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The Rule of Two is introduced by Darth Bane approx 1000 years before the Battle of Yavin (A New Hope), long after the events of the KOTOR games.
Like I said, Katarr. Organized resistance is suicide, since Nihilus will simply find them and eat them.In the case of Kotor 2, while the Sith are destroying the Galaxy for fun and profit, the Jedi council decided the best course of action is to do nothing. Which is the same posture they adopted during the Mandalorian War. That's not only a disaster, but also very cowardly.
That's... not new.
And KotOR's dodge animations really aren't praiseworthy. Plus that examples I listed do operate as examples of that shit happening in previous games. Jedi Knight is also all about using camera angle cinematic style shit. But I feel like you're trying to move the goalposts on me so you can claim to still have an argument.
This seems like moving goalpost shit. You asked me to cite my claims that RPGs and Star Wars games already did cinematic shit and now you're complaining these games are not RPGs. Anyway, I listed some 3D RPGs too. But this argument is headed nowhere fast considering how quickly this is headed into attempting to split hairs on points of minutiae to preserve the semblance of a point.
I've said this before. KoTOR's innovation was cinematic presentation.
Before a certain game, RPGs were slow, grindy, number crunchers for nerds. After a certain game, RPGs became cinematic spectacles. That game was Final Fantasy 7.
The cinematic RPG is sort of dead now so it's easy to look back at KoTOR and say yeah it's not a great game (i've always thought the story and characters were trash). But that was never the point, while the use of full voiced dialogue and cinematic framing in every part of the game was quite revolutionary.
Are you retarded? Read the sentence after what you bolded. She's not arguing against intentions mattering. She's arguing against the blind application of intentions. She's arguing you have to make sure that the consequences of your actions align with your intentions. If your intentions don't matter her argument would be futile because it only carries weight in so far as you actually intend to help people.
Their passivity is not what ruined the galaxy though, it was the Jedi who disobeyed them and went to war who saw to that - Revan and Malak became much worse threats than the Mandalorians were. Not only that, but the way the war was ended on Malachor V set the stage for even further ruin, as seen in KotOR 2. The decision to go to war was the single most disastrous action in the galaxy for centuries.
Like I said, Katarr. Organized resistance is suicide, since Nihilus will simply find them and eat them.
Also, hiding =/= doing nothing. Vrook is working to keep Dantooine with the Republic, and Kavar is doing the same on Onderon. Only Zez-Kai Ell is doing nothing, but he is no longer a Jedi either, being disillusioned with the Order since your exile.
This is definitely how the Jedi Masters saw it, but nearly everyone critiques the Jedi for their response, not just Kreia (even the protagonist). The Mandalorians were crushing the Republic before the Jedi arrived. The Jedi preached self-sacrifice and protection of innocents then just sat on their hands while millions were dying and begging them for help. Complete inaction was obviously not the right choice either.
It is a mistake to buy completely into everything Kreia says, but in most cases her critiques of the Jedi (and Sith) failings are solid. Even Zez-Kai admits to the exile privately that he didn't think the students were to blame, but that perhaps it was their failing and they mishandled the situation.
Really? Because it feels like the first goalpost was "was KotOR groundbreaking for its use of cinematic storytelling and FMVs?" to which the answer was no because RPGs and Star Wars games have been doing that long before KotOR did, then you made the goalpost about KotOR's combat animations and graphics, then it turns out to be about cinematic style anyway, but your definition of cinematic style is apparently about shifting camera angles (which is nothing new) and combat animations (also nothing new) now.This was always the fucking goalpost.
His argument was about FF7's major cinematic upgrade and how KotOR was somehow doing a new thing by having these aspects. Now, FF7's major cinematic thing was its use of FMV sequences and having more animations for the most part. To which I said that his post was interesting but RPGs and Star Wars games had been fucking with cinematic storytelling and spectacle for ages, so this was mostly revisitionist nonsense that served to praise KotOR as being groundbreaking somehow when it wasn't, and you asked for citations so I listed examples of games that were developed before the likes of FF7 and KotOR came out as an example of how regardless of FF7 or KotOR the cinematic direction was happening outside those games anyway.To which you said NUH UH and proceeded to list shit like Tie Fighter and Jedi Knight. But if you want to be intentionally obtuse and pretend that Lands of Lore and fucking Fallout are examples of "cinematic RPGs" then whatever. I've already spent too much time arguing someone else's point.
