 |
|
 |
|
Related Topics:
| Planescape: Torment - Well after all the talk I decided to install it again and it's still a great game ... it makes a real change to play a character who isn't an hero and I different game setting to the normal fantasy stuff - even the graphics are just about..
Planescape Torment XP crash prob. - Just installed Torment (4 Cd the 1.1 patch AND the famouse user-fix patch... I have a dual boot system and it all works fine from Win 98.....so must be installed ok.. BUT I really need to play it in Win XP ...here it will run..
Baldur's Gate II vs. Planescape: Torment - Which tour de force from the RPG reigns supreme? Do you prefer Torment's enigmatic unique Or does Shadows of Amn just do too many things to
Planescape torment mouse scroll problem - I installed Torment to my Win XP Pro machine now, but it has a problem with mouse scroll. Scrolling works fine for maybe one mouse stroke outside the screen, but after that the scrolling freezes and I can't use mouse scroll anymore. The game still runs..
Planescape 2 - 2 - Return of the Nameless One I just has to happen. I can't believe in a logical universe where this won't get released one day. Until then I'll just sit over here and brood a lot :-) -- Edward Cowling go - I just dyed her..
|
|
|
Next: Roleplaying Games: Is Silverfall worth playing?
|
| Author |
Message |
External

Since: Apr 18, 2007 Posts: 150
|
(Msg. 31) Posted: Sun Mar 16, 2008 10:59 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: comp>sys>ibm>pc>games>rpg (more info?)
|
|
|
On Mar 16, 12:15 pm, Gerry Quinn <ger....DeleteThis@indigo.ie> wrote:
> In article <ytqdnauSZbreZ0banZ2dnUVZ_ommn....DeleteThis@comcast.com>, "boolWorm"
> <zip> says...
>
>
>
> > "Gerry Quinn" <ger....DeleteThis@indigo.ie> wrote in message
> > > It's generally accepted that a focus on stats and levels is something of
> > > a blight on role-playing, or more exactly a strategic/tactical appendage
> > > that often tends to overshadow the role-playing body.
>
> > No, it's not generally accepted that stats and combat (to rephrase) are a
> > blight on roleplaying games. Wihtout them what you're left with is an
> > adventure game. Think about it. A character's choices affecting the game
> > world and any other non-stat element of RPGs can be in adventure games
> > easily. Adventure games can be purely "role playing games", if you want to
> > parse "role playing game" as its literal definition instead of the
> > connotations of stats-based game rules that it has acquired. Do you think
> > rulebooks for PnP RPGs have page after page of rules about what one can do
> > to "role play within a story" or are they devoted to stats and their effects
> > within the rule system? Why is one PnP RPG system better than another?
> > Does one allow better stories and character interaction than another? Of
> > course not. But the rule system matters. And I'd love to see one that
> > wasn't based on stats in one form or another.
>
> Leo has answered better than I can myself.
>
> As for your assertion that it has acquired certain connotation: there
> are two groups of people who claim this. First, those who think that
> Bard's Tale or Wizardry was the pinnacle of CRPG development. Second, a
> dwindling band of PnP fanatics who take the success of the CRPG as an
> affront and will say anything to detract from it; thus they find
> themselves in a strange alliance with their "roll-playing" polar
> opposites.
>
> There are many of us who long for more. We understand that stats etc.
> are part of a world simulation that forms a matrix in which role-playing
> can be supported. We understand that combat works so very well as a
> world interaction mechanism that we are even still trapped into over-
> using it most of the time. And we even understand that "roll-playing"
> (i.e. gaming the system in a strategic way, and micromanaging combat
> tactics) can be a lot of fun.
>
> But the role-playing, however much it depends on this matrix, is
> somewhere else. It's about decisions that affect the storyline, and
> thus, in general, the character's place in it, or at least his thoughts
> and emotions (as imagined by the player). The difference between a
> role-playing game and an adventure is that the adventure has only a
> single storyline - it tends to use puzzles or action sequences to meter
> the flow of content, just as a role playing game tends to use combat,
> but the mode of metering in content does not determine whether it is an
> adventure or an RPG.
