Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info SW:KotOR Dev Diary #2 on RPG Vault

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,051
Location
Behind you.
Tags: Star Wars: Knights of the Old Republic

<a href="http://rpgvault.ign.com/">RPG Vault</a> has snagged themselves another <A href="http://rpgvault.ign.com/articles/376/376169p1.html">Development Diary</a>, the second one if you're not keeping track, about <a href="http://www.bioware.com">BioWare</a>'s Star Wars based CRPG, <a href="http://www.lucasarts.com/products/swkotor/">Star Wars: Knights of the Old Republic</a>. Here's a clip:
<br>
<br>
<blockquote><b>Why did we use the Star Wars d20 system?</b>
<br>
<br>
Hey there, I'm James Ohlen, Director of Design at BioWare and lead designer on Star Wars: Knights of the Old Republic. I'm going to be talking about the rule system that we are using in the first Star Wars role playing game.
<br>
<br>
When we started the initial design on Star Wars: Knights of the Old Republic two years ago, one of the most important questions we had to answer was - do we use a pre-existing rule system, or do we create our own?? If we created our own rule system, we wouldn't be hampered by any difficult to implement pen and paper rules; however, we would have to invest a significant amount of time researching a new system that wouldn't be familiar to our fan base. If we decided to go with an existing system we would have a well balanced and play tested system available to us, but we'd also have to adhere to some difficult to implement pen and paper rules. After some discussion we felt that the drawbacks of a preexisting rule system weren't all that bad, as all of our programmers and designers were very familiar with the d20 rule set. After all, we'd been working on Neverwinter Nights for some time, and had invested a lot of time properly implementing the 3rd edition Dungeons and Dragons rules (upon which the d20 Star Wars system is based).</blockquote>
<br>
<br>
Nothing like a little <i>Great Cleave</i> action with the old, trusty light saber!
<br>
<br>
This was spotted at <A href="http://www.ve3d.com">VoodooExtreme</a>.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom