CappenVarra
phase-based phantasmist
NumNum Torment
NumNum Torment
I don't believe that pure game mechanics are the sole defining pillars of cRPGs, as you (and others—you're not alone) seem to. In my mind, "RPG" is a much more intangible concept.
Then why the fuck are you both still posting? My entire argument was that you could remove the combat from PT and keep the RPG mechanics focused on what truly counts in this game: dialogue, exploration, puzzles etc. In other words I was saying that since the game is basically an "anti-RPG", a game that tries to be different from a common RPG, it might as well drop the combat and also be consistently great.Fallout is more orientated to combat, non linearity, sandbox gameplay - Planescape Torment orientated more towards story telling, subverting tropes and questioning some philosophical aspects.
What? I'm explaining how Torment's combat will be different from WL2's, not claiming TB is not suited for it. TB has my preference.Where does it say TB combat is in any way negatively predisposed towards infrequent encounters or uniqueness? Where does it say Tb combat must have constant engaging fights?
You said Wasteland 2 having a working TB system is very important. I'm pointing out it is not so important because it would have to be reworked with very different goals in mind basically from the ground up. The experience is important, sure, but they have experience with RTwP too. WL2 being TB is a factor, but it won't determine their choice.Are you telepathic again and like Infintron imagine i think they should just copy-paste Wasteland 2 system into new Torment?
Did i say that - anywhere?
Heh, yeah. MCA's poor health as he worked himself near-death on PS:T is the stuff of legends. He has more time for sun-bathing and working out now.I seriously couldnt find MCA if you didnt point him out.
Haha. Don't ask me why I do that. I just do.NumNum Torment
cmonn... give a Slav a break... ffs...Couldn't have put it better myself, except to improve the grammar.
Im not sure should i thank you for that clarification...What..the..fuck... does that even mean?Has anyone really been far even as decided to use even go want to do look more like?
Shitty internet catchphrase (meme).
I already know in what ways it will be different - obviously. Never though otherwise.What? I'm explaining how Torment's combat will be different from WL2's, not claiming TB is not suited for it. TB has my preference.Where does it say TB combat is in any way negatively predisposed towards infrequent encounters or uniqueness? Where does it say Tb combat must have constant engaging fights?
I didnt say it is the only factor either.You said Wasteland 2 having a working TB system is very important. I'm pointing out it is not so important because it would have to be reworked with very different goals in mind basically from the ground up. The experience is important, sure, but they have experience with RTwP too. WL2 being TB is a factor, but it won't determine their choice.Are you telepathic again and like Infintron imagine i think they should just copy-paste Wasteland 2 system into new Torment?
Did i say that - anywhere?
Tim Donley, for those who are unaware, was the lead artist on Planescape: Torment, as well as doing art for Fallout 2 (he told me years ago he created the Vertibird helicopter design for Jason Anderson in the early days of Fallout 2's design). He's been recently working at Vigil as the design director on Darksiders II, which certainly had a pretty striking aesthetic even if otherwise I didn't love it (well, to be fair, I did like it, but for some reason the inventory and map screens took like 10-15 secs to pop up and that made it unplayable for me).
Him and all of Vigil is on the market now after THQ failed to auction the studio off Hope he lands on his feet, he's a really good guy.
Maybe he ended up at Crytek Texas, where a part of former Vigil staff went to (36 people).
I think he wore them to complement the fat nerd look.Wait, Avellone wears glasses?
Really? They just seem to be saying that a combat approach as an option is nice and a better system could lead to it being an actually enjoyable part of the game, rather than a forced chore you want to blast through asap. If done well enough maybe a dumb fighter run could also be a fun playthrough? Get to engage in interesting encounters that you're character talked around last time in the interest of gathering more information or something.to summarize what hiver and Blaine are saying:
1. combat is mandatory in RPGs (and it should be turn-based)
2. everything else isn't because UNIQUE RPG X-PERIENCE
Not much I think, Crytek did not get the Darksiders IP nor the "Crawler" IP (yet?).Maybe he ended up at Crytek Texas, where a part of former Vigil staff went to (36 people).
What are they doing over there?
Crytek did not get the Darksiders IP nor the "Crawler" IP (yet?).
I don't believe that pure game mechanics are the sole defining pillars of cRPGs,
Planescape: Torment had quite decent RPG elements. A meaningful stat- and level-up system as well as a complex system of spells. (...)
The people saying PS:T = Adventure Game have yet to explain exactly which adventure games has these fleshed-out RPG Mechanics.
I'm not saying RPGs should be defined by mechanics because I play RPGs for them, I'm saying they should be defined by mechanics because we can't define them otherwise. ... The only unique trait of RPGs are that they have complex and meaningful meta-concepts of character creation and attributes that mean something hand-in-hand with player skill. Indeed, when these exact mechanics are implemented into other genres, they are called "RPG-elements" precisely because they're the only defining and common trait of the RPG.
Now, does this mean I agree with Bizz? Hell no, the retard fails to understand that Planescape: Torment had quite decent RPG elements. A meaningful stat- and level-up system as well as a complex system of spells.
Now, does this mean I agree with Bizz? Hell no, the retard fails to understand that Planescape: Torment had quite decent RPG elements. A meaningful stat- and level-up system as well as a complex system of spells.
Grunker I never said that Planescape Torment is an adventure game. I recognize the RPG elements that it has. I just think that it is *gasp* overrated as fuck (edit: as an RPG). And I think that it would work better without the combat, a non-combat RPG rather than an adventure game. And I gave Call of Cthulhu as an example of tabletop RPG that works without combat (it has combat but it's not really essential) .
And sure, it is miles above everything Bioware did after NWN in terms of cRPG mechanics, I agree. Better than Lands of Lore? Sure. Just not impressive enough considering the entire history of cRPG games.
But if I were to make a spiritual sequel to Planescape Torment and I would have a limited budget, deep and engaging combat system would be the very last thing on my mind. I would rather focus on making the game work around a system based on exploration and dialogue, which was the selling point of the game in the first place.
Oh and just a random thought: the level-up system was actually gimped in PT because most of the experience was coming from quests and conversations rather than fighting monsters. Surely the game wasn't intended for the Int/Wis build.
Agree wholeheartedly. Specially with the non-combat part. I wonder how the game wouldve been without combats.Now, does this mean I agree with Bizz? Hell no, the retard fails to understand that Planescape: Torment had quite decent RPG elements. A meaningful stat- and level-up system as well as a complex system of spells.
Grunker I never said that Planescape Torment is an adventure game. I recognize the RPG elements that it has. I just think that it is *gasp* overrated as fuck (edit: as an RPG). And I think that it would work better without the combat, a non-combat RPG rather than an adventure game. And I gave Call of Cthulhu as an example of tabletop RPG that works without combat (it has combat but it's not really essential) .
And sure, it is miles above everything Bioware did after NWN in terms of cRPG mechanics, I agree. Better than Lands of Lore? Sure. Just not impressive enough considering the entire history of cRPG games.
But if I were to make a spiritual sequel to Planescape Torment and I would have a limited budget, deep and engaging combat system would be the very last thing on my mind. I would rather focus on making the game work around a system based on exploration and dialogue, which was the selling point of the game in the first place.
Oh and just a random thought: the level-up system was actually gimped in PT because most of the experience was coming from quests and conversations rather than fighting monsters. Surely the game wasn't intended for the Int/Wis build.