Good Old Games
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Odds are, something you like very much sucks. Why? Because this is the RPG Codex
News Content Gallery People Games Companies  
Forums About Donate RSS Contact Us!  

Our local interview with Frank K on KotOR2

Visit our sponsors! (or click here and disable ads)

Our local interview with Frank K on KotOR2

Interview - posted by Saint_Proverbius on Thu 24 June 2004, 03:07:11

Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords

We have an interview with Obsidian's Frank Kowalkowski about his part of the programming on Knights of the Old Republic 2. Here's a little bit about the mod tools:

8) Many fans have been asking for mod tools for KOTOR 2. Several RPGs in the last few years have shipped with editors (Neverwinter Nights, Morrowind, Arcanum, etc.). I'm betting that the tools that you've worked with aren't as polished and friendly. Would a Neverwinter Nights module-maker be in for a shock if presented with the tools that you're using for The Sith Lords?

FK: The Sith Lords levels are all pre-lit and exported from MAX. This already adds a level of complexity not seen in Neverwinter Nights and would remove the ability to create levels for most people. There are dozens of similarities between the engines, but just as many differences. No, I don’t think it would be a ‘good thing’ to release the toolset as it currently exists.


So yes, it does sound like there would be a little bit of a shock there.

There are 17 comments on Our local interview with Frank K on KotOR2

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.046324968338 seconds