HK_01 said:
And KotOR II definitely did have major problems, such as talking to HK-47 and he says something about a factory where the HK-50s are produced which he would like to destroy and it clearly leads up to some quest but that section of the game was cut out.
..no, that's not fair. It was a reference HK-47 makes. He says something about the planet - it's a comment, and that's that. The door in the base triggers a short silent sequence as well, saying something about "what could possibly be behind this door?". But it's a placeholder. It's not interrupting the game, or stopping you from completing the quest. And it's not a missing dialogue path in the sense that you say: Let's go to the droid planet, gather the party and.. And then you just warp back to an inescapable loading screen, or something like that. It's clearly just cut out content that never was finished.
The same with the dialogue and the sequences towards the ending. All that dialogue exists on the disc.. the scene scripts don't.
Or the Visas scenes - here you have Lucasarts execs demanding a few of the existing paths on Nihilus' ship being taken out, apparently. Some of the dark side paths.. The in-game rendered cutscenes were also replaced with a crappy fmv of the game-engine, in order to make it run properly on the xbox. There are community patches for the pc version that restore this, though..
Team-gizka made those..
But the point was that the game runs all the way through with minimal issues. There are a few flags out of place. But you won't actually get to a point where a sub-quest regularly doesn't complete unless you "just reload the game". If that even works..
..as long as we're comparing with Fallout 3, I mean...
And don't get me started on the actual difference in depth of the dialogue and event triggers in KOTOR2 compared to Fallout 3... :/ I mean, you can allow for some bugs when they come from event trigger maps that don't depend on one single state flag.
Example: on the jedi council planet, there are the two feuding families thing going on. That quest has events out of place. You could trigger an event there that shouldn't before the first patch. Of course - that's something you wouldn't actually do if you were trying to solve the quest. Because you already have resolved the issue - you're not just happening to go into something and restart the quest from the other side - you have to complete the quest, and then go somewhere the game clearly doesn't want you to go before finding the bug.
In Fallout 3, you can get bugs like that during the quest. When walking around in the way the game wants you to. There's.. a difference here, all I'm saying..
Fallout 3 also does not have dual scenarios playing out at the same time. Kotor2 had that, where paths you choose off planet affects what happens elsewhere, and the other way around. Of course, it's a linear scenario, but it requires a way to structure either of the interactive parts in a way that hides the changes from the player when they go through. And that's a challenge. In Fallout 3 they just don't have those. They solved the challenge by just not doing anything like this at all.
So why are there more bugs in Fallout 3? I mean, it could hang on the intro-level. It did hang for a lot of people. Either at the GOAT test, or at the part where you try to leave the vault. What's up with that? The choices you make in the vault never come back to you either. The girl just hates you no matter what. I mean, that's just lazy for one. And then they still have those trigger-bugs? pff..