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Star Wars Knights of the Old Republic II: The Sith Lords

Designer Diary #2
By Staff, GameSpotPosted Oct 1, 2004 3:46 pm PT

Lead designer Chris Avellone discusses how the story for the upcoming Xbox and
PC RPG has taken shape.

Knights of the Old Republic needs no introduction. Last year's best-selling Xbox and PC RPG set new
standards for role-playing--and for Star Wars games--and the upcoming sequel from Obsidian
Entertainment will build on the gameplay and storyline established in BioWare's trendsetting original.
Lead designer Chris Avellone tells us about the complex and involving process of plotting the new
game in our latest designer diary.

Crafting a Story
by Chris Avellone
Lead Designer, Obsidian Entertainment

The Obsidian team drew on all its past experiences (in addition to a lot of caffeine) while crafting KOTOR
II's story.
Crafting a story for a game like Star Wars Knights of the Old Republic II: The Sith Lords generally
involves a lot of caffeine and stress--and details. But in the end, it's not much different from how we
went about constructing stories at Black Isle Studios or how we currently construct them here at
Obsidian. Doing a sequel to the amazing story BioWare developed for the original Star Wars: Knights
of the Old Republic is a challenging task, and it certainly creates its share of pressures. But in the end,
the process for creating the story remains the same. What's listed below isn't everything, but it's a
general outline of the process we use when doing stories at Obsidian Entertainment.

Step Zero: Bookends


Every project has limitations, either as a result of the platform, the technology, the schedule, or the
resources. Heck! Maybe you have a grim-faced, bald lead programmer with the power to wilt plants
with his gaze, or maybe you have an angry producer who spits at you like a hissing snake--or
whatever. These are all limitations, and you need to know where they live so that you can hunt them
down with a high-powered sniper rifle.

Anyway, it's tough. But you need to approach your game story with some realities. If you have a 20-
person team and 14 months, don't write a story that requires the player to jump across 30 different
planets, each with five levels that are a hundred miles wide that crash the Xbox and cause the artist's
hands to turn bloody while he's trying to finish up the required artwork. Make a note of your resources,
schedule, and platform--but recognize the limitations--and then proceed on the story, once you have
your bookends.

In The Sith Lords, we had to recognize that we had both a tight schedule and existing technology. We
also had to take into account the Xbox's limitations when developing the game. Fortunately, we had
the BioWare engine as a foundation, so the process of creating content was able to proceed almost
immediately.

Step 51: Figure Out What's Fun


It's always best to identify what the main gameplay elements for your game are and how the story can
complement those elements. If stronghold-building is a big part of the game mechanics, figure out how
to work it into the story. If you have the ability to control or influence your PCs in unique ways, make
sure the story is crafted to showcase these elements at critical points. If you don't want the player to
have to reload the game, write a story where the main character doesn't die, and have the story
complement the game mechanics. Basically, identify what's fun about the game, and use those
elements as part of the building blocks for the game's story.

Step 51 B: Do Your Research

With Star Wars, boning up on past material is always a good idea. Avellone pored over the original films
and vast quantities of extended-universe materials in preparation for the game's sequel.
Before sitting down with your story, do some research. For example, with The Sith Lords, I sat down
and watched each of the Star Wars movies again, read every single Star Wars novel and comic book,
and even shackled myself to a chair and endured the "Star Wars Christmas Special." (I incurred
minimal drain bamage but did experience mildly impaired arithmetic skills that prevented me from
counting or scripting anything properly.)

Anyway, the reason for this is simple: If you are working in someone else's universe, know it inside and
out. Know what's been done in it, know what adventure seeds or game ideas have been done to death
(or not done enough), know what bad ideas to stay away from, and know the parameters of the
universe. If you're using someone else's genre, it usually comes with its own set of story-based
bookends and parameters you need to consider when writing a story.

When not using someone else's universe (which is a lucky thing in today's role-playing-game market),
there's still research to be done. Know what other games have done the genre you're working in, and
know what's going to make your game stand out when compared to the others.

Step 30: Start With the Big Picture


Connecting KOTOR II with the original game is a daunting task, but it's one that Obsidian is taking in
stride.
Now that you know what your technical realities are and what's fun about your game, you can sit down
and start setting up the overall story. For right now, you won't get too specific about what's happening
in each location; you just want to get the overall flow of the game. During this phase, you want to
consider the following:

-Character motivation. It's different from player motivation (see below) in that you're introducing
what the hero's motivation is. Why is the player's progress through the game important? Why are
players special? What makes them pivotal in the events to come?

