Ebon Hawk crew members like Juhani, Mission and even Canderous had backstories that needed far more focus than the original game could afford. That kind of gravity in storytelling is absolutely necessary for certain characters in Knights of the Old Republic. It's resulted in the potential for a far greater emotional impact than anything from the early 2000s could have been expected to achieve.
Performance capture in games was unheard of at the time, so character models didn't have that to grant them any human qualities the game just couldn't be made large enough to facilitate side quests like later games such as Mass Effect 2 with its loyalty missions or Dragon Age: Inquisition and the level of detail throughout the game, in general, was not at a point where realism was any kind of a real issue as it is now.įor the most part, modern role-playing games have taken a realism-based approach to their worlds. Environments like Ahto City on Manaan, or the sunset-washed groves of Dantooine were beautiful, but its characters possessed a cartoonish quality to them, in large part due to the technological limitations back then. It was wonderfully written, but perhaps limited by the game's graphics. The original game attempted to explore all of these issues, mainly through dialogue.