First and most importantly of all - you need to stop with that constant self deprecation. It doesnt become you. It makes you look like you are trying to apologize for every subsequent thought by throwing yourself under the bus - and it does not look like humility at all. Maybe because you dish it too often, repeatedly and with effort in variations which all say the same thing in the end. Some restraint and frugality would serve you much better.
Just like it would serve better all of RPG writing.
I would also say that in your case it is a case of misplaced self criticism, certainly when expressed in those amounts. No doubt every single one of us is a shit in one way or another and we all fail at various points in our life but to take that as some constant and ultimate qualification misses the point and wastes the opportunity.
Remember that one of the things that can change the human nature is regret. So dont fucking waste it so cheaply.
Im still reading the article, but you two had sidetracked me with this exchange here on the first page and i want to say a few things before i forget. And ask.
Otherwise, it's a total sucker's game, and I'm not at all surprised that Avellone has no interest in doing it any longer. There is no way for the story as a whole to be your story without absurd sacrifices.
What does this mean? Why and how there is no way for the story as a whole to be your story without absurd sacrifices?
What do you mean by "your story" and what absurd sacrifices would then enable that?
Lousy writing that is well voiced in a well constructed dialogue tree is infinitely better to the player than brilliant writing in a lousy dialogue tree.
Where the hell did you get that idea and who is that "player"? Tell me so i can get some plane tickets and beat the snot out of that shit.
And the story-telling is largely subordinate to other things (like gameplay systems and visuals).
NO, no, no, no. The two, or three or four, must flow together and work to inform each other and to enhance each other.
They are not separate entities in video games, especially in RPGs - but simply different tools and instruments with which to tell a story and to create a narrative. Just like in ordinary writing you have a description and a dialogue, so in video games you have these various tools to create the "story" - which includes the gameplay itself.
Look at Half Life, especially the second one. The whole story was told and actually created through what you as a player did, what you saw, places you went through, events that you witnessed or affected - through the very gameplay. Without a word from yourself as a protagonist. And for a good length of the start without anyone telling you whats going on in some idiotic exposition dump or any written guide. Later occasional dialogues with other NPCs were more of a hindrance than necessity. They added some flavor, gave a few details, but the actual story and the experience of the game didnt really need them. It was all clear.
You discovered what was going on and created the story - by playing.
And that is always the case in the best games of any genre.
There is no "i am reading this stuff now, this writing stuff, words and letters - then im playing, doing stuff, performing these actions - now im gonna read more written words now" - in great games. Same for the voiced dialogues instead of written words.
As soon as that separation between writing and playing can be felt - its a bad game.
In RPGs, although that transition between action and reading written words is present, the very nature of the genre and its settings serves as the connecting medium, as reading is actually expected as a part of the gameplay.
Same for more modern action-rpgs with voiced dialogues and few written parchments between them. In examples of those that are good these seemingly different parts blend and work together with every other part including gameplay to create the whole.
Just like in a band you have five, six different musicians with different instruments creating a good song. A hit.
As soon as one starts to think his guitar is separate from the drums and the bass - it alls falls apart into shit.
Maybe the game dev studio is more akin to a symphony orchestra with several conductors leading different sections and one or two overseeing it all.
If those conductors keep fucking up and the ones overseeing make horrible choices in preparation and during execution which turn out to require rewriting the symphony as it is performed... And we did have a very elucidating examples of that provided by mr Avellone quite recently...
The result is discordant clash of different sections that start to think they are supposed to be separate from each other.
I spent a huge amount of time and energy on TTON for a role that was basically anonymous, rendering a contribution that was basically irrelevant, and earned money that made no difference whatsoever to my standard of living and was all poured into backing Kickstarter projects and charity bundles, and paying Fallen Gods contributors. If TTON is great, it is great because of someone other than me; if it isn't, no matter how great my work (I doubt it was that great), it couldn't meaningfully change that fact.
I feel you consider this a loss because you had a chance to work on a Planescape/Torment game and then seen it waste away.
But take head, i bring words of succor to your ills.
That was never a Torment game and it certainly isnt great or even good, so you dont need to feel any loss.
As you say later, you earned some money, ordered stuff from amazon, indulged in charitable actions and learned better from the experience.
Thats much more then the rest of can claim, mate.
Moreover, even if my contribution hadn't been a trivially small part of the game, the nature of this kind of RPG is that if it's done well, the vast majority of what you write will never be seen by a given player, and some of it will never be seen by any meaningful number of players.
Again that "player". Seems to me you developers suffer from some nasty pathological fantasy about "the player" who takes the worst form of all your fears and doubts and fills your minds until all you can see is "it" shambling down the hallway towards you.
Besides, you are not right either.
If the game is done well players will search for such nuggets and hidden treasures in it. Because in that case such hidden nuggets will be properly integrated into overall wellness of the whole and serve as parts of that wellbeing.
But if "any meaningful number of players" for some reason never find those parts - its irrelevant. Because value of those parts is in themselves and in the whole game they are parts of, not in how many morons see them or not.
Millions upon millions never played Fallouts or PST, so what?
The real art is excellence in any particular field and excellence is value in itself.
Its entirely different matter when the game is bad enough that nobody is interested in discovering those hidden sections, nor can they understand what those are for, to what they relate in story or the gameplay (which should be the same!) when they find them, - because the overall direction of the game was utter shit.
It's a silly way to spend your time and energy when those things are precious, unless (as I said) you're building a dream project for your own sake.
Yup. So you wont do it again and youll do something for yourself instead. Problem solved. Lesson learned. Fuck Inxile.
And in all of that PS:T is the only one where you get to ask NPCs to spam you with everything they know, and it somehow works. Why? It is a mystery. Maybe it's a fluke. Who the hell knows.
Darth Roxor
Again, "shorter is the route to better" seems plausible, except that the ultra-long-winded PS:T is the most acclaimed, and many other fairly long-winded titles (like MOTB) are also well acclaimed. While TTON and POE may draw more negative reviews, it's not like there are 100 RPGs with PS:T-length dialogue that are bad, and one that is great; the ratio of greatness to lousiness is actually very high, possibly higher than it is for more terse RPGs.
That's my point re: the impossibility of drawing firm rules. The dataset is small, and the results are all over the place.
To both here,
PST worked because of its setting. Because of Sigil.
Because of the immortal amnesiac waking up in the fucking City of Doors orbiting on a spire in the center of creation. And there was a floating skull talking to you and the next thing you know you got it to read instructions to you, from your body, that you tattooed and carved into yourself. Every single thing in it from the first second was strange, unexpected, weird, interesting, never seen before and full of potential. Potential for things great, terrible, and wondrous at the same time.
Which automatically made every single bit of info you can get from anywhere and anyone extremely interesting and valuable.
Valuable not just for some vapid "story" but for your own existence and the whole gameplay that became your experience and your story together with every other part of the game.
Info you had to go and find yourself. That you had to fight for, cheat for, (Lie) for. And die for.
Unlike, say, for example,... the completely broken start of the TToN with all that mind-numbing horrendous exposition, hand holding and idiotic self destructing "narrative" of the intro into an even dumber "plot".
Thrown onto nonsensical mess of the first area in which you are then bombarded into catatonic state by all the fucking "writing" put there for its own sake, dissociated from anything else. Playing a role of a bland sack of contrived crap.
The results aren't all over the place.
They are right where they needed to be and where they always were.
When i asked you why the Fallen gods dont have better art it wasnt because i wanted nicer visuals.