You ever play Planescape: Torment? If you don't max out Wisdom, Intelligence and Charisma, you practically miss out 1/2 of the background to the plot. And you might not ever find this out unless you are told or you do it by accident. And believe me, that game was deeper, more complex and more in need of exposition than KOTOR 2.
And yet, it's still a goddamn masterpiece. This not giving everything to you, right away, it's a Black Isle trademark is what it is. The reason it fails here is because there is not enough in KOTOR 2 besides the main plot to sustain you, unlike in Torment.
<{POST_SNAPBACK}>
You know, I don't mind not having everything spelled out for me in the first hour of playing a game. I played through PS:T several times and greatly enjoyed the expierence. Not once in that game was I confused as to what was going on.
But here's the thing, when you are standing on a desolate planet at the end of a game, wondering where you are, why you are there, how you got there, and where your party is... well... that's just poor game design. I shouldn't have to go message boards in a desperate search for the main plot. If I don't understand the main plot, that's not my fault as a gamer, that's their fault as designers. It's their job as storytellers to make sure their audience understands their story. Does this mean that they have to spoon feed the plot to us? No. But the story at the end shouldn't leave people scratching their heads and wonder what the hell just happened.
And here's the kicker... I really loved this game until the plot began crashing down after the council at Dantooine. This is a good game, that could have been a great game had it spent a few more months in development.