laclongquan
Arcane
What they intend is not that important. What they made, is.
What they intend is not that important. What they made, is.
It achieved what it wanted to achieve - they wanted pulpy characters from James Bond movies? Well, they are here. A good writing is like that, even if you didn't like it. Bad writing is when the author tries to depict something but falls flat on the face: e.g. in DA2, Hawk being heroic, noble and intelligent.
Following this logic it does not matter what you write, it only matters how you write.
Which is right I think, your story won't be better or worse based simply on what you chose to write about. You can make a wonderful, complex story out of some kids robbing people on the beach, and banal shit out of a universe-shattering battle bewteen the gods themselves.
That would get me pretty much butthurt.Kickstart-wise, I love the idea of doing a setting sourcebook first. If the setting is as good as PlaneScape I'd want a sourcebook anyway, and if it isn't I wouldn't want to fund the video game.
I also see a lot of whining in this thread. I'll just say that if I get a game that has the same immersive strenght as Torment in writing, story, style, atmosphere and creativity, I don't care if the combat is a mix of a driving sim with a Street Fighter minigame with levels of pop-a-mole cover FPS.
but why would you want such a thing?Regarding the sourcebook, though, I suspect our priorities differ. The sourcebook would be far, far more valuable to me than the video game.
But I want a Torment-like game with ToEE-like combat.In the case of a Torment like game what would interest me more than the specifics of the combat system would be the encounter design. So long as the amount of combat would be similarly low to Torment, and even then offered mostly as but one way to progress I think I'd be satisfied with anything resembling a functional TB or RTwP system.
I don't think Obsidian works on a single project at a time. If Avellone were to do a kickstarter for a Torment spiritual successor, I seriously doubt he would have his whole company working on it exclusively.[random guess] I suppose for Obsidian to pull a Fargo would require something more along the lines of 12 million for a year of development? How many people does inXile employ on average?
I don't think Obsidian works on a single project at a time. If Avellone were to do a kickstarter for a Torment spiritual successor, I seriously doubt he would have his whole company working on it exclusively.[random guess] I suppose for Obsidian to pull a Fargo would require something more along the lines of 12 million for a year of development? How many people does inXile employ on average?
I don't think Obsidian works on a single project at a time. If Avellone were to do a kickstarter for a Torment spiritual successor, I seriously doubt he would have his whole company working on it exclusively.[random guess] I suppose for Obsidian to pull a Fargo would require something more along the lines of 12 million for a year of development? How many people does inXile employ on average?
Again, i ask, how is inXile doing this? Do they have other projects right this moment?
Yes, I'm that ignorant of all this.
2) Tactical combat – it doesn't need to be turn-based, but pausing and choosing your actions is important.
Fuck this shit. Seriously. There is no shortage nor an end to RTwP games and one PST with abysmal shit combat was enough. I'm not backing ANY project with RTw-fucking-P, MCA or not. I don't care if it's the perfect spiritual successor to PST.
I don't know, pretty much all of these Kickstarter RPG projects are promising turn-based. Right now RTwP would almost be a welcome change of pace.
I don't know about InXile, but I know that the kickstarter project for DoubleFine is just one of at least 3 projects they have in development right now. Tim Schafer has talked about how it's hard to balance being a project leader and the CEO of the whole company.I don't think Obsidian works on a single project at a time. If Avellone were to do a kickstarter for a Torment spiritual successor, I seriously doubt he would have his whole company working on it exclusively.[random guess] I suppose for Obsidian to pull a Fargo would require something more along the lines of 12 million for a year of development? How many people does inXile employ on average?
Again, i ask, how is inXile doing this? Do they have other projects right this moment?
Yes, I'm that ignorant of all this.
Yeah, we are so overflowing with TB, I guess we now have the luxury of settling with an inherently inferior and shit combat system.
And that is a good enough reason to ask for RTwP Kickstarters?
I'm not so sure about this, Planescape setting is awesome and is one of the reasons why PS:T is a cult game. Chances to create something equally deep and inspiring from scratch are slim.It'd be best not to use [the Dungeons & Dragons] mechanics or the Planescape license. One reason is doing so would undermine some of the joys of the Kickstarter (not having to answer to anyone but the players – if we take a license, we have to answer to the franchise holder), I'm not sure Wizards/Hasbro/whoever knows where to take the license, and looking back on Planescape: Torment, it's been clear to me that we had to bend a lot of rules to get some of the mechanics and narrative feel we wanted. Could we have done that easier outside of a Planescape universe? Sure.
Homoerotic jokes aside, I doubt anything does.Avellone lip service doesn't get me off like it used to.
Homoerotic jokes aside, I doubt anything does.Avellone lip service doesn't get me off like it used to.
You've changed, man.