{"id":7653,"date":"2017-12-12T21:04:00","date_gmt":"2017-12-12T21:04:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/311559"},"modified":"2017-12-12T21:04:00","modified_gmt":"2017-12-12T21:04:00","slug":"why-bioware-decided-to-create-mass-effect-instead-of-star-wars-kotor-2","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/12\/12\/why-bioware-decided-to-create-mass-effect-instead-of-star-wars-kotor-2\/","title":{"rendered":"Why BioWare decided to create Mass Effect instead of Star Wars: KotOR 2"},"content":{"rendered":"<blockquote>\n<p><strong><em>&#8220;<\/em>In order for a company to be successful and control its own destiny you need to own your own IP, and we didn&#8217;t own Dungeons &amp; Dragons or Star Wars. <em>Mass Effect<\/em> was something we decided we had to do instead of another Star Wars game.&#8221;<\/strong><\/p>\n<\/blockquote>\n<p><em>&#8211; BioWare&#8217;s\u00a0James Ohlen shares why<\/em> KotOR\u00a02 <em>plans gave way to the creation of the<\/em> Mass Effect <em>series<\/em><\/p>\n<p><a href=\"http:\/\/www.eurogamer.net\/articles\/2017-11-27-bioware-kotor-making-of\">Eurogamer has shared an insightful story on BioWare<\/a> and the making of its <em>Star Wars: Knights of the Old Republic<\/em> game. Through an interview with BioWare Austin creative director James Ohlen, the story traces <em>Knights of the Old Republic<\/em>&#8216;s history back from its initial concept to its eventual 2005\u00a0launch.<\/p>\n<p>There are a lot of interesting game development tidbits to be found in the full interview, but one particularly interesting point brought up by Ohlen involves the moment when BioWare moved on from <em>Knights of the Old Republic<\/em> to <em>Mass Effect<\/em>.<\/p>\n<p>Though the studio is now working with both original and licensed intellectual properties, BioWare made the call to leave brands like Star Wars and Dungeons &amp; Dragons behind following the release of <em>Knights of the Old Republic<\/em>. Though the company did draft up a concept for their own\u00a0<em>Knights of the Old Republic 2<\/em>, BioWare heads eventually decided to create an original game instead.\u00a0<\/p>\n<p>Looking back, Olgen notes that &#8220;it was a very smart decision on their part.&#8221; Instead of creating a new <em>Knights of the Old Republic<\/em> game, BioWare and the <em>KotOR<\/em> team started work on <em>Mass Effect<\/em>. Meanwhile, the itch to dive back into the <em>Baldur&#8217;s Gate<\/em> world eventually led to\u00a0the <em>Dragon Age<\/em> series.\u00a0<\/p>\n<p>Some features from <em>Knights of the Old Republic<\/em> would go on to inspire things in BioWare&#8217;s later games. Ohlen explains that the Millennium Falcon-like Ebon Hawk that transported the party from one planet to another in <em>KotOR<\/em> would later inspire the design of the Normandy in <em>Mass Effect<\/em> and the campsite hub in <em>Dragon Age: Origins<\/em>.<\/p>\n<p>&#8220;We wanted to have the Ebon Hawk be your own Millennium Falcon, we wanted it to be a core of the game. It was, essentially, your home base,&#8221; Ohlen tells Eurogamer. &#8220;It worked out really well for us. It was a good place for you to roleplay with your companions and to make the world feel bigger than it actually was.&#8221;<\/p>\n<p>The full <a href=\"http:\/\/www.eurogamer.net\/articles\/2017-11-27-bioware-kotor-making-of\">Eurogamer piece is well worth a read<\/a>\u00a0as well and offers a sizable amount of history on the development of that pivotal Star Wars game.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;In order for a company to be successful and control its own destiny you need to own your own IP, and we didn&#8217;t own Dungeons &amp; Dragons or Star Wars. Mass Effect was something we decided we had to do instead of another Star Wars game.&#8221; &#8211; BioWare&#8217;s\u00a0James Ohlen shares why KotOR\u00a02 plans gave way [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":7654,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-7653","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7653","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=7653"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7653\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/7654"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=7653"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=7653"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=7653"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}