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SteveMcCool

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  1. "Why? Do you always know the direct implications of your speech and actions in RL? Why should you know in-game?" In real life you probably wouldn't be able to fly through the galaxy at superlight speeds with weapons of unlimited ammo and energy based swords that, despite all natural laws, come to and end without a physical interdiction. Realism has its limits in video games.
  2. I would also like the so-called replay value explained. I played the game first time around as light. Loved the plot, loved the story line. But, when I saw there was only 4 places to go for the main quest, I was like "okay, this must be the first phase of the game. More worlds will surely open up after I find these 4 artifacts, or new areas of these worlds." Imagine my confounded chagrin when this was limited to a single, relatively smaller (and prior I would have thought this impossible), end world. With the size and depth of modern games, I don't see how one could call KOTOR 1 anything but short. Especially considering it was an RPG. From my RPG experiences, I would expect a 4 part scavanger hunt to be perhaps one of about ten or more parts in a main story line. Granted, they managed to slow one down with sidequests, but even then I found it short. In fact, when I replayed the game for the darkside I found only one new area which I had previously missed. And it wasn't a big deal either, just a room I hadn't looked into. That's not replay value, IMO. Going to the same place, doing the same thing, just with a different undertone is NOT replay value. It's redundant. In the end, KOTOR 1 left me wishing they had, in fact, simply made Morrowind with lightsabers. Heck, Bethasda included a consumer-friendly editing program so you could make your own quick and easy mods to the game. Maybe someone could just take that and make a Star Wars conversion. Okay, I kid. But the point is, KOTOR 1 lacked any real depth. KOTOR 2 needs to be done so that the two force sides and other things actually alter your progression, making you do totally different things. Then you could go back and play another way and experience new places, people, events. Otherwise, I see no point in not uninstalling a game after it's finished. But that's just me.
  3. Let me start by saying that, all things considered, I very much enjoyed the first KOTOR game. Now, I know that with any good game a big complaint is usually "I want more!" The thing is though, KOTOR really was abnormally short. Everyone I've asked said that's their main beef with the game. It promised so much depth and variety, and so I was kind of imagining Morrowind (IMO best single player game ever made for PC) with lightsabers. Big let down. And the main thing it was lacking was the depth. This not only made the game short, it gave it zero replay value. I tried both light and dark, and there's hardly any difference. Different char appearance, force powers, dialogues, and ending. Whoopdido. In Morrowind, not only did you have many factions to choose from (I realize the point of this game is to have 2 factions, so that's not really my beef), but every faction could be like a whole new game. You were sent to different places, different NPCs, did different things. Summary: Great concept. Make it longer. Give it more depth. More dynamic char options. This has the potential to be better than Morrowind, or any game made yet for that matter. KOTOR 1 fell short of that expectation of mine. Please, do better with #2.
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