Whipporowill
Erudite
Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords
<a href="http://rpgvault.ign.com/news.html" target=_blank>RPG Vault</a>'s Jonric got the opportunity to <a href="http://rpgvault.ign.com/articles/556/556465p1.html" target=_blank>discuss</a> certain aspects of Obsidian's upcoming (for Xbox and PC) KOTOR II: the Sith Lords, with representatives from both the dev studio itself and series producer Lucas Arts. Here's MCA's take on how the basics of KOTOR II's story came about:<blockquote>All story material came from LucasArts and Obsidian kicking around ideas like a soccer ball. LucasArts had a number of conditions for the story that we did our best to adhere to - no flashbacks or future visions, no messing around with the player's head, the player had to start as a Jedi, and lots of Sith vs. Jedi action. Beyond that, we were pretty free to do whatever we wanted. Before The Sith Lords began, we'd seen no plans for a sequel from LucasArts or BioWare, so Obsidian and LucasArts just started from scratch - we took KOTOR I and tried to build on the universe it had set up.
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</blockquote>No flashbacks? No future visions? Not messing around with the player's head? Gee, seems like even Lucas Arts got their shit together and realized it would be pushing things to carbon copy the first installment of the series (Not that I'm complaining, actually). I also found Atton Rand "commenting on when to be a good time to save" that was mentioned in the interview, actuallt felt pretty... <i>intriguing</I>, and something that'd pretty make sense in view of the movies.
<a href="http://rpgvault.ign.com/news.html" target=_blank>RPG Vault</a>'s Jonric got the opportunity to <a href="http://rpgvault.ign.com/articles/556/556465p1.html" target=_blank>discuss</a> certain aspects of Obsidian's upcoming (for Xbox and PC) KOTOR II: the Sith Lords, with representatives from both the dev studio itself and series producer Lucas Arts. Here's MCA's take on how the basics of KOTOR II's story came about:<blockquote>All story material came from LucasArts and Obsidian kicking around ideas like a soccer ball. LucasArts had a number of conditions for the story that we did our best to adhere to - no flashbacks or future visions, no messing around with the player's head, the player had to start as a Jedi, and lots of Sith vs. Jedi action. Beyond that, we were pretty free to do whatever we wanted. Before The Sith Lords began, we'd seen no plans for a sequel from LucasArts or BioWare, so Obsidian and LucasArts just started from scratch - we took KOTOR I and tried to build on the universe it had set up.
<br>
</blockquote>No flashbacks? No future visions? Not messing around with the player's head? Gee, seems like even Lucas Arts got their shit together and realized it would be pushing things to carbon copy the first installment of the series (Not that I'm complaining, actually). I also found Atton Rand "commenting on when to be a good time to save" that was mentioned in the interview, actuallt felt pretty... <i>intriguing</I>, and something that'd pretty make sense in view of the movies.