So basically you're saying that a game like Fahrenheit 51 (or whatever
the name was) is a role playing game? you'll find it hard to convince
anyone of that, even the developers, and that game does have many
decisions in which the story changes depending on your responses.
So happens too in the japanese dating sims  >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Jul 25, 2004 Posts: 13
|
(Msg. 32) Posted: Sun Mar 16, 2008 12:06 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Just for the record; I agree with you Leo. This is just how I view RPGs
and I wish there were more RPGs that emphasize role playing as you
defined it. I do consider Planescape an RPG as it definitely had me
playing that role.
Leo wrote:
> On Sat, 15 Mar 2008 09:34:15 -0700, "boolWorm" <zip> blabbed:
>
>> No, it's not generally accepted that stats and combat (to rephrase) are a
>> blight on roleplaying games. Wihtout them what you're left with is an
>> adventure game. Think about it. A character's choices affecting the game
>> world and any other non-stat element of RPGs can be in adventure games
>> easily. Adventure games can be purely "role playing games", if you want to
>> parse "role playing game" as its literal definition instead of the
>> connotations of stats-based game rules that it has acquired. Do you think
>> rulebooks for PnP RPGs have page after page of rules about what one can do
>> to "role play within a story" or are they devoted to stats and their effects
>> within the rule system? Why is one PnP RPG system better than another?
>> Does one allow better stories and character interaction than another? Of
>> course not. But the rule system matters. And I'd love to see one that
>> wasn't based on stats in one form or another.
>>
>
> I agree w/Gerry on this one. Not so much that stats and such
> are a blight on rpg's, they go well w/rpg's, often. But I don't think
> they are a necessary part of an rpg. A game can be an rpg still,
> w/out them. I consider the old choose-your-own-adventure books I read
> as a kid to be rpg's even, the ones for younger kids had no stats or
> dice rolling or anything other than making choices that changed how
> the story progressed. The more complicated ones did have dice, stats,
> etc.., and so were far more tactical, and were also great, but felt no
> more like role playing than the ones w/out. It was the control over
> the story of the character that made it feel like role playing, not
> the winning of tactical battles. In fact, if I spend 100% of my
> decision making time in a game making decisions that effect story,
> then that game feels much more like i'm playing a role, than if I
> spend 90% of my decision making timme in the game on tactical battles
> and only 10% on story altering decisions. Tactical battles themselves
> don't usually even alter the story after they are won other than - if
> you win, the story goes on, if you die, game over. This makes them
> more like an elaborate puzzle in an adventure game than any kind of
> role playing element, you must solve this puzzle to continue. (I
> remember in freespace 2 you could lose missions and continue on, but
> having won or lost would change what missions were available to you
> later, so that would be an example of battles actually affecting story
> rather than just being a mandatory obstacle).
>
> Tactical battles and rpg elements could go well together, and
> I like them together, but too often the tactical battles are
> emphasized, while the narrative of the story is purely linear
> w/perhaps 1 alternate ending that you get depending on one choice you
> make at the end of the game (which hardly makes it feel any less
> linear). There are some exceptions of course, but I'm talking in
> general.
>
> Also, being able to have different dialog options depending on
> your stats makes no difference if the different dialog options have no
> effect on the game/narrative, which is too often the case w/games that
> do such. I can say the rude thing, I can say the nice thing, but
> either way I end up being given the same quest w/the same result, the
> quest giver just speaks more rudely to me is all if I picked the rude
> dialog option. That doesn't make it feel more like a role playing
> game.
>
> If you play a role, in a game, it is a role playing game.
> What matters, in my mind, is the level of interactivity there is
> between you and the role being played.
>
> Another type is the type of game that is mostly narrative,
> almost cinematic, like watching a movie w/no interactivity. Can be
> fun, but the emphasize is elsewhere than role playing.
