GamesRadar asks the not-so-tough questions, like Is it hard to make a Star Wars game? and much, much more!
How has BioWare's work on other RPGs, such as the Baldur's Gate series, affected your approach to Knights of the Old Republic?
Casey: We wanted to apply a lot of the things we've learned in working on past RPGs to make sure that Star Wars: Knights of the Old Republic is our best game to date. We've learned a tremendous amount about what kinds of things are fun, what kinds of quests and stories people enjoy the most, as well as what to avoid to make sure the player's experience is intuitive and compelling. One of the most important things that we're benefiting from is our process for managing the huge amount of resources in a game this size. As a result of working on the Baldur's Gate series and Neverwinter Nights, we have developed a very systematic approach to development that allows us to manage the thousands of voice lines, hundreds of characters and endless weapons and items that you'll find in a BioWare RPG.
Hey, Casey, notice the interviewer didn't mention Neverwinter Nights in asking how it affects the new one!
Spotted this at HomeLAN Fed
How has BioWare's work on other RPGs, such as the Baldur's Gate series, affected your approach to Knights of the Old Republic?
Casey: We wanted to apply a lot of the things we've learned in working on past RPGs to make sure that Star Wars: Knights of the Old Republic is our best game to date. We've learned a tremendous amount about what kinds of things are fun, what kinds of quests and stories people enjoy the most, as well as what to avoid to make sure the player's experience is intuitive and compelling. One of the most important things that we're benefiting from is our process for managing the huge amount of resources in a game this size. As a result of working on the Baldur's Gate series and Neverwinter Nights, we have developed a very systematic approach to development that allows us to manage the thousands of voice lines, hundreds of characters and endless weapons and items that you'll find in a BioWare RPG.
Hey, Casey, notice the interviewer didn't mention Neverwinter Nights in asking how it affects the new one!
Spotted this at HomeLAN Fed