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Cerebus

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Everything posted by Cerebus

  1. I do not appreciate them calling it a sequel any more than them making it one. But they could still call it KOTOR 2. For KOTOR - as I am sure you know -means "Knights of the Old Republic". It does not mean "Knitting Ongoing Tales Of Revan". If they presented a story about some other Knights of the old Republic than those we already met, not even refering to the exploits of the latter, the title KOTOR 2 would still be justified. Not that I find it particularly important what they call the new game: They could name it "Jedi adventures" for all I care. But when it uses the same engine, the same rules or the same atmosphere, it is not only valid to call it KOTOR, thereby helping players in their decision to buy it or not depending on their opinion on the first game, it is also clever from a marketing point-of-view.
  2. I somehow fail to see the logic of your argument. I'm quite sure that it is possible to start a new storyline without setting fire to the achievements of literary tradition. Perhaps you confuse "plot" and "characters" with "one specific plot" and "one specific set of characters"? So let me get this straight: The only way for two products to be related to another is by using a shared set of characters? I think I will pass commenting on this one. For some reason I get the impression that you have not paid any attention to the discussion. Also, I would assume that you have no experience with plot construction whatsoever. Do you know what an incredible amount of work it would be to provide a KOTOR2 that lets you play Revan - any possible Revan- again? Just think about it. Apart from that: At some point, the whole "establishing what happened by dialogue" thing gets ridiculous.
  3. Well, thanks for that rare gem of insight, kid. They should do 'whatever'... a valuable suggestion indeed. It is apparent that you really put your mind to the issue here, which I find absolutely super, given the fact that I had been thinking about asking for your opinion anyway. ) You know what I especially liked about your post? That it was so incredibly rich, content-wise. So "continuity isn't a real issue"? If only I knew which of the stunning arguments you offered to reinforce your thesis convinced me the most... hmmm, I just can't decide. That's probably because they are all so very, very brilliant. I really hope that we can count on your continued counsel in the future, and wish you luck with your coherent speech courses. You are making remarkable progress, by the way, and are a credit to your behaviour therapist
  4. See? I told you you were ruthless enough to get a job in the industry
  5. You are right, the harm is probably done now. But if they'd put me in charge of KOTOR Volume 2, Part 1, I would break with direct continuity
  6. Well, then setting 400 years aside for KOTOR (and keeping a little bit closer to the added last alternative offered in my second post), should keep the Star Wars universe in operable and expandable condition. EDIT: Also, as SteveThaiBinh pointed out: The galaxy is a BIIIG place.
  7. How long before the movies is KOTOR again? I thought it was a couple of milennia...
  8. I can't agree here. As much as I love trilogies, they are just not suited for open-ended stories. The two concepts don't mix well. I loved a lot of what was going on in KOTOR 2, but none of it had anything to do with Revan, Bastilla & Co. Having HK-47 and T3 around was cool - but let's be honest: nobody would notice if they were replaced by HK-63 and B4, a hundred years later.
  9. Although you are right, of course, - it would provide quite a challenge for designers- there are ways of making it possible without waiting for the next generation of data-storage devices. First of all, a lot of important choices must be restricted to the end of the game. Secondly, you would probably have to link some variables (pissing off all good/bad characters in your group, for example). Also, the alternative dialogue for each character could not be overly extensive. But it should be possible to provide a number of endings beyond a binary decision between good and evil. You would certainly have to do without an exclusive 5 minute movie-scene for each of them, but then again, who cares? As to ShadowPaladins KOTOR 3 proposal: Like I said before: I would't want a sequel to such a story, because it had an ending, and I chose it. Another game: yes. A direct sequel: no! But I see a great future for you in the gaming industry! You certainly have the right ideas to make a lot of money
  10. I, for one, would have prefered a KOTOR 2 where Handmaiden, Mira, Visas, everybody could have died, lived, chosen the dark/light side, befriended or antagonized the main character. Write a sequel to that. )
  11. Regardless of whether you liked the original "Revan"-storyline or not (I, personally, thought it was OK, even though - as Shadow Paladin pointed out - highly predictable), it worked, and offered a satisfactory (if extremely limited) choice of sorts. You either conquer the galaxy as a Dark Jedi or you defeat the Sith. The problem is that it is not possible to write closely linked sequels to open-ended stories. And if one quality is essential to KOTOR, it is the possibilty of choosing a path and finding an ending that you like. With that necessity established, the consequence is clear: You can't have a true sequel to any given KOTOR episode. If you were prepared drop the freedom of choice, it would be possible to continue (and by freedom of choice I do not mean the freedom of behaving like a pig without it having any true effect on the story). But then you should rather read Star Wars novels or wait for more movies, a television series or whatever. The easiest way to provide another KOTOR (as opposed to 'Revan part 2') is to let one or two centuries pass. After such a long time, anything could have happened. Had Revan burned the galaxy, it will have rebuilt itself. Had he/she vanquished evil, it will have respawned. Another alternative is to keep telling Revan's story, setting out from one of the possible endings of the previous game. But apart from the fact that this solution violates the spirit of the genre i.m.o., it would be very disatisfactory to all the players who liked their very own specific ending. Apart from all that: Revan was definitely not interesting enough to build a multi-parted saga around him/her. True, people love to see their heroes return. But since, in the end, the true core of the main character is the player, he/she is bound to do that, anyway. EDIT: Another possibilty would be to construct plots that don't involve acting on a galactic scale. You could easily present the adventures of a Jedi Knight / Sith Agent trying to deal with a situation on one specific planet or in one specific system without affecting the Force, the Galaxy and Everything. But something tells me that such a "boring" task would be considered beneath the target audience.