In The Sith Lords, we have set up a simple introduction to the character's motivation. A disgraced
veteran of the Mandalorian Wars, the player finds himself in the unenviable position of being the
last known Jedi in the galaxy...and the target for dark side assassins who are determined to wipe
out all Jedi, everywhere. Early on, we make sure the player knows exactly what threatens him and
why it's important that he put a stop to what's threatening him, one way or another.

To make matters worse, the player is a Jedi who has lost his connection with the Force, which is
something that no character (or player) is going to want to endure for long. The game involves the
player reawakening to the Force and discovering what it means to be a Jedi (or a Sith). The events
in the game are structured so the character gains in power over time, slowly regaining his
connection and learning more about what threatens him...and the galaxy.

-Player motivation. This isn't the same thing as character motivation (see above). What you want
here is to be able to provide the player with enough teasers to keep him going throughout the
game, either by revealing critical information, introducing cool, new companions, acquiring new
special abilities, and so on. Basically, each stage of the game should ask the question, "Why
should the player care?", and each stage of the game should answer it. It is difficult to make the
player care about saving some generic fantasy realm if the designers haven't constructed a way to
make the player care about its inhabitants, the political situation, or the events that are playing out
there?

In The Sith Lords, one of the methods we used to keep the player going is a relatively simple
Force-based carrot system. Because the player has lost his connection to the Force, only through
interactions with others in the game and by meeting challenges can he gain back his Force Points,
as well as other special Force techniques. These carrots are designed to help pull the player along
and encourage him to explore the story and locations thoroughly to see if there is some new lesson
or technique that can be gained to become more powerful.

We also have "bonus" missions that appear throughout the game, which are much like the RPG
equivalents of finding secret areas in a first-person shooter. Only by thoroughly exploring an area,
effectively using specific skills, or perhaps paying attention at the right time can the player find that
he can gain bonus missions for his characters to undertake. These bonus missions lead to more
knowledge about self and the world, and, if nothing else, they can lead to more experience points.

Your Jedi has lost all Force powers, which directly ties into the gameplay system for KOTOR II.
-Critical story points. When writing a story, sometimes I know what certain scenes I want to play
out that I think would be cool for the player to experience. And, often, once I have enough of these
scenes, it's just a matter of building the story backwards so that everything that comes after and
before these scenes complements those critical story points. In any event, it's always good to lay
out the points in the story where you really want to throw the player for a loop--but make sure you
introduce enough foreshadowing up to those moments to really drive them home.

-The areas the player will travel through. The story should be divided up into easily digestible
chunks, both for the players and for the development team. Make a note of the terrain, special art
features, and so on that will occur in each area. Often, this list will be brutally shortened by other
members of the team--and rightfully so.

Step 21: Chop Up the Big Picture Into Small, Disposable Chunks.

Different team members help to flesh out different areas of the story, separated by location.
Once you have the big picture, and everyone has weighed in with their opinions and feedback, it's time
to chop it up into smaller chunks and pass them out. These chunks become "area design documents"
that artists and gameplay programmers use to understand the art assets and coding assets required
for each area. We did this in just about every Black Isle role-playing game ever made, and we
continued with that method here at Obsidian.
On The Sith Lords, we have a number of designers that each get a section of the story--Michael Chu
(Telos), Kevin Saunders (planet to be named, also has his hands full with game balance and item
design), John Morgan (planet to be named), Tony Evans (Dxun, Onderon, and others), and Ferret
Baudoin (Dxun/Onderon, now promoted to lead on Neverwinter Nights 2). Each of these designers
takes a planet (or a section of a planet) and fleshes it out with all the details required for the story. In
doing this, each makes resource lists of everything that needs to be put in the location, either from a
programming or an art standpoint.

Working with the designers are three gameplay programmers who are responsible for coding
cutscenes and other special features into the game to enhance its story. Adam Brennecke (straight out
of Digipen in Seattle and into the gaming world), Anthony Davis (who developed the Aldon's Crossing
RPG and who used to drive tanks across Germany), and Ben Ma (an intern from UCI who didn't know
what he was getting into) are these programmers. Specifically, they take certain sections of the story--
usually cinematic sequences--and bring them to life, usually in a manner that's much faster and better
than the one that would be employed by a designer.

Step 27: Edit


Once areas start to be fleshed-out, then the most important part of the story comes into play: revision.
Sometimes, what may seem like a cool element in an area doc just doesn't come across when you
actually put it in the game, so it usually requires revision, revision, tweaking, and more revision until it
finally feels right to you and quality assurance.

Final Step: Have an Ending.

KOTOR II's story will finally be laid bare to eager gamers toward the end of this year.
There's more to developing stories for RPGs (as well as plenty of war stories), but my fingers are
bleeding, and The Sith Lords is calling to be finished. We hope you will enjoy playing it as much as we
enjoyed making it with LucasArts.

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