karfhud
Augur
The Hobbit films are obvious Peter Jackson fuckups, not made-by-committee fuckups.
Are you sure? After del Toro left the Hobbit, Jackson jumped in and basically had to start filming immediately, and that sounded to me like studio pressure, rather than a conscious decision on the director's part.
That's what's missing in T:ToN (and lots of other games too): the feeling of a coherent vision. It's a potluck, not a set dinner.
Kind of agree; I didn't feel the story coming together in Sagus Cliffs, but once I reached the bloom, things started to fall into place. I loved that part (I guess you could consider it a second half, although unsure whether it's actually 50% of total game time).
The difference is that in PS:T’s writing you have a narrative suggestion that is subtly presented in order to entice you to explore the game world to find more about yourself. “Dude, you just woke up in a fucking mortuary. There is something written on your back. It seems you are a fucking corpse? What the hell happened to you?”. That's suggestive writing, because a lot of interesting things are suggested to you, but you need to discover them by yourself. In T:ToN you are railroaded by a shitty premise, which gives you no motivation at all to care about the character or the game world. “Hey player, you are a castoff of the Changing God. Everyone in the game world knows that you are a castoff, because they are common as dirt. You need to fix that machine to move forward”. It’s patronizing in the sense that treats the player as a retard that can’t play cRPGs and needs the narrative premise to be simplistic and spoon-fed to him.
"Dude, you just fell from the sky. You're a castoff, but it's also possible you're the Changing God. You'll need to fix that machine."
vs.
"Dude, you just woke on the slab. You're basically a zombie, with some weird tattoos on your back. You'll need to find that journal."
It's all a matter of how you put it. I found it pretty cool that you learn your objective - fix the Resonance Chamber - right at the start and it's something that pushes you forward through the entire game, as you slowly learn what that machine actually does. Castoffs are common, but that's not a bad thing in itself, is it? It just says something about the Changing God himself, and it's interesting to see how all these different castoffs decided to utilize their gifts, what they think of the Changing God himself. Notice, that even though you get the idea about your brethren and the Changing God fairly quickly, it's but a general idea and what you learn later on in the game broadens that knowledge a whole lot.
Expecting a game written on the level of Planescape: Torment is a bit naive. It was developed by much younger devs, who could devote a lot more time and thought to it; it was an early magnum opus (in writing, not in general, I hope) by a very driven MCA. It was placed in a well-documented setting. T:ToN is about repeating certain approaches, a certain ambiance, but it has to be regarded as its own thing, really.