Alex
Arcane
No. I'm arguing that it doesn't have to be as interactive as MCA seems to be indicating. I definitely felt that the PS:T story was interactive enough. Yes, I know that PS:T has taken some flack here in the past for being half adventure game--some kind of cRPG-Adventure hybrid or just an interactive story. Some have gone so far as saying that it isn't a real RPG. I don't really have an argument with any of that. All I want to do is point to whatever PS:T was and say, "That is what I want to see again."
Colin seems to have the right idea in focusing on philosophy and central riddles. MCA's comments make me nervous. If he can't be relied on to sell the idea of novel-rpgs then who can? Having said that I don't want to see the opposite extreme with jrpgs and non-interactive cut scenes dominating the narrative or god forbid EAware's idea of RPG-as-movie. Or some hybrid half assed film meets Harlequin romance novel. There's always a balance between interactivity, choice, non-linearity and story and it's a delicate one.
I usually am the first to criticize Mr. Avellone. He frequently disavows a lot of the things I loved about PS:T in interviews, and his infatuation with "cinematics" gave use Alpha Protocol, a game whose the only good point it has going with me is that I didn't waste my money on it. Still, the text you quoted seemed perfectly fine with me. I think one of the biggest problems with the original Torment was that it was too static, too written in stone for what it was trying to do. Having the game react more to what you do could make it that much better, I think, and adding more dynamic systems seem like a very good way to do that.