I don't understand your obsession with trying to weigh the value of intentions against the consequences of actions. Kreia at no point delegitimizes having intentions. She just has you examine whether your consequences align with your intent to help people. And somehow you keep trying to twist this into "so intentions don't matter, only consequences do!" but that is just trying very hard to overlook the basic point: The consequences don't fucking matter if you don't care about the consequences. So your intention does matter, otherwise looking at the consequences wouldn't matter either. Kreia makes a whole argument about how to best go about helping people and whether your actions are productive to that end. If you do not have an intention of helping people, her entire argument about what would help the person most wouldn't matter because you're not interested in helping them in the first place. The presence of an intention to help people is necessary to her argument and if you take the dark side route of killing the beggar she lays into you for being a pointless sociopath. So Kreia does give a fuck about intentions.What was that about splitting hairs on points of minutiae to preserve the semblance of a point? She's arguing you have to make sure that the consequences of your actions align with your intentions because consequences matter much more than intentions. Kreia doesn't pat you on the back and say hey, at least you were trying to do good! It's the the thought that counts! Intent matters when it comes tovillainyheroics!
Really? Because it feels like the first goalpost was "was KotOR groundbreaking for its use of cinematic storytelling and FMVs?"
but your definition of cinematic style is apparently about shifting camera angles (which is nothing new) and combat animations (also nothing new) now.
intentions
Anyway, you sound butthurt as fuck.
I gave plenty of examples of overall cinematic presentation. Evidently you were unhappy with them and complained about it being cutscenes or something. The reason that I focused on FMVs in part (not in total, but you seem to be doing some weird tunnelvision/misdirection shit there) is because of the emphasis on the FF7 cinematic style, when FF7's big cinematic thing was that it went to town with FMVs. Cutscenes existed before and since, so did FMVs, but FF7 really went ahead and used a lot of 'em.Neither myself or Grampy_Bone said KOTOR was groundbreaking for it's use of FMVs. Nor did I claim that it was pure graphical quality. You're the one moving these goalposts around. His original argument was about the overall cinematic presentation in RPGs, to which I gave specific examples (like the way dialogue was presented in KOTOR). For some reason you seem to have this idea that cinematic presentation just means "it has FMVs", and finding examples of games that featured FMVs somehow proves your point
It'd be like arguing Star Wars 3 didn't have groundbreaking special effects because there were already 2 other Star Wars movies and let's say a couple other movies that were going ahead with special effects shit.It's like arguing that the original Star Wars didn't have groundbreaking special effects because other movies had used miniatures before.
What are you talking about? I gave examples of the Star Wars presentation being done before, mostly in Star Wars games (like the Jedi Knight series), because surprise surprise, it's Star Wars games that tend to do the whole Star Wars cinematic presentation. As for how popular KotOR would've been if it ran on the Infinity Engine, KotOR probably isn't as well-suited to the Infinity Engine precisely because the Star Wars series runs on 3D cinematic effects. But who knows, there is a lot you can do with 2D graphics and enough effort to make it look good. In a hypothetical world it's more than possible to make a 2D KotOR that would look better than 3D KotOR because they don't have to suffer the poor lighting and wooden animations of rudimentary 3D from the NWN engine. Really depends on the artists and effort spent on it.What's strange to me is that you seem to correctly understand that KOTOR's appeal was more about the feel and the experience of living out your Star Wars fantasy but are insistent that the presentation had little to do with it. Or that KOTOR's popularity was only due to getting to play a hero in a Star Wars game as if that had never been done before either. Do you think that KOTOR would have been just as popular if it ran on the Infinity Engine?
*yawn* So now it's about the cutscene style cinematic? So you cherrypicked some screenshots and now you seriously think KotOR invented the cutscene dialogue screen? Reopen the Deus Ex video I sent you. It's been done before, years before KotOR came out. And you're done.but your definition of cinematic style is apparently about shifting camera angles (which is nothing new) and combat animations (also nothing new) now.
