10 years after its release, Obsidian Entertainment’s first game still fuels discussion. (Image via Wikipedia-Fair Use)

This time of year is always important for the video game industry, as they move their products into stores for the coming holiday rush.  Games have become one of the most successful forms of popular entertainment, with recent years seeing multi-million dollar launch events that break records once belonging to Hollywood.  Early December is the peak time of year for selling the latest installments in hit franchises to loyal fans.

10 years ago today, the sequel to 2003’s Game Of The Year was released.  And not only was it a sequel to an award-winning instant classic; it was set in the Star Wars universe; George Lucas’s billion-dollar space-faring fantasy whose allure has captivated generations.  Small wonder, with such a pedigree and promise, that LucasArts was eager to ensure it was released in time for the Christmas shoppers–they wanted to be sure to get everything they could out of this highly-anticipated title.

This eagerness caused them to encourage Obsidian Entertainment to push the release of the game forward, even if it meant not having time to finish the ending as originally planned.  The result was that the game, though eagerly bought up by thousands of fans, did not receive quite the same delighted reviews as its predecessor; that it was criticized as incomplete, or incoherent.  Its last few hours in particular were perceived as a rushed muddle of action sequences that arrived at a confusing and unsatisfying conclusion.

And so with this moderate, but not spectacular, success behind it, the “Old Republic” franchise moved on; to be resurrected again, briefly, first as a book and then as an MMORPG to go to war against World of Warcraft–a war which, like the Mandalorian Wars that form the background of KotOR II, is a futile and depressing effort from which no combatant ever returns victorious.

Obsidian Entertainment has moved on as well, most notably to the retro-futuristic Mojave wasteland of Fallout: New Vegas.  Both developer and franchise have gone their separate ways; and though talk of another Obsidian-made Star Wars game surfaces now and again, it seems likely that, given Disney’s purchase of the galaxy far, far away, the darker and more mature tones Obsidian always brings to their stories may not be as welcome.

So what to make of Knights of the Old Republic II, ten years later? Now that the Star Wars film series has been ended and revived yet again, now that Mass Effect, BioWare’s spiritual successor to KotOR I, has run its course, and left its original fans as bitter as Star Wars fans dismayed at the prequel trilogy; where does that leave Obsidian’s strangely rough, brooding tale of the exiled Jedi who travels the galaxy not to defeat an Empire or rescue a princess, but to come to terms with the effects of war on the human psyche?

In spite of the name, canonical Star Wars has rarely been about war. The original film series depicts an insurrection against a tyrannical empire; but this occurs largely in a couple of battles–primarily, the story is about the Skywalker family.  The prequels deal with the run-up to a war in the first two films, and the end of that war in the third, but Lucas shunted the details of the war into comic books.  (A few of which were written by KotOR II creative lead, Chris Avellone.)

The Sith Lords, though, is very much about war, though not in the shallow sense of being a Call of Duty clone with a Star Wars coat of paint. KotOR II is about war in the way that The Deer Hunter is about war–it is exploring the mental and spiritual toll that war takes on everyone it touches.  Or, as Kreia tells the Exile early in the game: “You are the battlefield. And if you fall, the death of the Republic will be such a quiet thing, a whisper, that shall herald the darkness to come.”

Kreia is always the focal point for any discussion of Knights of the Old Republic II, and even the game’s detractors will usually admit that she is one of the greatest characters in the history of video games.  A mysterious old woman, allied neither with the Jedi nor the Sith, yet overwhelmingly knowledgeable about both, she at once fits the Star Wars tradition of the Wise Mentor and violates it utterly. She is a gadfly in the Star Wars universe, questioning everyone and everything; and by the end, the player comes to understand that her rebellion is against the Force itself; the mysterious metaphysical “energy field” which most characters accept with a (sometimes literal) hand-wave, but which she attempts to understand and destroy. Many players find it immensely satisfying to see this brown-cloaked Nietzsche slicing through the pop-philosophy of Lucas’s universe.

Kreia’s occasionally harsh criticism of the player’s actions are emblematic of one of KotOR II‘s distinctive features: namely, that it is not necessarily meant to make the player feel good.  In literature, film and television, it is common for a story to leave the audience sad, or contemplative, or shocked.  But games are meant to entertain; and to write one that does not simply laud the player for their victories over ever more powerful foes, but instead compels them to think about what they are doing–to think of, as Zez Kai-Ell says in the game’s pivotal scene, “all the death you caused to get here”–was a bold move, indeed.

