Zorba the Hutt
Arcane
- Joined
- Dec 14, 2012
- Messages
- 1,865,938
From what I've seen of Adam's blog, my guess is he plays a lot of Depression Quest
Yes.Comparable to PTSD?.
There is the fairly scary possibility that they actually think what they did is good. Which comes back to what Excidium said: Developers don't play RPGs... or even too many games, really. Otherwise I can't imagine how some things keep showing up in games even though they're universally hated.
So, ignorance is a very possible reason because when you're ignorant about what you're doing you just do it by a checklist.
Didn't Adam Heine blog about playing all the new RPGs to prepare for Torment?
I recall there were some suckers here who considered that a good thing, as if we were going to get unsullied 1999 again.
They also blogged about playing PS:T to death, just to be sure they'd get it right.
It's obvious that a lot of people who like/claim to like PS:T completely don't get it. I've sometimes suspected that they haven't maybe even played it and are just saying they like it because it's the thing to like. Upon further reflection though I think that just might not be true; they have played it, they did like it, and still managed to miss the entire point of the exercise.
That part I don't understand.
From what I've seen of Adam's blog, my guess is he plays a lot of Depression Quest
There's no end of stuff that call's bullshit on the whole concept of a billion years into the future.
As soon as I heard the game was set a billion years into the future I knew it was going to be horseshit. Even sci-fi doesn't bother going that far for its fantasy because once you go that far its inconceivable what humanity would be like.
And inconceivable means... inconceivable.
The idea that everyone is the same is probably more correct than not, but not from racial melding, but from the fact that humanity would likely gradually transform from being carbon/water based to something more ephemeral:
And the only reason that writer ^ put them in human shape is so that the viewer has something they can conceive. The reality of 1 billion years, assuming we even got that far, would likely be so removed from anything we currently are able to conceive that 'we' wouldn't even be 'us' anymore.
And aside from the nitpicking of what 1 billion years might be like, the mere fact that someone has even decided to promote the idea that their vision is 1 billion years in the future inherently proves that the person creating that vision is going to provide something really shit, because they don't understand the first thing about the fundamental concept of creating relatable/logical fantasy.
Right off the bat, on day one of development, the first point of the start of the retardation should have been called out, someone should have said "One billion years? Don't talk bollocks".
If I had read that, it disappeared from my memory. I found it http://www.rpgcodex.net/forums/inde...-at-pax-prime-2015.101481/page-3#post-4117234
If everyone would have a clue about about what the setting says about humans before talking it would be much better. There were not 9 civilizations of humans nor humans evolving and mutating for a billion years. The humans that exist currently in Numenera have appeared relatively recently essentially by "magic" probably just so Monte Cook can do his "diversity is when everyone is brown" utopia.
around europe and mesopotamia there's already been lot more during known history.
If everyone would have a clue about about what the setting says about humans before talking it would be much better. There were not 9 civilizations of humans nor humans evolving and mutating for a billion years. The humans that exist currently in Numenera have appeared relatively recently essentially by "magic" probably just so Monte Cook can do his "diversity is when everyone is brown" utopia.
The 9 civilizations would make much more sense if it'd be set something like 10,000 years in the future, even cursory clance in the history shows that around europe and mesopotamia there's already been lot more during known history.
If everyone would have a clue about about what the setting says about humans before talking it would be much better. There were not 9 civilizations of humans nor humans evolving and mutating for a billion years. The humans that exist currently in Numenera have appeared relatively recently essentially by "magic" probably just so Monte Cook can do his "diversity is when everyone is brown" utopia.
The 9 civilizations would make much more sense if it'd be set something like 10,000 years in the future, even cursory clance in the history shows that around europe and mesopotamia there's already been lot more during known history.
Being that some of those were non-human they can be anything. And the corebook makes it clear that it shouldn't be known what they were. The past is intended to serve as the fuel for the "magic" and the mystery. That's it. Whether you like that or not it's something else, but it's pretty pointless to analyze it when it's stated fairly clearly that it was intentionally left as barebones as possible.
Yeah, although it's huge missed opportunity, exploring and finding about old civilizations would give great sense of mystery.
Yeah, although it's huge missed opportunity, exploring and finding about old civilizations would give great sense of mystery.
I have no contact to the pnp but I thought this is exactly ... what you do in the pnp?
Yeah, although it's huge missed opportunity, exploring and finding about old civilizations would give great sense of mystery.
I have no contact to the pnp but I thought this is exactly ... what you do in the pnp?
You explore them yes.
Finding out about them is entirely up to the GM. The official materials have zip to say about that part.
DRRMMMFSDDDDDDRRKAAAAAAAAAAAARRTTEEERMAAAAAPRRRRRRRAAAAAAALEEEEEMTTTAAAA. See, this is a mysterious thing
There's no end of stuff that call's bullshit on the whole concept of a billion years into the future.
As soon as I heard the game was set a billion years into the future I knew it was going to be horseshit. Even sci-fi doesn't bother going that far for its fantasy because once you go that far its inconceivable what humanity would be like.
And inconceivable means... inconceivable.
The idea that everyone is the same is probably more correct than not, but not from racial melding, but from the fact that humanity would likely gradually transform from being carbon/water based to something more ephemeral:
And the only reason that writer ^ put them in human shape is so that the viewer has something they can conceive. The reality of 1 billion years, assuming we even got that far, would likely be so removed from anything we currently are able to conceive that 'we' wouldn't even be 'us' anymore.
And aside from the nitpicking of what 1 billion years might be like, the mere fact that someone has even decided to promote the idea that their vision is 1 billion years in the future inherently proves that the person creating that vision is going to provide something really shit, because they don't understand the first thing about the fundamental concept of creating relatable/logical fantasy.
Right off the bat, on day one of development, the first point of the start of the retardation should have been called out, someone should have said "One billion years? Don't talk bollocks".
Eh..not really...there's a lot of non-human types in the game, and what's to say that everything has to keep mutating and evolving? Why wouldn't there be humans in a billion years objectively speaking? That's a bit of a nonsense argument as fantasy/sci-fi often does this. Maybe they had a technology that regulated climate etc in such a way that made evolution or mutation redundant?
I do however find the 'billion years into the future' thing a bit of a distraction precisely cause it creates this kind of autist discourse. Should have left it at 100,000 years as that would give enough time for 9 civs to come and go and still be short enough timeframe to not cause doubt about humanity's ability to survive.
[...]Mark Morgan, the composer for the original Planescape: Torment, wrote fifty tracks for the game, but somehow none of them manage to be the least bit memorable. They become background ambience or a generic combat soundtrack, not the emotional high points they are in Planescape: Torment or Fallout.[...]
In fact if I remember correctly the GM is encouraged to NOT explain them.