Almost without exception, every game design enhancement to KOTOR II was a natural extension from the original game, not a redesign. Instead, we identified areas of KOTOR that we could expand upon to create a better experience in a flavor similar to that of the first game. In tackling this project, we decided to build upon the proven success of the first game's design and were careful to not fix aspects of the game that had already proved their worth. The challenge for Obsidian was to attain the high expectations of such a game's sequel, while adhering to an ambitious development schedule. Upon release, the original was met by both industry acclaim and consumer praise. The below postmortem, which is studded with images pulled from various versions of the game, was written by Kevin Saunders (then a senior designer at Obsidian) when it first appeared in the April 2005 issue of Game Developer Magazine.Īlthough the original Knights of the Old Republic ( KOTOR) was developed by BioWare, Obsidian Entertainment developed the sequel to the LucasArts game, Star Wars Knights of the Old Republic II: The Sith Lords ( KOTOR II). Since then it's earned a reputation as one of the most ambitious and morally complicated Star Wars games ever made, and so to celebrate its 13th birthday we've gone ahead and republished Obsidian's postmortem look at how it was made.
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