>
> And of course, another type is one that is more a strategy
> game than anything w/90% of it being battles and stats, w/10% being
> story and usually 0% interacting w/the story (the story being purely
> cinematic non-interactive cut scenes between battles). I enjoy this
> type of game, but its not exactly role playing heavy.
>
> If your interaction is limited to whether or not a battle is
> won and the game can continue or is suddenly over, then no matter how
> many stats there are, although it may still be an rpg, its only weakly
> emphasizing the rpg nature of the game. If your interaction affects
> the story, changes the narrative, and not merely in a 'win this fight
> or game over' fashion, but in a 'the story takes a different route due
> to your actions/inactions' then the role playing is emphasized more.
> In both cases said games might be rpg's, but the role playing element
> is emphasized more in one than the other. They might also be an
> adventure game, depending on how you define adventure games, and
> that's fine, call it what you will.
>
> The label we apply to these different types of games don't
> matter to me, call them all rpg's if you want. Call a doll making
> game where all you do is dress the doll and adjust its stats an rpg if
> you will, fine with me. Call a game of Chess an rpg because they
> added the ability to level up the pieces and play cut scenes in
> between mathes an rpg too. Although I disagree, I don't want to argue
> about that, because that distinction between rpg and non-rpg isn' the
> real point. I think what Gerry and I lament (and I apologize Gerry if
> I misunderstand you) is that there is a decided lack of a type of game
> we'd like to see more of. A 'type' of rpg that is largely missing.
> RPG's where you spend at least 50% of your game time making story
> altering decisions, where the narrative isn't linear (and I don't just
> mean non-linear in the sense that you choose the order events take
> place, sandbox style, but rather non-linear in the sense that its a
> completely different story depending on your decisions). It can still
> have stats and battles, could well compliment such a game, but such
> elements should be there to compliment the rpg, not to *be* the game.
>
> I think a game can be both an adventure game and an rpg too,
> both a strategy game and an rpg as well. But again, arguing over the
> distinction misses the point. Whatever all the types of games out
> there are called or labelled as, no matter how enjoyable many of them
> are, it doesn't change the fact that there is one type that is largely
> absent from the gaming scene. I'd just like to see that missing type
> of game gain more of a presence is all. The other types, the ones
> that are all over the market now, can stay too, many of them are great
> fun and give me hours of entertainment. But the rpg player in me also
> wants some of that which is missing, whatever label you wish to give
> it, I call it 'role playing'.
>
> Leo
> >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Nov 06, 2006 Posts: 820
|
(Msg. 33) Posted: Sun Mar 16, 2008 3:53 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <47dc0119$0$14359$e4fe514c@news.xs4all.nl>, mcvmcv.DeleteThis@xs4all.nl
says...
> Greg Johnson <greg.gsj.DeleteThis@gmail.com> wrote:
> > On Fri, 14 Mar 2008 23:09:12 -0700 (PDT), Inlaw Biker
> > <gmonsquared.DeleteThis@yahoo.com> wrote:
> >
> >>The question now is, what's next? Morrowmind, Elder Scrolls III is
> >>probably next, but right now I'm playing the Neverhood again. I am
> >>first and foremost an Adventure junkie, so maybe that's why Torment
> >>appealed to me.
> >
> > If what you're after is Adventure, Morrowind is not particularly
> > suitable for you. What it has to offer is a well-built alien world,
> > with many interesting details, and many potential plots to get
> > involved in, but no single well-defined story. Because it's so open to
> > different playstyles and characters, it loses out on providing a
> > driving reason for you to follow any particular path. Unlike Torment,
> > the world of Tamriel is only about you if you want it that way, and if
> > you don't have a strong idea of what you want your character to be,
> > you can easily get so distracted that you completely lose track of the
> > game.
>
> Very well put. That's exactly Morrowind's weakness and strength at the
> same time. You *can* make your own story in Morrowind if you want to,
> but you'll have to do it all yourself, and it'll only be in your head.
