To be fair to TOR, looking back there wasn't that much choice in KOTOR either really... sure, for side quests you could either let someone live or kill them, but as far as the main story went...? Yeah, you could either save the Republic or become Darth Revan again, but that stuff all just came down to what happened when you fought Bastila. 90% of your gameplay experience during a replay was always the same though. KOTOR2 was totally different (which is why to this day I still love KOTOR 2 ) but most of the "choice" in BioWare games is an illusion more than anything. KOTOR1 may "feel" totally different replaying it as a "different character", but the game doesn't really change much on any fundamental level at the end of the day. Which is why I do love BioWare as a developer, but a lot of what they do is just in the presentation of their stories, and how they make you "think" your choices are mattering. That's why the ME3 ending caused such a ruckus, as BioWare failed in what is normally their biggest skill: fooling the player into thinking they're making a real difference. If I had an issue with the "illusion of choice" in TOR, I'd actually put it down to the limited skill customisation, as all the backtalk and snide dialogue options in the world only mean so much without being able to back them up with a Force choke or blast of lightning. It's the raw gameplay choice that made KOTOR different I think, more so than the story choices themselves. In KOTOR, you felt like you were Darth Revan again; in TOR, you're just a smartassed Jedi who's still only going to just Force push you. This is why I think Sith Lightsiders feel more fun, as characters like Vestara always still use their Force lightning, even when trying to be good, but Jedi who want to act like badasses normally very quickly fall foul of dark side powers -- which is what you can't do in TOR.