Hory said:Have you seen the Torment Vision Statement (1997)? It's not linked to in the article.
For whom was it written? There's quite an amount of swearing in it.
Gromnir said:am thinking that it would be appropriate that the God of this place were amused with and slightly repulsed by his worshipers.
HA! Good Fun!
Monolith said:Great interview. A pity he's so ignorant to PS:T success though. Sure, it didn't sell very well, but he created a true classic. It doesn't look as great as NWN 2 or Kotor 2 in his portfolio but he created something that will be remembered for ages - and he created at least 50% of the content all by himself. Nobody will give a shit about NWN 2 or Kotor in 10 or 20 years. But I'm sure there will be Torment fans visiting him in that stinking old people's house he'll be living in in 50 years just to get their PS:T copy signed. Sure, he'll be an old fuck by then and the only shit he will give will be the one in his pants but goddamn, that is not what matters. Well, let's so what that Alien RPG will be like. I hope it won't be NWN 2's Ork caves all over again...
MF said:I doubt it would hold up well if it was novellized.
Yeah, but from what I understand, most of the text is just pasted from the game.Sarvis said:MF said:I doubt it would hold up well if it was novellized.
<a href="http://www.amazon.com/Planescape-Torment-Ray-Vallese/dp/0786915277/ref=sr_1_2/103-7822581-2439857?ie=UTF8&s=books&qid=1185817418&sr=1-2">It WAS novelized</a>.
I liked the book better.
Gromnir said:why is it so damned hard for folks to admit that ps:t were a financial failure? Gromnir has met maybe 2-3 interplay/black isle/obsidian folks who had the stones to admit that ps:t were a failure and that fo were hardly the kinda success that keeps developers in business. am not sure if its ego or the belief that perception = reality that prevents these folks from being honest.
This part should tell you, if you read it right, that he and "everyone" else understand that PS:T is not a good mass consumed product, and intending it for the wide public will and did result in a financial failure, and by saying a financial failure I mean it didn’t even reach 'cover all expenses' point' in a business acceptable time frame (at least to the best of my knowledge).Chris Avellone said:I think everyone wanted Torment to sell very well
You're thinking of the fan-made one by Rhys Hess (replace planescape-torment.net with torment.sorcerers.net once that works again if you click the "plain text" link - the guy who had the domain disappeared and I failed at obtaining it at the time). The official one is fairly craptastic from what I remember. Pages of Pain isn't bad though.Hory said:Yeah, but from what I understand, most of the text is just pasted from the game.
tardtastic said:I've now arrived at the Lower Wards and the game is significantly more interesting. fyi
Curst. Horrible. Killed at minimum one of my replays.cardtrick said:Man, I just love PS:T. When McComb was listing the areas he worked on, my first reaction was: wow, those were incredible areas. This guy must be totally badass! And then I realized that I would feel the same way about pretty much any area or character in Torment. What a great game.
The problem I see is that he doesn't regard it as such a masterpiece - or *his* masterpiece. Just look at what he said PS:T lacked. This can give you an impression of how PS:T would look like if he did it today. More accessable setting with elves, dwarves, halflings and other midgets which means nothing but "more generic, less unique" and yeah, less text and more game which, looking at the games he's making today, probably means more ork caves.Azarkon said:Well, to be fair, inspiration is hard to come by. Many a writer will tell you of the frenzied, feverish nights when ideas seem to pour out in torrents, and of the dry, melancholy days when they do not. It's the latter that characterizes most of a person's life, and that's why writers and poets have often described a higher creative power - a muse, so to speak, that gives and witholds at her whim. You can't create a masterpiece simply by willing to do so.
:codexdevil:Admiral jimbob said:The Walkin' Dude said:I think the Codex should have a patron deity and I propose Avellone as our god. All hail Chris!
Monolith said:The problem I see is that he doesn't regard it as such a masterpiece - or *his* masterpiece. Just look at what he said PS:T lacked. This can give you an impression of how PS:T would look like if he did it today. More accessable setting with elves, dwarves, halflings and other midgets which means nothing but "more generic, less unique" and yeah, less text and more game which, looking at the games he's making today, probably means more ork caves.
Why would you convert it to .gif?DarkUnderlord said:Smiley! Hmm... Conversion to .gif didn't go so well but it's not too bad.
Once the player learns the truth, he can:
(“Bad” Ending) Walk away and don’t look back. The player does not have to become mortal again if he doesn‟t want to (immortality, even with amnesia, has its obvious benefits). The tone of this ending will leave something to be desired, but the player may choose it if they wish. If the player chooses this ending, the game basically begins again where it started, with the player awakening in the Mortuary without his memory and a (saddened) Morte greeting him back to life again.
(“Not Quite so Good” Ending) Perform “Last Rites,” damning yourself but saving all of existence by becoming mortal and letting death take its natural course. If the player can convince his mortality to return to him (his mortality has no desire to return to him – it doesn‟t like the player and enjoys its autonomy), the player discovers why his mortality was separated from him in the first place…to avoid the penance for a lifetime of evil.
(Best Ending) This is a game. I want to have my cake and eat it, too. The player learns why his mortality was separated from him, but rather than becoming mortal, he turns on it, killing it/trapping it and preventing it from interfering with his life anymore (i.e., killing him). He then wanders the planes as a happy immortal.
The Walkin' Dude said:Jarlfrank, I disagree. One of the parts of the game that made it great was the ending. It was well done that TNO was doomed no matter what. It didnt matter if he was a lying schemer or a lawful good paladin, he had to serve the time(or eternity).
I mean hell, how much it would suck if TNO would defeat the bad guy and live happily ever after with Annah and Grace?
Monolith said:The problem I see is that he doesn't regard it as such a masterpiece - or *his* masterpiece. Just look at what he said PS:T lacked. This can give you an impression of how PS:T would look like if he did it today. More accessable setting with elves, dwarves, halflings and other midgets which means nothing but "more generic, less unique" and yeah, less text and more game which, looking at the games he's making today, probably means more ork caves.
The Walkin' Dude said:Jarlfrank, I disagree. One of the parts of the game that made it great was the ending. It was well done that TNO was doomed no matter what. It didnt matter if he was a lying schemer or a lawful good paladin, he had to serve the time(or eternity).
I mean hell, how much it would suck if TNO would defeat the bad guy and live happily ever after with Annah and Grace?
That's good to know. Can't wait for part 2.Brother None said:This is actually completely off. MCA talks more about his design goals for PS:T in part 2, and believe me when I say you're way off.