In this way, KotOR II is the forerunner of another one of the most fascinating games released in recent years–2012’s Spec Ops: The Line. Though different in style and in tone, (not to mention that SO:TL is far more polished and graphically advanced) Yager’s dark satire of military shoot-’em-ups is at its core the same tale as KotOR II: that of a soldier who commits an atrocity and is forced to face the consequences.

But while Spec Ops is a sharp, tightly-plotted tale with every element integrated into its gripping narrative, KotOR II is less minutely-engineered, and more filled with oddities and curious plot threads which lead in unexpected directions–or sometimes nowhere at all, thanks to the content having been cut at the eleventh hour.  While this makes the game seem less focused and at times even hard to follow, it also lends it a certain feeling of scope; an epic, vast implied scale that even next-generation open-world RPGs have not matched.  There is a hauntingly depressing quality to the sprawling modules of Citadel station, of gloomy isolation to the corridors of Peragus, and of melancholic splendor to the partially restored surface of Telos, that creates a peculiarly memorable and powerful mood.

Of course, it’s impossible to talk about KotOR II‘s plot threads without also discussing The Sith Lords Restoration Project–the fan-made effort to restore the cut content.  While interesting in its own right, and a must-play for any fan of the game, the restored content ultimately raises more questions than it answers. Some of it really is integral to the story, but other parts are relevant only as curiosities, and serve only to add unnecessary complications to the game’s already complex plot.

But even with the missing pieces restored, insofar as possible, KotOR II remains a very odd, misfit game–an exile, like its enigmatic, war-worn protagonist. If the original KotOR was an effort at making a playable version of the summer swashbuckling blockbuster epic that Star Wars helped revive, then KotOR II was an attempt at making a playable version of a more mature, David Lean-ish kind of epic. It is not designed for commercial success and records, but for critical success and acclaim. It is Oscar Bait in a medium that does not receive Oscars.

It is possible that being part of such a widely recognized franchise hurt its chances among the very people most likely to appreciate its many virtues.  Critics searching for video games that prove the medium is a mature art form, not merely an entertaining diversion, can be too quick to dismiss a “mainstream” game in search of something more unusual.  And few entertainment franchises show a more striking disparity between their commercial success and their reputation among critics than Star Wars.

In spite of its less-than-universal acclaim, though, KotOR II has not been completely forgotten by gamers.  In 2010, it was included in the book 1001 Video Games You Must Play Before You Die. Kreia still frequently appears on lists like “best video game characters” and “best female antagonists in video games”.  But it has not been considered particularly “influential”, either; certainly, it has not become a household name like, for example, Valve’s Half-Life 2, released three weeks earlier.

Much of the plot of Knights of the Old Republic II is concerned with finding that which has been lost–be it knowledge, people, or places.  As Kreia explains at the end, the real “lost Jedi” the Exile has been searching for have been there all along–“they simply needed a leader and a teacher”.  Similarly, the nightmarish planet of Malachor V–the site of the pivotal battle that is at the heart of the game’s entire plot–had been forgotten by the Sith Lords of times past, before being rediscovered in the Mandalorian Wars and spawning the innumerable stories of victory, heroism, defeat, death and horror that the Jedi Exile encounters on the journey across the galaxy.

And so it is fitting, as the medium matures and gamers and game critics cast about for evidence to prove its legitimacy as an art form, Star Wars: Knights of the Old Republic II: The Sith Lords sits quietly on the fringes of the game universe like Malachor V; not at the center of attention, perhaps, but still well remembered by all who have seen it firsthand.

I see  that Electronic Arts has gotten the exclusive rights to Star Wars video games.  I remember another thing EA got exclusive rights to, and that didn’t work out so great…  but we’ll see.

I’m not saying this is necessarily bad news–for one thing, if I understand correctly, EA can still publish games that other developers make. To my mind, it could be good or bad.

I’ve been thinking about the Mass Effect series again, and how weirdly uneven it was for a trilogy that was supposedly mapped out in advance.  The first Mass Effect had a very interesting story, but the gameplay was a little wonky, at least to people like me who aren’t really familiar with RPG mechanics.  Combat in ME1 feels very awkward.

Then Mass Effect 2 streamlined the combat, making it much more like the popular Gears of War series.  The hardcore RPG people may disagree, but I think this made for a superior game, even if they had to mess with some established background information of the setting to make it work.  ME 2 is still my favorite in the series, even though parts of the story don’t make sense.  And I think it’s interesting that EA acquired BioWare between ME1 and 2, and in the latter, the game suddenly became much more  accessible to the average gamer.

