Longshanks
Augur
Well, that's where the reasonable criticism sits. The point I was making was a simple one, which I think most anticipating a PST type game would agree with, that it needs to be wordy and story focused. I think the criticism has reached such a level where even reasonable design decisions or focus are being challenged (descriptive text, limited combat etc). The broad goals of the game seemed spot on for a spiritual PST successor to me. The difficulty was always going to be in the execution and the challenges there were far greater than even POE faced, as the PST experience was more lightning in a bottle than pretty much any other game. Planning for your game to be well written is tricky especially without an established team. From what most have said it seems that they may have got carried away with working on a "reader's game" and overwritten it. This was always a risk with the large writing team and the remit to make a wordy game.Well the criticism is surely not against the amount of words at all. All wanting a PST successor have liked PST, and its words. No one has a problem with reading, or they shouldn't if they're looking at a PST successor. But that's not the criticism levelled against the game here. It's always been about quality. And when words are added, bringing nothing to the table but drowning the good in a sea of mediocre/bad, then it is legitimate to want less of them, to ask the writers to edit themselves. Every good one does it, and so do movies, music, etc. More isn't automatically better.No issue with the quality of the words being questioned, but if you're making a a PST spiritual successor it needs to be wordy and have a heavy story focus. Without even attempting that the game would have been torn down far worse than it has. As I said I've not played the game so was not talking about quality but design focus, and I definitely think they focused on the right areas even if the result didn't quite work (yet to see myself).Wrong.The dumbest criticism of the game has been over wordiness. If you're making a game in the style of PST, the number one thing that differentiates it from other RPGs is wordiness.
This is a criticism that has been levelled at many games and writers before Numenera, see the Pillars review for a recent example. Wordiness is nothing without quality. Actually, I'd prefer a minimalist approach if the writing's going to be mediocre or shitty.
And it's not the wordiness that differentiates PST from other games, but subject matter and how it is approached. It makes one think. Its wordiness is nothing without that.
I'm not going to say much more on this till I've actually played the thing, but I backed T:ToN mostly because of the boldness of their design decisions (text heavy; reactive; turn-based; low combat). The possibility that it wouldn't come together was always there given the ambition, but even if they did fall short I still salute their effort and don't regret backing a rare game that largely aligns with my preferred design (maybe this will change after I have played it).
Edit: now that I remember, TBC would not have been known during the kickstarter. Not actually sure when I bought it, but probably before TBC was confirmed.
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