Calis
Pensionado
- Joined
- Jun 15, 2002
- Messages
- 1,834
Tags: Chris Avellone; Obsidian Entertainment
EU Cantina got a hold of Chris Avellone. A large chunk of the interview deals with KOTOR 2, which the interviewer really liked (and it shows in the way he phrases his questions). Here's the obligatory "wut u change" question:<blockquote>EUC: If you could go back and change one thing about Kotor II, what would that be?
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CA: Drop a planet, chop 1 or 2 levels off of Peragus, drop the Disciple and Hanharr, and then use that energy to focus more on Malachor V. I would also remove all party-splitting mechanics (which while true to the franchise, didn’t go over well with players), and de-emphasize all cut-scenes (which the engine couldn’t really do well in the time provided with the programming and scripting support we had available).</blockquote><A HREF="http://www.eucantina.net/interview-with-writer-chris-avellone" target="_blank">Read it here</A>
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<i>Thanks, Fastpunk</i> - the interview was out since April 27th, but we missed it
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EU Cantina got a hold of Chris Avellone. A large chunk of the interview deals with KOTOR 2, which the interviewer really liked (and it shows in the way he phrases his questions). Here's the obligatory "wut u change" question:<blockquote>EUC: If you could go back and change one thing about Kotor II, what would that be?
<br>
<br>
CA: Drop a planet, chop 1 or 2 levels off of Peragus, drop the Disciple and Hanharr, and then use that energy to focus more on Malachor V. I would also remove all party-splitting mechanics (which while true to the franchise, didn’t go over well with players), and de-emphasize all cut-scenes (which the engine couldn’t really do well in the time provided with the programming and scripting support we had available).</blockquote><A HREF="http://www.eucantina.net/interview-with-writer-chris-avellone" target="_blank">Read it here</A>
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<i>Thanks, Fastpunk</i> - the interview was out since April 27th, but we missed it
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