PorkaMorka said:
P:ST had a gameplay style which focused on dialog, reading text and picking choices from menus at the expense of combat, exploration and high adventure.
This worked alright in PS:T because it was well written and benefited from a great licensed D&D setting.
But
a) it is a significant departure from the traditional CRPG gameplay formula, almost a different genre, or a strongly differentiated sub genre at least
I disagree. Combat is a big focus of RPGs but character based interaction with the setting, environments, and characters are just as, if not more, important and Torment had that in spades. You were given options on how to investigate and interact with things and characters on a regular basis, far more than any other major cRPG (except maybe those of Ultima fame), and those interactions were always, when possible, based on your characters' stats and abilities. I have no qualms with a text based interaction schema instead of a graphical one, like say in UU or Arx Fatalis. Those are neat, no doubt, but if selecting an option that says "make a potion" does the same thing as drag-and-dropping items on one another 5 times to make a potions means there is more time to dedicate to a game's content and quality, them I'm all for it. Also, it becomes tedious.
To call it a subgenre is... well, silly. Some cRPGs will focus more on one aspect, some on others. D&D is ultimately a cooperative storytelling game, it stands to reason then that a single player cRPG based on it would also be a storytelling game -- though Torment did not sacrifice interactivity (major part of gameplay) for it, it only sacrificed combat. Unfortunate, but it was not enough to harm the game's solidity. Good combat is difficult to find anyway, the genre is mostly polluted with systems that seem novel initially but quickly become routine and cumbersome as the player gains some skill. There are very few, if any, combat systems that don't break.
b) If it had been widely mimicked, only the top quality offerings using this gameplay style would have been tolerable. Can you imagine how tedious it would be to play a PS:T style game with mediocre - bad writing?
So I would not play those mediocre games the same way I do not play mediocre games now, but it does mean that the trend in the genre would be more in favor of character-interaction instead of GRIPPING CINEMATICISTICISM or whatever the hell the current movie-like infestation is called.
If you've ever tried to play a mediocre visual novel... it's horrifying.
I tend to not indulge in entertainment that is not... erm,
entertaining.