Those are specific examples of it, yes. You keep saying this is nothing new, and yet I'm still waiting for you to show me an example of an RPG pre-KOTOR that did even either of those things, much less all of them in one complete package. Shit, let's just take a look at dialogue presentation by itself:
Can you spot where the change happened? But this is where I tap out, I'm done
That's headed into a different argument than the nitpicking we had over that line of dialogue. Anyway, Kreia overall acts to stop Sion and Nihilus from fucking shit over, stops Atris before she basically corrupts the Jedi Order with Sith teachings, and tries to set up the protagonist to end the threat of the True Sith. These are outcomes Kreia not only causes but causes intentionally.intentions
We're getting too far afield here. You originally said "intent matters when it comes to villainy", which I took as meaning "villainous actions don't make you a villain if you're actually trying to do good". It's an odd argument to me considering Kreia certainly doesn't think that the good intentions of the Jedi actually make them noble, especially considering what she presents to you here. What if what you do actually brings harm, instead of what you intended? Frankly I don't think we're ever going to agree on this because I think the real issue ultimately comes down to whether or not you think Kreia's actions are actually for good and therefore justified.
I'd ask you reread the shit I already mentioned on that front multiple times, but that may be expecting too much of you. As I said, at that stage, it's either that or let the galaxy get fucked by the True Sith who are going to try to usurp the galaxy through the force. Also, it's been noted before that Kreia could've just gone ahead with her plan instead of waiting for the exile. It seemed more like she was deliberately waiting for the exile as a type of final test. And on a side note I think the whole "deafen the galaxy to the force" bit was a result of Obsidian being rushed to finish the game and slapping a final battle on things.Let me ask you this, because I'm tired of debating this shit - let's say Kreia went ahead with her plan, and killed the exile at Malachor V, sending out a massive echo that killed the vast majority of the galaxy and only leaving a few alive that were forever deafened to the force. Do her intentions justify this? What if it didn't work, or wasn't permanent and eventually the whole cycle started up again anyways? Would her intentions match the consequences?
After all, you said it yourself - good intentions don’t excuse bad consequences.
You realize you're just showing how much you got hung up over "winning" and "being right"? You got personally invested into an argument about KotOR, son, and that post of yours really did reek of asspain. This one's doing better on that front, but you're also overcompensating with these attempts at egotripping.Anyway, you sound butthurt as fuck.
It's ok, you were wrong. No need to be upset.
Problem is, we know what happened to the (mostly younger) Jedi who left to fight the Mandalorians. If the Jedi Masters had joined them in the war, maybe they could have guided them and stopped them from falling to the Dark Side - or maybe the result would have been that instead of a Jedi Civil War, there would have been no Jedi left and Revan's Sith would have twice the numbers.This is definitely how the Jedi Masters saw it, but nearly everyone critiques the Jedi for their response, not just Kreia (even the protagonist). The Mandalorians were crushing the Republic before the Jedi arrived. The Jedi preached self-sacrifice and protection of innocents then just sat on their hands while millions were dying and begging them for help. Complete inaction was obviously not the right choice either.
It is a mistake to buy completely into everything Kreia says, but in most cases her critiques of the Jedi (and Sith) failings are solid. Even Zez-Kai admits to the exile privately that he didn't think the students were to blame, but that perhaps it was their failing and they mishandled the situation.
They can't confront Nihilus and Sion directly, since they don't know who or where they are. That's the whole point of their plan - to hide and pretend to be dead, in order for the new Sith to get cocky and reveal themselves. And while in hiding, they are actively working to save the Republic. That's their use.Even if you think confronting the Nihilus and Sion directly would be suicide, the council members went into exile separately and didn't even to coordinate between themselves to find a solution to the crisis. If the council can't be bothered to TRY to fight an existential threat to the galaxy, what use are they?
Cutting you off from the Force doesn't kill you. But it's most likely a mistake by them, caused by fear of the unknown (your strange power) instead of trying to understand it.Oh, and when you try to unite them against the two Sith lords who are supposed to be too powerful for them to handle on their own, their response is to try to maim/kill you. Way to go guys.
They can't confront Nihilus and Sion directly, since they don't know who or where they are. That's the whole point of their plan - to hide and pretend to be dead, in order for the new Sith to get cocky and reveal themselves. And while in hiding, they are actively working to save the Republic. That's their use.
When the Sith finally reveal themselves at Telos, could they have done anything? Probably not, they'd have cut off the Exile's Force connection at that point and lost the one way to defeat Nihilus. But we'll never know what they would have done, since Kreia had murdered them at that point.