WouldBeCreator
Scholar
- Joined
- Feb 18, 2006
- Messages
- 936
So, PST is my all-time favorite RPG and probably one of my five or ten favorite games ever. Etc. etc. But prompted by the thought of replaying it (this would be I think my fourth playthrough), it struck me that the game has a fairly major flaw in it -- or, it seems so to me.
We've been debating a lot about role-playing and meaningful choices in other threads. I imagine that's been going on here for years. It occured to me that one thing PS:T really drops the ball on is letting you go through with significantly different builds to experience significantly different games.
That's not just because there aren't many meaningful thieving opportunities or enough difficult combat to make the fighter / mage difference important. It's not even that there aren't cmeaningful class-specific quests or anything.
It has more to do with the game's structure and its reward system. The prime (only?) reward in the game is the story. Everything is secondary to that for a player, since there's no point in power-gaming it at all. The problem is that getting the story is just a matter of INT, CHA, and WIS. DEX, CON, STR have almost no role in getting you story, aside from a few very minor instances. Unlike FO, where you have a meaningfully different experience playing as a moron, in PS:T the aren't different stories, just more story or less story. And there's a specific way to play to get the most story.
The only meaningful choice seems to be on alignment, and even there your choices are always outside the main story arc and don't develop the game's main reward (TNO's history). So sometimes I play as a jerk, though that seems to get you less plot and less of a satisfying plot, and sometimes as a nice guy. But that's really the only difference.
At bottom, I think that's because the *play* in PS:T -- from the combat, to the talk trees, to the "puzzles" -- is so rudimentary that the only reason I'm playing it is to experience the multimedia story. I suspect that's why PS:T isn't my #1 game of all time -- it's not really much of a game. Just a great book that you play.
We've been debating a lot about role-playing and meaningful choices in other threads. I imagine that's been going on here for years. It occured to me that one thing PS:T really drops the ball on is letting you go through with significantly different builds to experience significantly different games.
That's not just because there aren't many meaningful thieving opportunities or enough difficult combat to make the fighter / mage difference important. It's not even that there aren't cmeaningful class-specific quests or anything.
It has more to do with the game's structure and its reward system. The prime (only?) reward in the game is the story. Everything is secondary to that for a player, since there's no point in power-gaming it at all. The problem is that getting the story is just a matter of INT, CHA, and WIS. DEX, CON, STR have almost no role in getting you story, aside from a few very minor instances. Unlike FO, where you have a meaningfully different experience playing as a moron, in PS:T the aren't different stories, just more story or less story. And there's a specific way to play to get the most story.
The only meaningful choice seems to be on alignment, and even there your choices are always outside the main story arc and don't develop the game's main reward (TNO's history). So sometimes I play as a jerk, though that seems to get you less plot and less of a satisfying plot, and sometimes as a nice guy. But that's really the only difference.
At bottom, I think that's because the *play* in PS:T -- from the combat, to the talk trees, to the "puzzles" -- is so rudimentary that the only reason I'm playing it is to experience the multimedia story. I suspect that's why PS:T isn't my #1 game of all time -- it's not really much of a game. Just a great book that you play.