buffalo bill
Arcane
- Joined
- Dec 8, 2016
- Messages
- 1,045
Planescape: Torment (this thread is not about Numanera) is a pretty good game, but has some serious flaws. I was recently thinking that these flaws could be pretty easily fixed. Here are my ideas (the first two ideas have probably occurred to everyone who has played P:T).
(i) make the combat turn-based (this requires no explanation)
(ii) improve encounters: there is lots of trash combat, and not enough difficult encounters. Cut a good amount of the trash combat (but not all of it, since it's good to have some filler combat to indicate how the player has become stronger since beginning the game), and make the remaining encounters more difficult (ideally not with hp bloat, though)
(iii) give dying more consequence. This is related to some ideas in the thread on ludonarrative dissonance. In the game, we are told that dying causes the nameless one to lose memories, but in game there is no such consequence, and the NO can die as many times as the player wants (though apparently there are more shadows in the engame if you die more before reaching that, but that consequence is pretty whatever).
My specific idea here is that the NO loses an increasing amount of xp for every death. E.g. first death is -100 xp, second is -200, third is -400, etc. In scenarios in which the NO gains xp by dying (I think this can happen several times), the xp lost is subtracted from the xp gained. This would give some cost to dying which the player would have to assess as worthwhile or not, and fits with the narrative about dying that the player is presented with.
I imagine an ambitions modder could implement one or more of these changes, and significantly improve P:T. (maybe such a mod even exists for the combat, but I don't know about it)
Any other suggestions for simple changes that would significantly improve the game?
(i) make the combat turn-based (this requires no explanation)
(ii) improve encounters: there is lots of trash combat, and not enough difficult encounters. Cut a good amount of the trash combat (but not all of it, since it's good to have some filler combat to indicate how the player has become stronger since beginning the game), and make the remaining encounters more difficult (ideally not with hp bloat, though)
(iii) give dying more consequence. This is related to some ideas in the thread on ludonarrative dissonance. In the game, we are told that dying causes the nameless one to lose memories, but in game there is no such consequence, and the NO can die as many times as the player wants (though apparently there are more shadows in the engame if you die more before reaching that, but that consequence is pretty whatever).
My specific idea here is that the NO loses an increasing amount of xp for every death. E.g. first death is -100 xp, second is -200, third is -400, etc. In scenarios in which the NO gains xp by dying (I think this can happen several times), the xp lost is subtracted from the xp gained. This would give some cost to dying which the player would have to assess as worthwhile or not, and fits with the narrative about dying that the player is presented with.
I imagine an ambitions modder could implement one or more of these changes, and significantly improve P:T. (maybe such a mod even exists for the combat, but I don't know about it)
Any other suggestions for simple changes that would significantly improve the game?