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What do you want KOTOR 2 to do well at?  

37 members have voted

  1. 1. What do you want KOTOR 2 to do well at?

    • Graphics / Sound
      1
    • Story Line / Characters
      27
    • Planets / Planet size and detail
      2
    • Lots and lots of inventory items (Cloaks, more weapons ect)
      1
    • Game Length
      1
    • Replayability
      2
    • Detailed Combat System (More feats, more animations)
      2
    • Mini Games
      0
    • More Different looking and Interactive NPC's
      0
    • More Side quests and Missions
      1


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Posted

As far as im conserned Plant size is what really brought the first game down. Keep on working Devs :(

 

REMEMBER the DEVS will look at this so write as much as you can.

 

Cheers

Posted

Where's the option for "all of the above?" ;)

 

I voted for storyline/characters, which is definitely the best part of KotOR and I expect the sequel to also focus on story.

 

Better combat would be my second choice. It was let down badly by limited animations and feats that were all pretty similar. Whether you take flurry, critical strike, etc, is mostly down to personal preference, not because they offer anything radically different. Feats should complement each other in some way. I wouldn't mind seeing cleave and attack of opportunity. That might make combat more unpredictable than beating on one opponent til dead.

 

As for the planets, yeah, they were way too small, except for the dune sea. You should be able to use a speeder for areas like that.

Posted

Definately agree, some more AI script options or more control over party members would go a long way also.

 

Chucked a vote into larger maps/worlds and details, I really didn't feel a like I covered much ground playing KotOR and a little boxed in.

Posted

Lets see...

 

Story/Characters would be the Alpha and the Omega in a crpg for me. Second priority would be side quests and missions, they are what adds flavour to the main story. Last thing would be planetsize and detail, helps immersion. Those awfully small areas gave an artificially "caged in" feel to the game.

 

Of way less importance (to me) would be less minigames, flashy graphics, etc. Oh, and please free us from 80% of the already existing inventory clutter, thx.

 

Couldn't care less about combat and robes with hoods. ;)

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

Posted

of course i would take storyline/characters - that's the most important thing for me, the next choice would be detailed combat system... ;)

Posted

Meh. I think you've missed a terribly important one in player choice or "agency" -- basically, the player's ability to influence the game's environments, entities, and narrative.

 

I think that that was the real reason for KotOR's success. There was an entire population of console gamers who thought RPGs were all about more or less watching a set of characters and embedded narrative that was completely pre-determined (a la Final Fantasy). KotOR came along and offered what was, to them, an unparalleled amount of influence over the characters and narrative. It wasn't just about watching, but making decisions that, in some cases, were quite meaningful.

 

And what the hell is "storyline" anyway? Is it just the designer's plot and narrative? Can it include the "unofficial" narrative that emerges through the gameplay itself? Does it include things like theme and setting? Can it be construed to include the player's choices? It's far too nebulous a term for my tastes.

Posted

Well i think that surely story & characters are all important in a rpg but that feature was developed well enough in KotOR.So i don`t think developers would make a fatal :D mistake not to work on it. I vote on game length because the first KotOR seems small(even completing the most side-quests) for an experienced :huh::p user!

Life... is strength. That is not to be contested; it seems logical enough. You live; you affect your world

Posted
I would think that the storyline/characters would be the apex of any RPG.

Hay, and to be precise, a strong non-linear storyline would be great

inXile line producer

Posted

WHat is this!

 

Am I the only one who voted for more inventory items?!!

More items, smaller maps and less talk...

 

<_<

"The purpose of abstracting is not to be vague,

but to create a new semantic level in which one

can be absolutely precise."

-Edsger Dijkstra, 1930-2002

LARGEST SIG WINS !?

Posted

There should have been an option for:

 

Story/character, replayability and lenght. :(

 

As it was I had to have an agonizing choice between replayability and Story/Character. And I had to settle with story since without it there would be no replayability anyway.

Posted

KOTOR2 start right after the first one, so im guessing most of the stuff we want will be in there, since the engine is already done this came will be about more content!

Posted

Well depending on how you look at it, some of those/many of those, options are tied closely together.

 

Anyway, since someone mentioned inventory; I hope something different will be done for the PC version like maybe the good old drag'n drop'n swap system or something, even seperate "compartments" available for inventory to placed instead of/on top of the filters. The mention of quick slots (or something like that) for some weapons has got my hopes up :p

Posted

For KOTOR2, storyline/chaarcetrs should be top priorty as I think that's what made it liked by many - pretty light sabre battles aside. :p

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

Posted

If it weren't for the storyline, KotOR 1 would certainly have been a *meh* experience for me. The devs should never go for something more than the storyline in a true RPG. Who cares if there's good combat if you're not motivated to see what happens after the fight? :p

Posted

KOTOR2 should have as good a story as KOTOR 1, but i'll admit that is extremely difficult and i am not sure they will manage it. There are a few other things that could be sorted, that i think Obsidian are doing (Second weapon slots, hooray!!!).

Posted

Kotor's story is genius because you are Revan. That was fascinating to many people. I don' t think it's possible to emulate that, nor should Obsidian try. BioWare hit upon a great idea that worked really well. Lightning can't strike twice.

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