Gamasutra looks back at a Star Wars: Knights of the Old Republic postmortem from 2003.
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Thanks rjshae!The article "Combat System Development on BioWare's Star Wars: Knights of the Old Republic" initially appeared in the December 2003 issue of Game Developer magazine.
CASEY HUDSON | Casey was producer and project director on Star Wars: Knights of the Old Republic.
RAY MUZYKA | Ray was joint-CEO of BioWare Corp. and was executive producer of Star Wars: Knights of the Old Republic.
JAMES OHLEN | James was the lead designer of Star Wars: Knights of the Old Republic.
GREG ZESCHUK | Greg was joint-CEO of BioWare Corp. and was executive producer of Star Wars: Knights of the Old Republic
Many of the design decisions made, and project management methodologies used at BioWare during the development of Star Wars: Knights of the Old Republic (KOTOR) were built on the experience of our exceptional staff from our past projects such as Baldur's Gate 1 and 2, Neverwinter Nights, and MDK2. We set our high goals for the combat system: first, we wanted our system to leverage the fun of BioWare's past RPGs and the experience we gained from them. In addition, the combat system needed to look as exciting as the battles in the Star Wars movies. Finally, the combat system and the game in general had to feature an interface that was very accessible; we wanted any player who likes Star Wars, likes playing Xbox or PC games, or likes console or PC RPGs, to have fun with the combat techniques in KOTOR.
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