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Star Wars: Knights of the Old Republic nearly included a line that Lucasfilm considered too profane for the galaxy far, far away. The disputed word was not especially extreme: it was “damn”.

Former BioWare developer Mark Darrah recalled the incident during an episode of its podcast, discussed by FRVR. BioWare wanted a character to say the word, but Lucasfilm returned a note stating that Star Wars characters did not say “damn”.

One writer responded by spending a full day reviewing the Star Wars films. The resulting evidence reportedly identified 19 occasions when characters did use the supposedly forbidden word.

Proof from the films was not enough

That research might appear to settle the argument, but it did not change the decision. Lucasfilm ultimately prevailed, with Darrah describing the dispute as a familiar part of developing games under an established licence.

The restriction appears to have reflected a newer Lucasfilm approach to language. The studio had already avoided this kind of profanity in the prequel trilogy and continued steering clear of even mild swearing afterwards.

That restraint was particularly striking in a game where players could leave poor people without medicine, manipulate families into killing one another and make a Wookiee murder his best friend, a 14-year-old girl. Against those choices, “damn” seems remarkably tame.

Darrah’s wider experience with licensed games

Darrah was not a direct member of the original KOTOR development team, although he was working around the group at the time. He said his experience with licence holders had been broadly consistent across his career.

In his view, the ideal arrangement gives the licence holder one person responsible for the relationship, with that individual holding decisive authority. He contrasted this with SEGA, which did not have that clear structure in one of his examples, making the process more difficult. Developers can argue or potentially escalate a disagreement, but the basic power dynamic remains similar regardless of the size of the intellectual property.

Darrah’s career includes work on a wide range of BioWare projects, beginning with the original 1998 Baldur’s Gate and extending to 2024’s Dragon Age: The Veilguard. His credits also include the often-overlooked Nintendo DS role-playing game Sonic Chronicles: The Dark Brotherhood, made with SEGA, as well as a sequel to Shiny’s MDK.

Why the anecdote still matters

Small language disputes can reveal how carefully a major entertainment licence is controlled. They also show the unusual balance involved in licensed game development: a team may have evidence from the films themselves, yet still need to follow a newer interpretation of the brand.

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