> Turning Morrowind into a roleplaying game is hard work, and it's very
> easy to slip. The game doesn't encourage or reward that kind of play
> at all. It's a sandbox where you can be what you want to be, but if
> you don't know, chances are you'll be a nameless schmuck running other
> people's errands.
It's a very atmospheric world, though - much more so than Oblivion IMO.
Bleak, hostile and sinister - and sometimes very beautiful. You can
have a lot of fun just exploring it as a nameless schmuck.
- Gerry Quinn >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Nov 06, 2006 Posts: 820
|
(Msg. 34) Posted: Sun Mar 16, 2008 4:18 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <tpoot350u827ekitmndj9dgkvuaf1poqks.RemoveThis@4ax.com>,
Anonymous.RemoveThis@anonymous.com says...
> The label we apply to these different types of games don't
> matter to me, call them all rpg's if you want. Call a doll making
> game where all you do is dress the doll and adjust its stats an rpg if
> you will, fine with me. Call a game of Chess an rpg because they
> added the ability to level up the pieces and play cut scenes in
> between mathes an rpg too. Although I disagree, I don't want to argue
> about that, because that distinction between rpg and non-rpg isn' the
> real point. I think what Gerry and I lament (and I apologize Gerry if
> I misunderstand you) is that there is a decided lack of a type of game
> we'd like to see more of. A 'type' of rpg that is largely missing.
> RPG's where you spend at least 50% of your game time making story
> altering decisions, where the narrative isn't linear (and I don't just
> mean non-linear in the sense that you choose the order events take
> place, sandbox style, but rather non-linear in the sense that its a
> completely different story depending on your decisions). It can still
> have stats and battles, could well compliment such a game, but such
> elements should be there to compliment the rpg, not to *be* the game.
Great post overall. Just to answer your question - yes, that's what I
was getting at.
Except I wouldn't fret too much about "50% of the time making story-
altering decisions". The combat is nearly always going to take longer!
But the decisions must be important, more important than whether one
party member has an ability to cast fire spells.
- Gerry Quinn >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Jan 16, 2007 Posts: 11
|
(Msg. 35) Posted: Sun Mar 16, 2008 4:49 pm
Post subject: King Of Dragon Pass (was Re: RPG Report & Planescape: Torment) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Mar 16, 3:14 pm, David T. Bilek <davidbi... RemoveThis @att.net> wrote:
> On Sun, 16 Mar 2008 18:36:01 GMT, Zaghadka <zagha... RemoveThis @hotmail.com>
> wrote:
>
> >[regarding Planescape: Torment]
>
> >The writing was good, I'll give them that. I enjoyed the game, but I don't
> >understand why people treat it like it's fine literature, philosophy, or deep
> >art. It is a very shallow work, IMHO.
>
> What cRPG do you consider not shallow?
King Of Dragon Pass by A-Sharp. http://a-sharp.com/kodp/ I've yet to
play its equal. Best story elements of any game I've played in any
genre. That doesn't make it a perfect game, as it suffers from some
RPG chrome treadmill leveling up issues. But I'm disappointed that
David Dunham didn't try again and went to work for PopCap, even though
I'm sure it was a rational decision for him.
Cheers,
Brandon Van Every >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: May 31, 2007 Posts: 37
|
(Msg. 36) Posted: Sun Mar 16, 2008 5:53 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Sun, 16 Mar 2008 10:59:52 -0700 (PDT), Wolfing <wolfing1.RemoveThis@gmail.com>
blabbed:
>So basically you're saying that a game like Fahrenheit 51 (or whatever
>the name was) is a role playing game? you'll find it hard to convince
>anyone of that, even the developers, and that game does have many
>decisions in which the story changes depending on your responses.
>So happens too in the japanese dating sims
You're missing the point. It isn't about whether game X is an
rpg, adventure game, sim, or strat game, or how much of each it is.
Put whatever game you want into whatever category you want, and it
doesn't matter as to the point being made here. Call them all sims.
Call them all bowls of soup.
