DwarvenFood
Arcane
Smouldering Corpse BarDamn. Colin did a lot of work on the areas of PST I really liked.
Smouldering Corpse BarDamn. Colin did a lot of work on the areas of PST I really liked.
A good setting is an important and much desired element, but for a game like Torment, writing and storytelling are the key aspect.I did say you need both good writing (with that particular bend) and the appropriate setting that reinforces it. Both.
http://www.rpgcodex.net/forums/inde...use-monte-cooks-numenera-setting.79547/page-6Yours truly said:Area with lots of infodump about plane-travel. I suppose it was necessary. The two baatezu were cool.McComb said:The areas I did included Smoldering Corpse bar and its attendant quests and dialogues
Cool idea but horrible execution. Combat slog through dozens of bipedal rats. Very little detail/dialogue to make me want to side with the Many against the undead.Many-As-One and the Warrens of Thought
Ok, but again the actual quest content for that area was surpisingly banal compared to the rest of the game. Redeemed by the fact that the Godsmen were working on a war machine for the baatezu, but that plot-line didn't go anywhere.the Great Foundry
Can't comment without specifics.some of the Lower Ward
Lothar and the Bones of the Night
The single moment that totally pulled me out of the game. So, the player needs to be told about Ravel holding the key to his mortality. Of all the ways this could be accomplished, he went with an all-powerful unkillable npc that can also kill TNO, and the plot would not progress until you paid him a visit. Why would I care to do that? Because he sends rats to kidnap Morte? What if my TNO doesn't care about Morte?
He was't that great as to warrant a repeat mention, you know.Many-As-One
By far the worst area of the game on all levels. Little to no opportunities for role-playing and the attempt to give it the atmosphere of a town of betrayers was laughable. You were repeatedly told by its residents that they are a town of betrayers, but the way this played out in quests was linear and dumb. You could also (accidentally) skip all of it by sliding down a poorly hidden hole, thus ruining the town's thematic relevance when you revisit it and are supposed to take it out of Carceri.Curst
Horrible combat slog.Under Curst
???(and certain dialogue nodes with Vhailor)
Horrible. You are either forced to role-play as a paladin and stop the chaos and evil, regardless of how you played thus far or, if you don't care about the town, go straight after Trias and lose a buttload of xp. Yay for punishing role-play. Also, iwhy does the town slide back regardless of whether you chose to end the chaos or just go after Trias.Carceri
Again, cool idea, sloppy execution. Voice actor made him seem a lot cooler than he was.Trias the Betrayer
Genuinely cool character. Should've had the plot revolve more around him after Ravel instead of the Curst/Carceri crap.Fhjull Forked-Tongue
By adding some combat slog areas, amirite?I helped smooth out certain kinks in the flow of the game
That mechanic being suddenly having to role-play as a paladin?and suggested some of the chaos that might ensue when Curst shifted into Carceri and helped design the mechanic that would allow the player to return the city to the Outlands.
I sure fucking hope so.I think I did some other stuff too.
I'm willing to shrug all this aside as being the inexperince of the time, but how is writing a bunch of fantasy novels since then (no, I'm not gonna read them) supposed to convince me the dude now knows how to write & design a game that thematically will resemble PST? What's to make me expect anything different from the things above, which, with very few exceptions, were the worst parts of PST?
Avellone was given Torment before he was on Fallout 2.Um.... writing skills? Design skills? Doesn't New Reno stand out in Fallout 2 and is considered one of the best areas in terms of role-playing?It depends what you as an individual thinks needs to be proven, doesn't it?
So before he was given Torment, his proven experience was "headlines and factoids" for Conquest of the New World, "additional mission design" for Starfleet Academy, and creative lead for Descent to Undermountain.SW: [laughs] Baldur's Gate was being developed concurrently at the same time Planescape was. So as they would release updates to the Baldur's Gate engine, we'd incorporate them and, shortly thereafter we started making some large changes to their engine as they were developing it. But, I think Planescape originally went into production in late 97, early 98, as it is now, and then got put on hold for 10 months while Fallout 2 was wrapped up. There were around 3 programmers on the team working on modifications for the Planescape engine during that time, but the real development started happening in late 98. We busted through the content of the game in 11 months.
Well, I'll be damned. Is there anything you don't know, Roguey?Avellone was given Torment before he was on Fallout 2.
We busted through the content of the game in 11 months.
CMcC Comments?
also be missing out on the work of-- hang on, that part's still secret.
Avellone.also be missing out on the work of-- hang on, that part's still secret.
Start the betting, gentlemen.
Ziets could probably be another stretch-goal, or some of the writers on WL2.Personally (and admittedly this is entirely subjective) I'd kick in. In fact, I'm planning on pledging anyway, because I want to get some of these stretch goals. Which is to say, I really, really want to work with some of the people we've lined up.
Of course, you'll also be missing out on the work of-- hang on, that part's still secret.
George Ziets?
Neal Hallford?
David Gaider?
It's not Zeb Cook, he works for Zenimax.
Try looking up other names from the PS:T or MotB credits. Are there any people in there who are looking for a job?
Probably Avellone since he did some work on WL2 and has a good working relationship with inXile. Kinda makes sense.Avellone.
Bet $5.
Might Jason Anderson be avaiable for this?
Might Jason Anderson be avaiable for this?
He's at former Valve sister company Turtle Rock Studios: http://www.linkedin.com/in/jasondeananderson