Multi-headed Cow
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GOD DAMN REDISTRIBUTION OF VIDEO GAME EFFORT OBSIDIAN ARE HOLDING BACK THE EXCEPTIONAL PLAYERS
On the other hand, how many of you have managed to turn all non-Jedis into Jedis in a KotOR 2 playthrough? Very tricky - in fact, impossible. Any party member that you influence enough to train as a Jedi means that you miss on the chance to make another one a Jedi. It is strange that doing anything right in one situation amounts effectively to doing something wrong in another. It's a good representation of real life, but bad representation of how to make an interesting videogame.
Here's a fun example of Obsidian punishing you for succeeding.
4-5 years ago when I last played KotOR2, I posed a question at the BioWare forums about why the Handmaiden doesn't give me some useful clue about the white Jedi woman. Turns out that I had too much influence. I was supposed to have just enough influence for her to not hate me and enough for her to not like me. Anything else is a mistake.
Mighty Mouse said:So is a 60 hour game better or a 30 hour game with 2 alternative play-throughs better?
shihonage said:Has there actually been a game that actually functions in this way? A separate story for each "class" is an incomprehensible amount of work.
I managed to do it every time I played through it, which was like 3 times. Both dark and light side and both sexes, it didn't matter. This is a modern game after all, where you can't get a boo boo because that might hurt your feelings. Impossible? Did we play the same game?Wyrmlord said:On the other hand, how many of you have managed to turn all non-Jedis into Jedis in a KotOR 2 playthrough? Very tricky - in fact, impossible. Any party member that you influence enough to train as a Jedi means that you miss on the chance to make another one a Jedi. It is strange that doing anything right in one situation amounts effectively to doing something wrong in another. It's a good representation of real life, but bad representation of how to make an interesting videogame.
mondblut said:shihonage said:Has there actually been a game that actually functions in this way? A separate story for each "class" is an incomprehensible amount of work.
Separate story, of course not. Optional content, all the time since the decline hit. They seem to actually believe that's what this elusive "roleplaying" thingy is about, having content only a very particular type of character can access. Morons.
shihonage said:I'm split on this issue. In my project I don't want to have Fallout's "tardtalk" for a similar reason, but again Fallout did limit you based on your character. Even a single CHA check in conversation is mild branching, is it not?
It seems that one would have to eliminate the FIXED char stats entirely, and allow player to level whatever he wants during the game, ONLY based on what he sees around him and how he acts. In a way this prospect is appealing. In other ways, it's frightening.
Wyrmlord said:...and say that I no longer regard "replay value" as any useful feature of any RPG. Or any genre in general.
Supposedly, seeing that many things played out different would have made me enjoy the game more, but it was only as boring as the first time. Arguably, removing the replayability element should have made the game less fun, but it would not have. In short, replay value had absolutely no meaning. The very fact that interesting things could be shut out to the player in a single playthrough meant that the game was even less interesting. If I didn't find it fun the first time, why would I replay it?
Even for a fairly decent game that was based primarily on replay value, such as Bloodlines, I felt that the amount of total content was greatly reduced, because of the need to have more ways to do the exact same mission. Not the same as, say, Torment which was FULL of quests filled in every corner (to the point that it seems overpowering to be able to do all of them), without necessarilly the need to have 10 ways to do every quest.