Its that a certain type of game is largely missing from the
market that many of us would like to see more of. That's all.
Not saying that I'd like my preferred type of game to supplant
all the others and be the only thing out there. Games like WoW,
Wizardry, the Might and Magic series, tactics ogre, etc... are all
great, more power to all the companies that will make more of 'em.
Just saying that in any given decade, I'd like to see more
than the 5 or so attempts at making my preferred type of game.
Wanting an increase in one game type is not teh same as saying I want
a decrease in others. There's a market, admittedly not the largest,
that's not being served, money to be made, unsatisfied potential
customers w/money burning a hole in their pockets, starving for new
product that simply doesn't exist.
And the argument made elsewhere (not you I don't think it was)
that 'computer' rpg's are necessarily the way they are, necessarily
focused solely on stats/combat/etc.. is an exercise of wllfull
blindness, as the subject of this thread exemplifies - there have been
some, very few games, made for the computer that better exemplify what
I'm talking about than the majority of games out there, at least
relatively speaking. In other words, its been done. So it obviously
it *can* be done.
P.S. I have never played a japanese dating sim, and its
interesting that you seem so familiar w/them. hehe Perhaps you could
tell us more about them?
P.P.S. I imagine a dating sim could be an rpg, even by teh
standards of people who say rpg's must have stats, inventories,
leveling up, it'd only be missing combat, but that would be replaced
w/the 'date', and you could even add combat really as your prior
girlfriend tries to kill you or your new girlfriend each time you move
on. hehe. After all, it could have quests, interactive stories,
etc... Heck, super mario bros is a dating sim, rescue your date who
just happens to keep getting kidnapped so that you can continue to
date her (though of course its a platform game and not much of an
rpg). Anyhow, this is why I say the category of the game is not hte
point and not what I want to argue about, because its quite easy to
put many games into all sorts of multiple categories, and more
importantly - it distracts from the point trying to be made. Its a
valid subject, but different subject.
Leo >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 37) Posted: Sun Mar 16, 2008 6:12 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 38) Posted: Sun Mar 16, 2008 6:18 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 39) Posted: Sun Mar 16, 2008 6:21 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 40) Posted: Sun Mar 16, 2008 6:24 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 41) Posted: Sun Mar 16, 2008 6:36 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Feb 17, 2008 Posts: 8
|
(Msg. 42) Posted: Sun Mar 16, 2008 6:36 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Sun, 16 Mar 2008 18:36:01 GMT, Zaghadka <zaghadka.TakeThisOut@hotmail.com>
wrote:
>
>The writing was good, I'll give them that. I enjoyed the game, but I don't
>understand why people treat it like it's fine literature, philosophy, or deep
>art. It is a very shallow work, IMHO.
What cRPG do you consider not shallow?
We seem to have greatly differing definitions of shallow. Are
Nabokov's books shallow because the words are the same every time you
read them?
-David >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: May 31, 2007 Posts: 37
|
(Msg. 43) Posted: Sun Mar 16, 2008 6:36 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Sun, 16 Mar 2008 18:36:01 GMT, Zaghadka <zaghadka.TakeThisOut@hotmail.com>
blabbed:
>
>There is a lot of cosmetic detail, but I found it to really be just a makeover
>of the same game. Like going to the supermarket and having 700 choices of brand
>of pretzel, but no choice not to eat a pretzel.
>
>The writing was good, I'll give them that. I enjoyed the game, but I don't
>understand why people treat it like it's fine literature, philosophy, or deep
>art. It is a very shallow work, IMHO.
By your standard, you're right. That's another thing going on
here, we all use different yardsticks, sometimes drastically
different, to measure the games we play by. I loved P:ST, but I
wouldn't say people who dislike it are wrong.
Sounds to me you'd like the original 2 fallouts if I
understand your standards right. Very good games, if a bit old.