But then you have Mass Effect 3, which had many well-known problems with its infamously unsatisfying endingBioWare insists that they had total creative control, so you can’t blame EA for the ending.  (Then again, the Illusive Man insisted he had control of the Reapers, too…) But in addition to all the in-game problems, it was criticized for forcing players to buy a bunch of additional stuff in order to get the “full” ending.  Again, it’s just interesting to me that there was no comparable marketing scheme for, say, BioWare’s Knights of the Old Republic (2003) or Jade Empire (2005) or even the first Mass Effect (2007).

So, I think we have a pretty good roadmap already for what is going to happen to a beloved science-fiction franchise whose video games department is now being run by EA.  But wait!  There’s more!

Everyone thinks that this means Star Wars game will become increasingly Call of Duty-like, and you will see a lot of polished but simplistic games.  Pretty much everyone feels that the  Battlefront series or something like it will be making a comeback. And why not?  If EA can make something Star Wars themed that can compete with the highest-grossing game series in history, why wouldn’t they?

This isn’t so bad, really.  Battlefront was a fun game.  It’s just that I think everyone feels EA is just too big, and when a company gets that big, it’s hard for them to function the right way.  They can keep making money off of AAA blockbuster games for a while yet, but they can’t really innovate, because that involves risk. Which means we probably won’t be seeing any deep, philosophical,  Star Wars RPGs like the great Knights of the Old Republic II anytime soon.

But more than that, there are indications that EA is just generally mismanaged.  As Shamus Young says in that article, they are not running their company as well as they might, just from a pure business point of view.  However, I think their model is sustainable for the near-term future.  Star Wars has been popular since the 1970s–people will continue to buy any heavily-hyped game that ties with that franchise for a few more years.  This is where we see the similarity to EA’s NFL license monopoly–the NFL has been popular since the 1960s, and for those who play sports games, it’s the only show in town.

The difference, of course, is that the NFL, while not technically a monopoly is the only widely-watched pro football league in America. Star Wars is not the only major science-fiction franchise. There are still more of those to compete with Star Wars games.

That’s why I think the monopoly on Star Wars has a greater chance of blowing up in EA’s face than their NFL  monopoly–the latter is essentially a monopoly on a near-monopoly, because the NFL controls a huge amount of market share in the market for football.  EA is building off of that. But it’s different with the market for sci-fi games–it’s more of an oligopoly, with just a few competitors: Star Wars, Star Trek, and so on.

If we assume that consumers are indifferent as to which science-fiction franchise’s video games they choose to spend money on, this means there is still an element of competition in the market.  But, of course, not all consumers are not indifferent–they have preferences for franchises.  So, I want Star Wars to have the better video games, among other reasons, to show up the Trekkies. (Not that I dislike Star Trek, but still.) Branding is always very important in oligopolies.

The point is, this arrangement coupled with EA’s past problems with understanding different markets as mentioned in the Shamus Young article linked above and… well, the title of this post says it all.

[Inspired by the Knights of the Old Republic series, to be sung to the tune of “On a tree by a river”, from Gilbert and Sullivan’s The Mikado. I wrote this about six years ago, which is why it’s even worse than my typical efforts. I guess it’s the closest I’ve ever come to writing “fan-fiction”, because I imagined Revan singing it to Bastila.]

On a beach by the ocean, Canderous was seen,

Saying “Ordo, Clan Ordo, Clan Ordo!”

And I said to him, “Canderous, what do you mean

Saying: ‘Ordo, Clan Ordo, Clan Ordo?'”

Is it some race of aliens, soldier?” I cried,

“Or Tarisian gang with which you were allied?”

Said he: “They’re my clan–and should be unified!

O, Ordo, Clan Ordo, Clan Ordo!”

He thrust out his chest daring foes to defy

Clan Ordo, Clan Ordo, Clan Ordo.

And that warrior fire came into his eye

For Ordo, Clan Ordo, Clan Ordo!

He stood up at once, and he shouldered his gun;

Then he blasted away for the moon of Dxun.

And he promised to finish what he had begun

With Ordo, Clan Ordo, Clan Ordo.

Now, I feel just as sure as I’m sure that my clan

Isn’t “Ordo, Clan Ordo, Clan Ordo”;

That if you so desire, we certainly can

(Like Ordo, Clan Ordo, Clan Ordo)

Rekindle those passions that burned once before

And love one another, perhaps even more.

And I’m sure it won’t end in a violent war–

In contrast to Ordo’s Clan Ordo.

I was searching on Knights of the Old Republic II the other day when I stumbled across these awesome custom KotOR II Lego figures made by Justin R. Stebbins, aka Saber-Scorpion.  (My personal favorite of his figures is Mandalore) He also has KotOR I creations, as well as custom Lego  for a bunch of other great games, including Planescape: Torment, Fallout and Metal Gear SolidCheck it out.

