Lead Designer Chris Avellone speaks a little more...about "spalsh screens" or the effects of your actions in KotOR 2 that are used to add replayability to the game:
I don't know if you've ever played Fallout, but if you haven't, you should. One of the best role-playing games ever made.
In any event, one of the many cool things about Fallout (which may have been done in previous games that I am ignorant of) is that the choices you made with each city you visited in the game caused a different splash screen at the end of the game, describing what happened to the locale in the future as a result of your actions.
The same sort of effect is present in Kotor2, though it does not only apply to planets and their people, but it also extends to your companions as well, depending on how you treated them or how horribly you broke them to your will - if they survived at all.
Splash screens didn't mesh with the Star Wars aesthetic though, so we had to pick a different means of displaying the information within the genre aesthetics. In any event, I wanted to let you guys know so that aside from: Your character's gender, your character's light side/dark side leanings, the 4 different answers to your questions about what happened in K1, you ALSO get variations based on how you solved each planet and how you dealt with each of your companions, so the permutations can get extensive.
In any event, it's all done in the name of replayability - hopefully, each person who plays the game should have some key experiences that are different, and get a different perspective on the story (and beyond).