3. And talking of D&D… the system is bust. KOTOR uses the D20 system. There is a tabletop Star Wars RP that uses D20, hence the license working out. A lot of the class and force power names have been taken from this, but curiously the rules are almost entirely D&D. Star Wars d20 has large differences in areas like armour and hit points that the makers of KOTOR have ignored, using the old D&D system instead where magic Full Plate is the only way to go. This causes all sorts of weird anomalies where they have to create Jedi Robes that act like suits of armour, else all the Jedi will just die from being too easy to hit (in D20, armour affects how hard you are to hit, not what damage you can take. Star Wars d20 sensibly changed this as it did not suit Star Wars… clearly KOTOR should have stuck with this). Still, that’s small fry really because the problem is more fundamental than that. D20 is a poor system. The skill system is appalling, it is designed really for miniature work (being almost a war game than an RP), it involves too much dice rolling and it is too slow. Oddly, some of these aspects are improved by translation to computer- all that damn rolling gets done for you- but it still doubles up the problem. D20 isn’t very good, the doubling is that tabletop systems do not work properly on the computer. They depend on adaptation and implementation by a Games Master controlling the game, who does not exist in a computer game. They are also designed for an environment of discussion, and choice with dice rolling, which also does not exist on a computer game. On computer, the system is slow and clunky and flows badly, with a lot of pausing and a lot of issues in the movement (real-time computer game movement is utterly different to tabletop miniatures movement and the two do not meet well) and worst of all the way that something important only happens every six seconds- the length of a round. Great in role-playing, TERRIBLE in a computer game. Worse still, because there is no arbitration, the system is terribly abusable. All RP games have abusable rules, but GMs stack rules, enemies and the acquisition of abusable powers to make sure it doesn’t get too bad (good ones do, anyway). It’s because there is a certain way in which RP games work which means power-orientated players find gaps in the system. There is no arbitrator in KOTOR, and basically the game is ridiculously easy. Stack up a Jedi with the power flurry and watch all enemies die when you click the attack button. Pretty much just like that, from halfway through the game onwards. It’s really a bad idea to simply adapt a tabletop system. Final Fantasy games work MUCH better than this because they are designed, from the ground up, for computers. Ditto other major RP franchises. KOTOR fails here on so many levels and the stark comparison of how bad it is compared to purpose built games is breathtaking. And as a final addendum to that… D20 combats can be likened to two cavemen with clubs taking turns to hit each other until one falls over (again, off-line, you can find ways to make this exciting. Not in a computer game). I just wanted to add- this style makes for the dullest lightsabre duels imagainable. One of the best bits of Star Wars… ruined.
4. The plot is NOT all that. KOTOR’s plot seems to get a lot of kudos from people and I cannot imagine why. It’s a fair plot. I am glad they put the effort in, and I have played much worse. But it’s only ok. It’s been done a ton of times before and basically people only like it because of the twist, other than that it is all flim-flam and background. What about important elements of plot, like characterisation and development? The people all develop in such boring ways- again, Final Fantasy presents FAR more interesting characters with plotlines for those characters that draw you in so much more. Even FFVIII was making the effort with the characters, much as its main plot was shite. But yes, KOTOR’s plot is affable B-Movie stuff. Quite frankly, role-playing wise, I have written and run much, much better plots. One other comment requires spoilers:
Spoiler:
The big twist is that you yourself are Darth Revan, recovering from injury/force induced memory loss. You get to choose between becoming Revan anew or being a new Light Side… guy. One VERY streange thing here- which I think reveals a faulty mentality behind a lot of the people that like the KOTOR plot- is how hugely popular Darth Revan is as a character. How is that possible? All you get is a lot of people saying Revan is hard. Other than that, all you ever see Revan do is… well, stuff that you yourself do, becauwe you are playing him. It’s not even like Final Fantasy where you play people like Cloud or Squall or Tidus and love or hate them according to how they act. You are in complete control; your character has no personality and performs no actions other than those you give him. So to say Darth Revan is, as some do, the best SW character ever… is to say that YOU are the best SW character ever, because that’s all he is. It is a strange new form of narcissism. It’s the EU mentality again- adolescents being attracted to huge, overblown and pointless power trips, rather than anything interesting.
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5. Finally, my big issue with KOTOR is its showpiece good/evil Light/Dark system. I will quote here from an earlier post on this subject I made:
SERIOUS issues there. This whole 'start neutral and change by your actions', first used in Jedi Knight, does not work right.
Well, first of all, to make it work, they had to start both games with your character as an amnesiac. Lazy.
Secondly, the decisions are banal. Turning to the Dark Side seems to have absolutely nothing to do with the issues of gravity and destiny and fear that the movies have it as. Light Side seems to be about not accepting money for missions, and Dark Side seems to be about stealing money and maybe going on a spontaneous kill rampage for no explained reason. It's trivial, it is an utterly surface treatment of what should be a deep issue and it is not appropriate for what is meant to be a deep RP game.
Thirdly, the benefits are mis-judged. It actually gives BONUSES for reaching the maximum of either end of the spectrum. What the hell is that? For the Light Side, especially, there should be NO reward for getting anywhere. Being good IS the reward, and yeah, that might well suck if you are obsessed with seeing your character development in terms of how many +s to hit you get. Suddenly, people are not trying to do good or evil because it is part of a reflected personality, No, they are being bribed into it by power. Yay! I topped the Light Side, so I get loads of cool bonuses! Honestly, what kind of Jedi is that?
Fourthly, it is deeply and fundamentally backwards. It assumes what you do makes you what you are. No! What you ARE causes what you DO. This is especially important in Star Wars. A true Dark Sider could do every single nice thing in the game, if the whim took him, but it wouldn't make him any less of an evil bastard. Yet the game would score him up the Light Side for doing that.
It's really not an opposed spectrum that counts up good deeds and evil deeds and produces a balance sheet. That reads Light and Dark side all wrong.
In my opinion, sophistication to make Light and Dark work is probably still beyond a computer based RP. They should do intertwining plotlines choosing Light or Dark from the start. There, they could do REALLY well. Then they could explore what kind of Light/Dark Sider you are, which would make things work much better.
This kind of issue permeates KOTOR- the writers have not paid attention to the source material. Their treatment of Love in the game is almost a slap in the face to what George Lucas specifically says about it. This kind of thing really irritates me- if you don’t like a fictional background, then fine, but don’t work with it. Make one of your own, even. When you are making work set inside SOMEONE ELSE’s fictional background, you should have some damn respect for it, and make the effort to keep to it.
So, that is Knights of the Old Republic. Well put together, detailed, fun to play. But based on a flawed system, far too easy to exploit and beat with no challenge, and not living up to the promise it had in really allowing you to live the Jedi experience,. Instead, you are living an experience of their own making, that belongs in another setting, not Star Wars.
Cardinal Sins: I can’t remember that well, but the loading times were offensively long on anything other than super-powered (for the time) computers.
Rating: 7/10
Summary: Good. But only good, nothing close to spectacular.