As I was looking around at his work, I did start thinking how awesome a full-length movie adaptation of these games with the Lego figures would be, even though I’m not normally a fan of adapting games into movies.  Since their lips don’t move, you could use the original voice readings from the game.  One of my favorite things about Lego is how easily it lends itself to stop-motion animation.

Actually, though, I know there are video game adaptations of various franchises using Lego characters…  maybe KotOR III should be done in that style, appealing to two fan-bases at once?  And of course, Fallout: Lego Island practically writes itself… no, maybe that wouldn’t be a good idea.

If the Defenders of High Culture didn’t have enough to worry about with the Harry Potter conference, there now comes an announcement that a new Harry Potter game will be coming out this fall. Perhaps the 2013 conference will feature an in-depth examination of Harry Potter for Kinect and what it means to our society.

If it’s anything like Star Wars Kinect, it might not be such a great thing, although I think Potter fans might be more receptive to that sort of thing than Star Wars fans. As long-time readers probably know, I think that J.K. Rowling’s series is fun, but deeply flawed. (Someday maybe I’ll write about that at length.) I’ve never played any of the games based on it, as they all seem to have about them the feel of something done just to cash in on the popularity of the name.

As far as I can tell, all Potter games have been based to a large degree on the books and movies. As a Star Wars fan, I know from experience that this usually means trouble. Star Wars games are either excellent or really bad. And the bad ones are often the ones that try to follow the movies, and have you playing as Luke or Anakin or someone. (The LEGO ones don’t count; they follow the movies, but with an original twist.)

The great Star Wars game series everyone thinks of are original stories like Rogue Squadron, Jedi Knight and Knights of the Old Republic. These take place in the Star Wars universe, and though in some cases they overlap with events or characters from the movies, for the most part they are their own stories. They don’t let the established stories dictate their course too much.

Are there any Harry Potter games that take place in the Potter universe, but don’t more or less follow the established story and timeframe? That would have the potential to be good, and to keep the franchise going. Now, for all I know, Rowling has forbidden this. Which she, as the creator of the series, is totally within her rights to do. But it would be the best thing for it as a franchise.

Eric at Critical Missive has another excellent article,  this one about the importance of mystery in video games. He makes some great observations, even if he does have a rather different opinion of Half-Life 2 than I do.

I guess the difference is that I care less about mystery in gameplay than I do about mystery in story and character development. And this is one of the many reasons I consider Obsidian’s Knights of the Old Republic II to be the best game I’ve ever played. (Yes, I know loyal readers have heard this one before, so you can skip the following paragraph if you want to.)

If you read about KotOR II at all, you’ll see a lot of complaining that it’s “incomplete”. And it is–there was a lot of cut-content. And a lot of it was good content. But, as Zez-Kai Ell would say, “perhaps that is for the best”. The truth is, from the minute I woke up on Peragus to the very end, there’s always a lot of mystery in the game about who is doing what and why. It’s all deeply rooted in characters’ motivations, and I believe you can figure most of it out if you think it through, but it’s very mysterious. The answers are there, but the player has to piece them together; they aren’t spelled out. A lot of the cut content, once restored, just makes things too obvious, and introduces unnecessary elements. Good, but unnecessary.

Now, it’s true that the gameplay–fighting, walking around, swoop racing etc.–is not very mysterious in KotOR II. But that’s not what I personally played the game for.  What I look for is adequate, enjoyable gameplay that doesn’t actively get in the way of hearing the story.

There are other games that do give a great sense of narrative mystery–Planescape: Torment and Deus Ex are classic examples–but for the most part, games are focused on the playing and not the storytelling. Which makes sense, since they are still games and not just movies. But ultimately, the best games need to give you a sense of interest in finding out about the world you’re in, and making you want to do stuff in it. And mystery is a big part of that–if you know everything about a game, you don’t need to play it.

The bottom line is that Eric’s article is an excellent analysis of what’s wrong with games these days. The only thing I don’t get is why he see Half-Life 2 as an exception, not a proof. I mean to say, what Eric writes about Crysis 2 to show it as inferior to HL 2:

[M]uch of the game revolves around meticulously-animated set pieces and taking in beautiful vistas.  The shooting itself is fun enough, but the enemies you fight don’t really develop beyond the few basic types and the odd boss battle, and the weapons never stray beyond the ordinary.

…could pretty much be said of HL 2, in my opinion. (Although HL 2’s gravity gun was pretty cool.) But I don’t want this to turn into an argument over which is better. His larger point is totally correct, and his article is worth reading for any gamer.