I liked how reputation worked in them. Unlike oblivion or
most any other game w/a rep/or fame meter, rep was specific to each
area, much more realistic in a fallout type setting at least. I
could be low on supplies and money, but desperately need them so
slaughter everyone in a town just so I could steal everything, or
because I pissed the wrong person off and teh whole town attacks me,
and be forever reviled as the harbinger of their destruction. But I
can be a beloved savior the next town over at the same time because I
saved them all from destruction. One city/state's hero is another's
villain. You didn't just decide at an early point 'I'm good' or 'I'm
evil' to be forever stuck w/that choice, you could really on a
per-issue basis make moral decisions based on whatever criteria you
wanted, w/out losing the statistical cost/benefit of being so
good/evil, no need to keep that meter at one extreme or the other to
get some benefit or avoid some penalty.
Also, quests often had many multiple, and quite different,
ways to solve them, which would be harder or easier or sometimes
impossible depending on your stats/skills. And the different
solutions often weren't just different ways to accomplish teh same
goal, but would have different results too (destroy the power plant in
one of many ways, save and restore it in one of many ways, and the
world and attitudes and even possible future quests change to reflect
your choices/actions), and either way you wanna go its completely
viable (unlike games where being 'evil' means every npc in the game
will attack you on site making 99% of the quests unavailable and the
game practically unplayable - i.e. the choice is there, but its no
real choice).
This all made it not only fun to play the fallouts, but fun to
read accounts of others who played it to see how differently things
played out in their game. I didn't read the accounts of others
regarding fallout to look how to get past something, like you might
w/a more linear game in which you get stuck and htere's no other way
to continue, but rather simply out of fascination over how differetly
the same game played out for them, over how drastically different the
story their character had been to mine.
Leo >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
External

Since: Jan 10, 2005 Posts: 1517
|
(Msg. 44) Posted: Sun Mar 16, 2008 6:41 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
External

Since: Feb 17, 2008 Posts: 8
|
(Msg. 45) Posted: Sun Mar 16, 2008 6:41 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Zaghadka <zaghadka DeleteThis @hotmail.com> wrote:
>On Sun, 16 Mar 2008 18:24:52 GMT, in comp.sys.ibm.pc.games.rpg, Zaghadka wrote:
>>On Sat, 15 Mar 2008 08:33:01 -0700, in comp.sys.ibm.pc.games.rpg, boolWorm
>>wrote:
>>
>>>
>>>"Inlaw Biker" <gmonsquared DeleteThis @yahoo.com> wrote in message
>>>news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...
>>>
>>>> This is one of those rare, transcendent (pun intended) games that
>>>> breaks new ground. It might best describe it as an "Adventure - RPG -
>>>> Interactive Novel." What's amazing is that it succeeds at all three.
>>>
>>>How does PS:T succeed as an rpg? The combat and character advancement was
>>>completely vapid.
>>>
>>>PS:T was a great adventure game and "Interactive Novel", as you say. But
>>>its RPG elements were tacked on. If one had to categorize PS:T, it fits
>>>much better into the Adventure Game category than RPG.
>>>
>>Exactly. The freeware game "The White Chamber" does the same thing, in half the
>>time, with far less needless verbiage, and, IMHO, to a far more chilling effect
>>(if you can get past the anime art style).
>>
>>http://www.studiotrophis.com/site/projects/thewhitechamber
>
>I might add: The writing isn't *nearly* as good as PS:T. Quite crude, in fact.
>PS:T, if anything, had some very well written dialogue. It's a much more visual
>game, and was obviously done by a bunch of visual artists who only had a crude
>concept of writing (or it was translated poorly, I'm not sure which).
See, this doesn't make sense to me at all. Comparing it to PS:T while
saying "The writing isn't nearly as good, quite crude in fact" is like
comparing your local Little League team to the 1927 Yankees except
that "they don't play baseball nearly as well".
The writing is what defines PS:T and makes it great. You can't say
"this game is like PS:T except for the writing".
-David >> Stay informed about: RPG Report & Planescape: Torment |
|
| Back to top |
|
 |  |
|
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|