Lacrymas
Arcane
- Joined
- Sep 23, 2015
- Messages
- 18,831
PoE1 is worth playing for WM alone, though. Everything else is carcinogenic and so bland I lose my will to live. I'm also in the minority, but I think WM1 is better than part 2. When I first played it, I thought the opposite, but on my replay I realized that no, WM2 is unfocused and the plot goes off the rails again. WM1 perfectly captures an adventurous feel that culminates in a cool dungeon with a great reward, WM2 not so much. If they relegate the writing only to lore and function, I can live with that as well. I've been playing a lot of ToME recently and the writing in there is only an excuse to visit *very* cool locations (like a meteor above the planet) with cool enemies. It's filled with all kinds of lore notes if you want to go into the history of the world, and some of it is good, but I mostly praise it for its variety and creative use in-game (I'd like more tile variations for some of the dungeons, though). This is what I want to see more of in RPGs, writing that enables adventure, wanderlust, awe and unorthodox quest design, and less walls of text that go nowhere.
That is also my main gripe with PoE1 and 2's writing; I can live with walls of text and what have you, but there should be cool gameplay ramifications, they filled PoE1 with forest after forest, after swamp, after featureless fields, after snow forests, after more swamps and more forests, and so on and on. I absolutely blame the writing for PoE's blandness because it's their responsibility to think up the quest and zone design, as well as the exploration. They should've concluded the Eothas business in the first act of the game, and then focused on the factions, I've written extensively on how they can create natural tension between the Huana and the Vailians by having the Vailians recruit the lower caste in the Gullet for manual labor in the luminous adra extraction and refinement process, leading to the lower caste having more resources and clamoring for housing in the upper areas of the city. They should've also written the pirates to have a political philosophy, maybe an anarchist one, that clashes with the Huana and the RDF.
Both PoEs are Wasted Potential: The Game because of the lousy writing and the inability of the writing team to properly use what they've come up with, leading to boring, almost parodical treatment of a fantasy setting and plot that doesn't work at all when combined with gameplay.
That is also my main gripe with PoE1 and 2's writing; I can live with walls of text and what have you, but there should be cool gameplay ramifications, they filled PoE1 with forest after forest, after swamp, after featureless fields, after snow forests, after more swamps and more forests, and so on and on. I absolutely blame the writing for PoE's blandness because it's their responsibility to think up the quest and zone design, as well as the exploration. They should've concluded the Eothas business in the first act of the game, and then focused on the factions, I've written extensively on how they can create natural tension between the Huana and the Vailians by having the Vailians recruit the lower caste in the Gullet for manual labor in the luminous adra extraction and refinement process, leading to the lower caste having more resources and clamoring for housing in the upper areas of the city. They should've also written the pirates to have a political philosophy, maybe an anarchist one, that clashes with the Huana and the RDF.
Both PoEs are Wasted Potential: The Game because of the lousy writing and the inability of the writing team to properly use what they've come up with, leading to boring, almost parodical treatment of a fantasy setting and plot that doesn't work at all when combined with gameplay.