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Knights of the Old
Republic Q&A
Knights
of the Old Republic (KOTOR) is set roughly 4,000 years before the time
of the current films. Why did the team decide to set the clock back by
thouands of years? Casey
Hudson (CH): When we were
contacted by LucasArts to do the first RPG in the Star Wars universe, we
were given the option to place the game in the time period of the
movies, or several thousand years before the movies.
At the time, there wasn’t much material on that period in the
extended Star Wars universe, except for a comic book series and
references in a number of the books.
Looking
at how the Star Wars timeline is structured, we saw that space travel
had existed for almost 30,000 years at the time of the movies!
Even if we went back a few thousand years, we would still be able
to have all the things that make up the coolness of Star Wars –
spaceships, lightsabers, Jedi, etc.
Beyond that, we would have the freedom to create a story which
would be the most important in the universe at the time, and we would be
able to write part of the history of the Star Wars universe!
Naturally, this presented a much more exciting creative
opportunity for us. If
a franchise builds itself around KOTOR, is there anything preventing a
further examination of the Star Wars mythos, going back a further 2,000
years? 4,000?
6,000? James
Ohlen (JO):
I don’t think Lucas Arts would have a problem with a
developer creating a game based six or even ten thousand years before
the movies. Personally, I don’t think it matters which time period the
game is set in as long as the game captures the spirit of the original
Star Wars films. KOTOR
will feature downloadable content via Xbox Live. Does Bioware have any
concrete ideas about what can be downloaded? Maybe a black or
transparent lightsaber? CH:
We do have plans to release
special content via Xbox Live, though we aren’t ready to say exactly
what it is yet. What
was the inspiration to make KOTOR feature real-time fighting sequences
with RPG elements? Do you consider the game more of an RPG, or an action
game? CH: As this was to be an RPG, we wanted to capitalize on our experience in developing RPGs and rules-based combat. At the same time though, since the Star Wars setting would potentially draw a lot of mainstream gamers, we wanted to make sure the system was as action-packed and easy to play as possible. So, we tried to find a balance, which captured all the strategy and variability of our previous RPGs, but would be accessible to a wide variety of players. I
think this is definitely an RPG – one that hopefully can be enjoyed by
players of all different game genres. Star
Wars has spawned some of the world’s most rabid fans.
How can you possibly please them all?
Or was this even a thought? CH:
It’s hard to please
everyone, but being rabid Star Wars fans ourselves, I think we had a
good sense of what aspects of the Star Wars experience we needed to
capture to create a satisfying experience for fans.
That was probably a lot of the inspiration for what we chose to
include in the game – what would we as Star Wars fans really
want to do or see? I
remember we even made a list in the early design stages, where we
recorded the things that make up the Star Wars experience, from the rich
orchestral soundtrack down to a small droid quietly welding something in
the background of a scene. By
weaving these elements into our work, I think we were able to add
completely original ideas to the material while maintaining a consistent
Star Wars feel. KOTOR
was delayed many times and came out nearly perfect. Were there any items
or worlds that were left out due to time issues? If so, what was left
out? JO/CH:
An entire world had to be left out due to time constraints. The
first pass level art was finished, but time was running out, so we
decided to cut it. The world was called Sleheyron and it was one of the
many planets in Hutt space. Sleheyron was supposed to be one of the most
industrialized worlds in the galaxy.
It was going to be a world paved over with layer upon layer of
gas refineries, landing bays, slave pens and ship construction yards.
The biggest level was going to be a massive coliseum where the Hutt
lords pitted their gladiator slaves against one another.
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We
cut several sections out of Tatooine. The Star Map on Tatooine was
originally located in the maw of a Sarlacc pit. The player had to find
the Sarlacc pit in a cave complex and then figure out how to descend
into the pit without becoming the Sarlacc’s next snack. We were also
going to allow the player to become a sort of messiah of the Sandpeople
and lead them against their Czerka corporation oppressors. |
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We
cut several sections from Taris, more for pacing reasons than because of
schedule pressures. There used to be three levels in the Black Vulkar base. The Gammoreans used to have a stronghold in the
Undercity. There
was also a trash compactor puzzle in the sewers.
Was
there a specific moment when the whole project came together, when the
team gave a collective, “WOW!” with what had been accomplished? CH:
I think for most of the team members, the “WOW” moment
was actually in the last days of development, where they saw that the
game they had been working on all this time was actually really fun!
As is common in game development, most parts of the game were
broken and ugly until the very end, where suddenly all the different
systems reached completion and the game became exponentially better.
In the last couple of weeks before the game went gold, people all
around the office were playing the game (sometimes 2 or 3 times through)
just for fun! That’s when
we knew we had achieved what we set out to do.
When KOTOR ships for PC, will PC gamers find much to set it apart from the Xbox version? CH: The PC version includes mostly the same story and content, though we have added a few special things. Can’t say what they are yet though. There are numerous PC-specific features, including high-res textures and scalable graphics. We’ve also put a lot of work into creating a completely different main interface for the PC version. Having played the PC version lately, I’m really excited about how good it looks, and how well the PC interface plays. The
game allows the player to choose between the light and dark sides. If
you had to choose one side, which would it be? Why? JO: I would choose the light side. I always feel guilty when I have one of my characters do something evil.
(October 10, 2003)
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