TFVanguard said:
It's d20 phase based, that's true.. just doesn't play out like - say - Battleground games with their phased-based turns.
No it's not. d20 is still turn-based in each phase. (edit: imo)
TFVanguard said:
Sure, it's not West End, and it's a little lose with d20's interpretation, but it's still a role-playing system. I don't understand why the insistance on it's not being one.
Try #3 in my list. If you got that (and it would seem you didn't) you would understand that KotOR is just a hack-and-slash in a extemely well-done setting resembling SW circa Ep4-6, very much so.
TFVanguard said:
Actually ,since kissing Bastilla
can affect the main story, I think you lost your point here.
Now, how does it affect the main story? The much-craved 'lover and apprentice' line?
I did like the sidequests and NPC's lines that weren't in the main dialog tree, though. It made the game narration enjoyable. The main story sucked though, the 'big twist' notwithstanding.
TFVanguard said:
I was neither. It's your opinion, and your observations, but I'm telling you flatly that it's not remotely my experience.
Your experience is based your previous
experience. Again, here goes that #3 reference. If you are familiar with general SW concepts, that's one experience. It would be totally another if you play KotOR to chop down obstacles and extract money.
TFVanguard said:
Please give me an example where there would be a change in a game world based on your stat?
You said that stats only affected your combat abilty. I said wrong. Now you're changing the argument so that it's a weakness that they don't affect the overall world - but it's a weakness that all other RPGs have?
What else is there? Your interact with the game world basically in three aspects: dialog, skills application and combat. Maybe you can add logistics in some games but that's irrelevant in KotOR, really.
Skills are rather useless, and your stats do define your combat tactical pattern (not ability, that's different, mind you). So what else do you see your attributes applied to?
TFVanguard said:
Persuade makes a huge difference in a lot of places.
Ok, say you have Dominate Mind. Mind naming some of those places? (SM case and Sith officer@Manaan do not count)
TFVanguard said:
Combat skills are obvious.
There are no combat skills in KotOR. There's a term 'feat'. Which is slightly different, but that's beyond this discussion.
Most feats are combat-oriented.
TFVanguard said:
Security skills are useful (though having the little droid my make that moot at times)... etc.
False. They are not. There's no lock/door/etc in the game you cannot bash but can open with PC's security skill. You play a role, right? Why would you char learn to pick locks if he/she can just bash open anything? As a jerk-off substitute?
TFVanguard said:
There are uses for all the skills in the game. Doesn't mean that it's the most effective way to do it, but you can go that route.
See, if you're role-playing, you can do stuff that doesn't make sense to you. But you should not do stuff that wouldn't make sense to your character. That's the difference of RPG-experience to me.
TFVanguard said:
Why are you demanding that it's not an RPG because you don't have freeform control over the ending when very very few games even have more than one ending regardless of what you do in the game?
The problem for me, the story does not have any 'memory'. It doesn't matter what role I play. A single choice is all that matters. The main story is linear otherwise . Which is quite opposite to what I find true and what is true in SW universe.
PS.
Thanks for the warm welcome, guys.
And for the Geneforge.
More sleepless nights for me.