Before we go any further, please let's get the title straight: it's PS:T (for Planescape: Torment), not PTS as you keep saying.
Leo Valesko said:
but that's about the only similarity I see between it and "any JRPG".
What about a strong line of relations between members of pregenerated party. BTW all of the party-characters have great image-design which includes clothes, weapon and such stuff that can't be changed - only modified?
Not sure what you mean by the difference between "changed" and "modified"... I assume you're
not talking about PS:T, because you have full inventory access to your party members in that game. But yeah, as I already said in my previous message, I'll concede that point because JRPGs often have strongly scripted party interrelationships. As I mentioned above, tho, in my experience they tend to be mandatory and wholly linear, unlike TNO's relationships with Dak'kon, Morte, Annah, or even Falls-From-Grace.
All of the side-quests part was created using non-linear dialogues which were very well done.
What game are you talking about here? You don't mention a title. Do you mean PS:T?
you said:
me said:
PS:T is far less linear in Sigil (both the first and second parts) than the town/city portions of any JRPG I've ever played.
What about FF7, 8, 12 or Atelier Iris 1-2? In some ways they offer more world-map exploration than PTS.
First up, you misunderstood my post. I said that Sigil is far less linear than the
town/city portions of any JRPG (i.e., the portions involving heavy character interaction),
not the world-map portions (which are, by generic definition, the only nonlinear part of a typical JRPG).
Second... I haven't played the Atelier Iris games, and FF12 isn't out in North America for another month. As for FF7 and FF8, well... Two responses: first, saying "they offer more world-map exploration" than PS:T is silly, because PS:T offers
no world-map exploration; it doesn't have a freaking world map in that sense. As I already mentioned above, this is comparing apples and oranges. Second, world-map exploration in JRPGs is all about non-plot-critical exploration; it's practically a generic convention that the plot advances linearly, while the nonlinear exploration is used for uncovering "extras" like optional party members (like Yuffie) or advanced weapons or powers (like the Knights of the Round summons - sorry, can't remember anything from FF8 because overall I find it much less, well, memorable :wink: ). This is in stark contrast to PS:T where the nonlinearity unfolds in dialogue rather than exploration - and where much of the nonlinearity consists of uncovering backstory rather than discovering TEH ULTIMATE WEAPON or w/e.
It's true that PS:T's main plot does advance pretty linearly, so in that sense it's similar to a typical JRPG (as well as a typical "Western" CRPG these days, but that's another matter), and it's true that some of the game mechanisms are superficially similar. The content and focus is so different, tho, that I'm really not sure where you're going with this. PS:T's antecedents are obviously D&D (particularly the Manual of the Planes), Baldur's Gate, and previous RPGs - not JRPGs at all. And your control over TNO's character is light-years beyond what you get in a typical JRPG, where you have zero (or at most
nearly zero) control over the main character's development, personality, relationships, etc.