Anthony Davis
Blizzard Entertainment
Ok, it seems to be popular, so let's talk about sequels. I might get some details wrong because my memory isn't what it used to be.
Obsidian has donethree four sequels:
KOTOR2: The project was 12 months long.
The game uses the CONSOLE version of the Aurora engine. This engine was not heavily modified, though Jay Fong, Frank K, and Rich Taylor did do a lot of work on it, like adding Bink support, improving the map and fast travel system, oodles of pathfinding bug fixes, dual wielding weapons, new UI, modified inventory system... and that's all I can remember off the top of my head. So a fair amount of modification, but nothing too crazy.
Frank K was also responsible for a lot performance improvements, for example he fixed a HUGE bug on grass rendering and alpha testing/blending that really improved the frame rate. In general tests, Frank and Jones (I think) improved the performance of the game across the board by about 30%. However, we also added about 30% (or in some cases more) objects and other content to the game.
We reused SOME assets, like the Ebon Hawk and some character models, textures, creatures, etc. A LOT of new art assets as well as sound effects were created from scratch.
New animations were added, and the animation system was worked on.
There is actually a pretty good post-mortem of KOTOR2 in some old issue of Game Developer that was written by Kevin Saunders. I don't know if anyone has it, or if there is a digital version somewhere.
NWN2: This project was about 22 months long... maybe 23, I can't be sure.
The game uses a DRASTICALLY modified version of the PC version of the Aurora engine.
The entire renderer was re-written from scratch and called Electron.
The entire UI was re-written.
The entire script system, sound and music system, character system, RPG mechanics, and more were all drastically overhauled.
EDIT: I remembered some more. We completely changed the way worlds and levels were built.
We (mostly Erik Novales with some good help from Brock Heinz) created a brand new toolset with supports actual in engine rendering and scores of new features.
The changes we made were very far reaching. For example, this also includes the party mechanics and the party companion system. In NWN1, your single companion you could pick was not an actual character. He didn't really "level up". He didn't even have his own inventory. It was all faked. Rich Taylor and I fought VERY hard to get the time to redo all of that completely, especially considering the complicated nature of the companions written for NWN2. Brock Heinz and I worked on that, and I remember vividly when we got it working and using a script command we added a bugbear to the party and then proceeded to level him up and give him equipment. This is also why the druid pets now actually level up too. It was super awesome and I really wish we had been able to add more monsters to the party in the original campaign.
No art assets were reused, obviously.
Sound and Music from NWN1 were kept, but also a lot more music and sounds was created for the game.
I am not aware of a post-mortem that was done for NWN2 (outside of our internal post-mortem).
The next two expansions for NWN2 would continue to see drastic improvements and new features added to the game.
Dungeon Siege III:
I cannot remember how long this project was, even though I was on it the whole time it was in development... I *think* it was 18 months, but it could have been a lot less.
The game uses Obsidian's proprietary engine, Onyx.
The game uses zero assets at all from previous Dungeon Siege games, obviously. Except for the name, it is an entirely new game.
We had no real development problems on this game. Sure there were bugs and stuff that we had to work on, sure there were disagreements and discussions, but for the most part this game was very smooth, which is what Feargus and the other owners wanted. It was stressful despite how smooth it went precisely because we WANTED it to be smooth and as bug free as possible.
I am not aware of a post-mortem on this game (outside of our internal post-mortem).
DERP, I forgot New Vegas.
Fallout New Vegas:
I actually am not as familiar with this project as I am the other three because I never worked on it in an official capacity, I was working on DS3 at the time. I think this project was about 14 or 16 months long.
The engine was the same one from Fallout 3.
While not originally scoped, the small programming team for FO:NV actually had to do a LOT of work. Almost every single SDK had to be upgraded in order to pass certification.
The companion wheel was added.
A new dialog editor was created/added.
Obsidian superstar Mike Bosley created Obelisk, a powerful memory/performance tool. This is what was used to fix many PS3 memory specific problems due to the PS3's terrible non-unified memory. Bethesda used Obelisk to get Skyrim working on the PS3 also.
Thirst, Hunger added to the game.
Faction system drastically revamped.
Weapons, combat, and VATS were drastically overhauled. One of the goals of the game was to be able to play through the game without using VATS. Josh succeeded on this goal hands down.
There were a lot more features added... but they are slipping my mind at the moment.
Almost no original art was used as it was, much of it was new, or heavily modified because the color palettes and land geometry is so different compared to the east coast.
A lot of old sounds were kept, but a ton of new sound effects and music were created/added to the game.
Obviously a tremendous amount of content was added as well.
Lots of performance and bug fixes, many of the bugs were YEARS old.
