If you need some more Star Wars: KotOR treatment, check out the interview at C&VG. They talk to Casey Hudson, producer/project director on Star Wars: Knights of the Old Republic, and Teresa Cotesta, communications co-ordinator at BioWare. Here's a bit for you:
Looking at KOTOR as a whole, what has been the most challenging part of the game to get right, to get to a place where you are pleased with how it operates?
Hudson: Star Wars: Knights of the Old Republic is based on a very new and unique approach to the console role-playing game. Our real-time, rules-based combat represents some major game design challenges - especially on the interface side. As well, since we allow players to do a tremendous number of things at any time throughout the game (such as change armour and weapons, travel to different planets etc.), creating an interface that does all of that and yet remains simple and intuitive was a huge challenge.
To do that, we've spent a lot of time testing and revising the entire interface to make it as fun and intuitive as possible. The result is a gameplay style that is quite unique, a lot of fun, and something you won't see in any other console RPG. |