  12. I would really prefer the KOTOR games to have no ongoing continuity at all, to be honest. By trying to link them all, you are very restricted in offering a wide variety of possible endings (or have to disqualify many of them afterwards). Why not stage the games in intervals of a hundred years each? The original developers were clever enough to set the first KOTOR way before the movies. There is enough place for lots and lots of stories, and if you let time pass, the start of each new game will be credible, even if its setting is completely different from any possible ending of the previous one. There could be a total victory for the Dark Side at the end of game X, but in the long run it wouldn't matter, since a hundred years later (after a few untold adventures), anything goes again. So game X+1 could start in a world where the Jedi are in control, despite game X's ending and without any loss of credibilty (!). The wheel keeps turning. In this way, we would get a lot of interesting stories with a wide variety of possible paths to choose from, since the developers wouldn't have to worry about large-scale continuity problems anymore. Continuity is a chain that restricts freedom of choice in multi-layered stories. I would rather make meaningful choices that lead to many different (possibly catastrophic) endings in one game than have no real choices in many games. And I don't necessarily need to see Carth, Bastilla or whoever again and again and again. In a good game, you could achieve a really satisfying closure with any character that meant something to you. By aiming for endless cameos, you have to restrict character interaction and freedom of choice in order to guarantee the possibility of reappearance. So the characters you like become empty shells, "like butter scraped over too much bread", because you would rather have them "rise fom the dead" than give them one real 'lifetime'.
  13. But it would be even better if you had to achieve it. A happy ending is only truly satisfying if it is initiated by your choices. However, I would prefer a partially happy ending, again depending on your choices. You win some, you lose some. To save Atton, you have to sacrifice Kreia. To redeem Kreia, you have to accept the death of some other characters. That would be great. And meaningful.
  14. What? You had the space suit in that scene before you installed the patch? I thought the patch was supposed to alter a few manual files only....
  15. Happened to me as well, and I was definitely completely healed up before entering Atris' base. Perhaps Atton was playing around with his Stealth field generator to pass the time and annoy Kreia.
  16. The best bugs happened in the Jakk Jakk Tarr cantina. I had found a gas mask pretty early in the game, so I decided to check out the alien bar in solo mode as soon as I got there the first time. Worked like a charm. Then, after the Exchange contacted me, everybody was returning to the ship to discuss the next steps. "We'll meet at the Jekk Jekk" , "I is a trap!" "have to go alone" , "good luck" jadda jadda jadda etc. ... and then: "Oh, by the way: The Jekk Jekk is filled with acidic gas! A breath mask won't help you at all, it attacks the skin, but luckily we brought the space suit along, so we should be fine" Ooooooo Keeey. Guess the Exile's skin is tougher than anybody expected. But it gets better: After that, Mira steals the suit. Cutscene. Visquis watches the cantina's entrance through his camera and claims that the Exile, dressed in a space suit, has fallen into his trap. What I saw, however, was Mira, wearing bugger all. Seems like these aliens are slow on the uptake, since it took them quite a while to notice their mistake. "WHAT? It's you? Damn you, oh subtle master of diguise!" Then, the Exile enters the Jekk Jekk (still wearing the breath mask), gasps, collapses, and is taught a new Force power that would help him survive this terrible ordeal. Of course I never used it, given the fact that the gas mask was still working splendidly once the cut scene was over. I took my sweet time slaughtering the patrons, had a few chemicals at the bar, passed out, woke up in a puddle of my own vomit and was still unaffected by the supposedly deadly atmosphere. All in all, the whole scene turned out to be quite a farce. Considering the absurdity of the buildup, I wouln't have been surprised at all to battle Jawas riding unicycles and a group of Gamorrean mimes in a corridor full of doors, with everbody entering and leaving randomly, at a tremendous speed and without any regard to physics, logic or continuity.
  17. And you'll probably get banned for writing 'gosh' or misspelling Tattooine...
  18. Ah, but there are a lot of "false friends", and words that used to have the same meaning (English is a Germanic language) but mutated into something different over time. The word Bird comes from German "Brut" (which means brood) while the word fowl comes from German "Vogel" (which means bird) If you translate "self conscious", it means "self confident", there's no direct distinction between apes and monkeys, and "gross" is the German word for "big". And now I'll shut up and look for another thread, before somebody throws a lightsaber at me "
  19. I see I was thinking of the wrong Gorth. Sorry for the mix-up. Take care and see you around.
  20. Sounds like a plan. But how will you distinguish them?
  21. Wow. I feel a shiver down my spine. Behold! Darth Gorth approaches...Now you'll feel the power of the Dark Side.
  22. Heh. I learned so much English by playing games... Ultima IV-VII alone were a major benefit to me. Of course, there are certain side effects, but I'm sure thou wouldst not notice them. I couldn't even point them out to thee myself, to be honest.
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