Tags: Star Wars: Knights of the Old Republic
<a href="http://www.gamespy.com">GameSpy</a> has posted an <a href="http://www.gamespy.com/interviews/december02/raymuzyka/">interview</a> with <b>Ray Muzyka</b> of <a href="http://www.bioware.com">BioWare</a> about <a href="http://nwn.bioware.com">Neverwinter Nights</a> and the upcoming <A href="http://www.lucasarts.com/products/swkotor/">Star Wars: Knights of the Old Republic</a>. Here's a big about using the Aurora engine, over and over and over again:
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<blockquote><b>GameSpy:</b> In your talk yesterday, you were talking a lot about the nitty-gritty of the production process. Now that you've finished what is probably one of the longest development processes ever for a commercial game, do you feel like it was worth the five years you invested in it, or in retrospect that you wasted a bit of time here or there?
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<b>Ray Muzyka:</b> I think it was worthwhile. We have never really regretted anything we have done at Bioware because it has all been useful learning experiences. With Neverwinter, I think we have created something really, really valuable in terms of a few different areas. First, there is an expansive universe in which people are now creating content with the toolset, and <u>we have over 1,700 modules the fans have created so far, so I think it represents really good value for people buying the game because they can continue to download more.</u>
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In the process, <u>we have created a toolset we can reuse and an engine we can reuse for future expansions, sequels, derivatives, licensing, all kinds of things. We want to get as much use out of the Aurora engine as we did out of the Infinity engine for Baldur's Gate.</u> We've also created a valuable community of Bioware fans that we have collected information on, and we can tell them about our future products, and also find out from them what they want to see in those future products. We can make a game they are more likely to be interested in. All those things have been very valuable. It's been a great experience as a result. <u>First, we wanted to make the ultimate D&D game. We think we did so.</u></blockquote>
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Hah.. Not even <i>close</i> to <a href="http://www.planescape-torment.com/">Planescape: Torment</a>, <b>Ray</b>. Not in the same ball park, city, league, state, country, or planet.
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Spotted this at <A href="http://www.homelanfed.com">HomeLAN Fed</a>.
<a href="http://www.gamespy.com">GameSpy</a> has posted an <a href="http://www.gamespy.com/interviews/december02/raymuzyka/">interview</a> with <b>Ray Muzyka</b> of <a href="http://www.bioware.com">BioWare</a> about <a href="http://nwn.bioware.com">Neverwinter Nights</a> and the upcoming <A href="http://www.lucasarts.com/products/swkotor/">Star Wars: Knights of the Old Republic</a>. Here's a big about using the Aurora engine, over and over and over again:
<br>
<br>
<blockquote><b>GameSpy:</b> In your talk yesterday, you were talking a lot about the nitty-gritty of the production process. Now that you've finished what is probably one of the longest development processes ever for a commercial game, do you feel like it was worth the five years you invested in it, or in retrospect that you wasted a bit of time here or there?
<br>
<br>
<b>Ray Muzyka:</b> I think it was worthwhile. We have never really regretted anything we have done at Bioware because it has all been useful learning experiences. With Neverwinter, I think we have created something really, really valuable in terms of a few different areas. First, there is an expansive universe in which people are now creating content with the toolset, and <u>we have over 1,700 modules the fans have created so far, so I think it represents really good value for people buying the game because they can continue to download more.</u>
<br>
<br>
In the process, <u>we have created a toolset we can reuse and an engine we can reuse for future expansions, sequels, derivatives, licensing, all kinds of things. We want to get as much use out of the Aurora engine as we did out of the Infinity engine for Baldur's Gate.</u> We've also created a valuable community of Bioware fans that we have collected information on, and we can tell them about our future products, and also find out from them what they want to see in those future products. We can make a game they are more likely to be interested in. All those things have been very valuable. It's been a great experience as a result. <u>First, we wanted to make the ultimate D&D game. We think we did so.</u></blockquote>
<br>
<br>
Hah.. Not even <i>close</i> to <a href="http://www.planescape-torment.com/">Planescape: Torment</a>, <b>Ray</b>. Not in the same ball park, city, league, state, country, or planet.
<br>
<br>
Spotted this at <A href="http://www.homelanfed.com">HomeLAN Fed</a>.