i'd describe the style of the writing as pretentious if that can be called a style. i see that it may be much too late to change the whole game at this point and maybe it's fine the way it is but there is one thing that really needs to be changed. a game with such reactivity will and/or should make people want to replay it. but the beginning, especially the tutorial is gonna come over as annoyingly repetitive and piss people off as long as they can't skip it.Reapa I like most of the samples you posted, but then, I also like the intro to TTON. (It would certainly be nice if we reached the level of Stephen King's best writing, but even in my headiest arrogance/least depressive moments, I don't expect to pull that off.) I agree that TTON's intro doesn't fit with tone of the other texts you enjoyed. There is a kind of ironic detachment to it, and I can see how some people would find it off-putting. But I think it's a stylistic choice, as opposed to an absence of style.
I do wonder to some degree whether there is an imbalance in your comparisons between PS:T and TTON -- namely that you are comparing these side characters with virtuoso writing to an expository introduction. To be honest, I think I've benefited from that mismatch when people say nice things about the Meres: I think my job in writing the Meres and the side characters I was assigned was much easier than writing along the main quest path, and certainly easier to engage in the kind of high concept, poetical stuff like O and Xander. (I'm not saying I matched their quality, I don't expect that I did, only that it's easier to pull that stuff off in side-shows than in the main act.)
(Speaking of the Meres, I think I almost have the daylight to put in the bazillion edits that folks here have suggested to them. I don't want people to think I've ignored them on this, I've just been rushing to meet other deadlines.)
EDIT: I'm giving it another go and i'll probably keep posting observations for a while.
1. It seems the pretentious writing may be solely the narrators fault. he probably also shouldn't comment on every piece of conversation i'm having with my followers.
2. it seems one can save the game after the fight with the sorrow fragments and use that save to skip the whole intro and the text based character creation. this is good but it's a work around.
3. i like the effort mechanic but not the randomness in dialogues. i feel dialogues should be based on motivation. if someone has a reason to tell me something he should do it. and if i for example am a good intimidator but i go up to the city guard leader i should not be able to intimidate him based on the nature of his job/power/connections no matter how good i am. i can imagine the skill checks have been tuned based on stuff like that but luck should not be able to make any difference. this may sound like a matter of personal taste but is actually a big design flaw. all it takes is for the rng to let the player "win" one instance of a hard test and lose an easy one to adopt a whole other kind of play style, namely save scumming. given that one could just save the game right before any conversation and just reload without losing any progress and the rewards being not only xp or content but both there really is not much incentive for the player to play any other way. AoD was widely played like this: save scum and level up on demand. what was initially planed as an incentive for people to replay the game over and over again to get different stories out of the same game and praise it for its reactivity and c&c content led to save scumming and people blaming the devs for forcing the player to save scum. something as simple as forcing the player to level up as soon as he got the experience would have made that kind of behavior very uncomfortable and unlikely resulting not only in achieving the desired effect but also better reviews.
4. the ui shows much too little information on status effects. i can see Callistege having a status effect with transparent copies of herself which i assume makes her harder to hit but i can't find any info on that. bg 2 for example showed every status effect right next to the portrait as a small symbol and the character sheet expanded on that with explanations of the symbols and quantities. like a small flame symbol next to the portrait and then the same small flame symbol in the character sheet telling you it's fire resistance and how much.
5. the camera randomly moves on its own back to my characters when i click on the ground to tell them where to go.
6. numerous misspelled and missing words.
7. found a cyclonic cube. seems broken. very weird dialogue options like "script node 6".
8. character progression seems dull/boring and fucking short. i see only 2 skill levels for every skill. very weird choice of cap. either make them perks or skip them all together and make everything dependent on the rng. stuff like that really kills my motivation.
9. discontinuing my playthrough. the story is not interesting enough to keep me playing. the game at this stage is a fucking abortion.
10. saving Ris was extremely unrewarding.
11. cyphers remind me of scrolls. scrolls do not replace character evolution and are a very poor reward for exploration.
12. many items don't seem to have any purpose. not even hints at a possible purpose. weirdness alone doesn't make for good itemization.
13. very few equip slots. like 5 + weapon/s. PS:T had 10 + weapon/s.
14. followers don't seem to have any goals of their own. if you ask Tybir "what should we do next?" while you haven't saved Ris yet he will tell you to move on with the main quest oO. anyone saying the game has good reactivity is a retard.
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