July 15th marks the 10-year anniversary for Star Wars®: Knights of the Old Republic™ (KOTOR™). BioWare™ was the development studio behind the critically acclaimed RPG which LucasArts published on the Xbox® in 2003. Aspyr Media later brought KOTOR to the Mac in 2004 and recently released the full-game experience exclusively on the iPad, making the game available for the first time on mobile devices. To celebrate 10 years of KOTOR our guest blogger Jon Carr was lucky enough to chat with KOTOR Lead Designer James Ohlen from BioWare for a Q&A on the development of the game and more. Read more below on how your favorite Star Wars RPG came to be!
Jon Carr: Can you introduce yourself to our readers and explain the role you had in creating Knights Of The Old Republic?
James Ohlen: My name is James Ohlen. Currently I’m a VP/Studio Creative Director at EA/Bioware. I’ve worked as Game Director on Star Wars: The Old Republic as well as lead designer on Baldur’s Gate 1 and 2, Neverwinter Nights and Dragon Age: Origins. I was the lead designer on Star Wars: Knights of the Old Republic. In that role I handled story, level design and game systems.
JC: You were also lead designer on Baldur’s Gate and Neverwinter Nights. How did your role in creating those games influence the development and vision of KOTOR?
JO: Star Wars: Knights of the Old Republic was built on all of the learning we gained about storytelling and level design from the Baldur’s Gate games. The Neverwinter Nights engine was used to build KOTOR, so that game had a big influence on the game systems we put into KOTOR. (more…)