It was a great project with lots of awesome DLC. I really hope Obsidian gets a chance to make another one because everyone loved working on it and I think the fans really liked it too.
Obsidian has done
KOTOR2: The project was 12 months long.
The game uses the CONSOLE version of the Aurora engine. This engine was not heavily modified, though Jay Fong, Frank K, and Rich Taylor did do a lot of work on it, like adding Bink support, improving the map and fast travel system, oodles of pathfinding bug fixes, dual wielding weapons, new UI, modified inventory system... and that's all I can remember off the top of my head. So a fair amount of modification, but nothing too crazy.
Frank K was also responsible for a lot performance improvements, for example he fixed a HUGE bug on grass rendering and alpha testing/blending that really improved the frame rate. In general tests, Frank and Jones (I think) improved the performance of the game across the board by about 30%. However, we also added about 30% (or in some cases more) objects and other content to the game.
We reused SOME assets, like the Ebon Hawk and some character models, textures, creatures, etc. A LOT of new art assets as well as sound effects were created from scratch.
New animations were added, and the animation system was worked on.
There is actually a pretty good post-mortem of KOTOR2 in some old issue of Game Developer that was written by Kevin Saunders. I don't know if anyone has it, or if there is a digital version somewhere.
NWN2: This project was about 22 months long... maybe 23, I can't be sure.
The game uses a DRASTICALLY modified version of the PC version of the Aurora engine.
The entire renderer was re-written from scratch and called Electron.
The entire UI was re-written.
The entire script system, sound and music system, character system, RPG mechanics, and more were all drastically overhauled.
EDIT: I remembered some more. We completely changed the way worlds and levels were built.
We (mostly Erik Novales with some good help from Brock Heinz) created a brand new toolset with supports actual in engine rendering and scores of new features.
The changes we made were very far reaching. For example, this also includes the party mechanics and the party companion system. In NWN1, your single companion you could pick was not an actual character. He didn't really "level up". He didn't even have his own inventory. It was all faked. Rich Taylor and I fought VERY hard to get the time to redo all of that completely, especially considering the complicated nature of the companions written for NWN2. Brock Heinz and I worked on that, and I remember vividly when we got it working and using a script command we added a bugbear to the party and then proceeded to level him up and give him equipment. This is also why the druid pets now actually level up too. It was super awesome and I really wish we had been able to add more monsters to the party in the original campaign.
No art assets were reused, obviously.
Sound and Music from NWN1 were kept, but also a lot more music and sounds was created for the game.
I am not aware of a post-mortem that was done for NWN2 (outside of our internal post-mortem).
The next two expansions for NWN2 would continue to see drastic improvements and new features added to the game.
Dungeon Siege III:
I cannot remember how long this project was, even though I was on it the whole time it was in development... I *think* it was 18 months, but it could have been a lot less.
The game uses Obsidian's proprietary engine, Onyx.
The game uses zero assets at all from previous Dungeon Siege games, obviously. Except for the name, it is an entirely new game.
We had no real development problems on this game. Sure there were bugs and stuff that we had to work on, sure there were disagreements and discussions, but for the most part this game was very smooth, which is what Feargus and the other owners wanted. It was stressful despite how smooth it went precisely because we WANTED it to be smooth and as bug free as possible.
I am not aware of a post-mortem on this game (outside of our internal post-mortem).
DERP, I forgot New Vegas.
Fallout New Vegas:
I actually am not as familiar with this project as I am the other three because I never worked on it in an official capacity, I was working on DS3 at the time. I think this project was about 14 or 16 months long.
The engine was the same one from Fallout 3.
While not originally scoped, the small programming team for FO:NV actually had to do a LOT of work. Almost every single SDK had to be upgraded in order to pass certification.
The companion wheel was added.
A new dialog editor was created/added.
Obsidian superstar Mike Bosley created Obelisk, a powerful memory/performance tool. This is what was used to fix many PS3 memory specific problems due to the PS3's terrible non-unified memory. Bethesda used Obelisk to get Skyrim working on the PS3 also.
Thirst, Hunger added to the game.
Faction system drastically revamped.
Weapons, combat, and VATS were drastically overhauled. One of the goals of the game was to be able to play through the game without using VATS. Josh succeeded on this goal hands down.
There were a lot more features added... but they are slipping my mind at the moment.
Almost no original art was used as it was, much of it was new, or heavily modified because the color palettes and land geometry is so different compared to the east coast.
A lot of old sounds were kept, but a ton of new sound effects and music were created/added to the game.
Obviously a tremendous amount of content was added as well.
Lots of performance and bug fixes, many of the bugs were YEARS old.
It was a great project with lots of awesome DLC. I really hope Obsidian gets a chance to make another one because everyone loved working on it and I think the fans really liked it too.