2house2fly
Magister
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- Apr 10, 2013
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"Is the person with amnesia a different person from who he was before he had amnesia?" isn't a bad existential question
At the end of Torment, you absorb the memories of all the previous personalities who had control of your body, much like how in one of the optional endings of ToN, you absorb all the memories of every cast-off (alternately you can put yourself into this pool of memories and transfer them to The First, Matkina, or TCG's daughter).
"Is the person with amnesia a different person from who he was before he had amnesia?" isn't a bad existential question
So is he now a fusion of those two people?
So is he now a fusion of those two people?
Yes! I haven't met any amnesiacs who regained memory but it must be a pretty weird feeling.. remembering two persons inside the same mind.
The Last Castoff (which is a misnomer; TCG didn't jump out, he was erased by the the Sorrow) is also recalling previous memories.TNO suffers from amnesia - he recalls the personalities of his previous selves from his own memory. That's what Guido Henkel was talking about.
He's missing his mortality - that's the only thing he absorbs.
The Paranoid Incarnation can actually kill you, the Practical One can absorb you. This makes them alters, i.e. not you.
Those who judge can be unfairly absolute about that kind of thing.If that were the case then you would not suffer the fate you do in the end. You were them, in a different life. That is why you bear their sins and have to atone for them in the end no ifs or buts. It was you who committed all those atrocities because you were afraid of death.
If they were simply different "variants" then it would not make sense that you still go to hell even if you were a saint during your playthrough.
Those who judge can be unfairly absolute about that kind of thing.If that were the case then you would not suffer the fate you do in the end. You were them, in a different life. That is why you bear their sins and have to atone for them in the end no ifs or buts. It was you who committed all those atrocities because you were afraid of death.
If they were simply different "variants" then it would not make sense that you still go to hell even if you were a saint during your playthrough.
The gal who ran the Castoff Sanctuary was marked for death by the Sorrow even though she had never abused a tide in her life, because the Changing God abused the tides in her body.
Who designed this system? Did it just naturally come about?It is effectively a karma system and where your soul goes depends on your deeds in life without any divine intervention.
Who designed this system? Did it just naturally come about?
I meant in-lore.Gary Gygax and later David Zeb Cook.
And they were inspired by RL religions and philosophies.
That's not really the system. Here's how it works in Planescape:Who designed this system? Did it just naturally come about?It is effectively a karma system and where your soul goes depends on your deeds in life without any divine intervention.
"what was riastrad's whole deal suppose to be?
Cuz he was cut out of the final game"
:crying_cat_face:
Painful memories.
OK, Riastrad's deal was that he used his own Merecaster to try to change his past (at Matkina's urging, because she wanted to see if it would work) to save himself and his lover, Satsada - a psychic torturer for the Memovira. (they had fled the Memovira, but she caught them. As punishment, the Memovira phase-shifted Satsada so the two would always be together but always apart.)
When Riastrad tried to change the past in his Mere, it broke his mind.
So the ghost of Satsada helps guide Riastrad, and we can as well - and when we discover his Merecaster, we can enter it to change his past and fix their story, returning him to sanity and her to corporeality.
That was his deal. Also, he was a dude covered in living metal armor.
Re: the Labyrinth, yeah. That's a victim of reducing scope.
Heh. M'ra Jolios was supposed to be after the Bloom. We would tame the Bloom (or flee the Bloom) and take a maw to M'ra Jolios.
M'ra Jolios wasn't going to be as massive as the prior two cities. From that point, we'd find the First and discover her plot, and then have a different end sequence.
the resonance chamber?
That was part of the ending from the start.
(though I don't think we were quite sure how it was finally going to work until fairly late in development - we just knew we wanted it for something)
"Another question: what is the purpose of the merecasters, other than for storytelling and world-building?
Cuz I feel like some of them are parts of unfinished puzzles
Like, you'd retread an old memory of another incarnation, and you'd work out some details of their lives which you could then implement in a later dialogue sequence"
They are unfinished puzzles, mostly.
They were intended to be tools by which you could change the past of many more castoffs, and then have some effects in the real world.
"Would you have found the old guy from the original alpha test?"
We might have! I'm trying to remember if we'd have found the guy himself. If we had, it would have been his memory of the First Castoff (not the actual first castoff) finding him and killing him so she could have the title.
The final product was definitely flawed because of scope reduction. Not just in narrative but across the board.
I'm still proud of what we did, but...
The Bloom was actually the first area we completed!
The Labyrinth, though, was the last.
and yeah, you can tell. You can feel the deadlines.
I think Oom was kind of the anti-Morte.
"I feel that if I play as a Glaive I've pretty much limited my choices in terms of action"
Yeah. That's true, and it's one of the things I regret.
"Also, how would have the Labyrinth worked originally?"
It was basically deeper Inception levels - each Fathom related a new perspective about you, and if you unlocked them you'd gain more powers.
I'm glad enough time has passed that he's achieved more objectivity about it.
As mentioned earlier in the thread, Fargo took their budget and gave it to Wasteland 2, told them to deal with it, and Saunders refused to budge an inch on the original vision, resulting in Keenan doing the best he could to take what they had and make it finished in a time frame Fargo deemed acceptable.I'd still be interested to know more about how it turned out such a trainwreck. They had the budget. They had the people, at least some of whom have genuine talent (Ziets notably, and Morgan for the soundtrack). They even had MCA on board. They had a rough but functional engine and asset production pipeline. So what happened that it ended up this bloodied stump of a game with at best the wreckage of promising ideas here and there?
This part is speculation.Saunders refused to budge an inch on the original vision
We can see the results of Saunders's refusal to downscope early in the game itself (that one scene with the fancy swimming animations).This part is speculation.
He's left the industry now, so perhaps at some point he'll reveal what happened.
I remember that, but I don't think it sounds particularly overambitious. Perhaps the second hub, but PoE had a similar budget and made it happen. A lot of it probably could've been achieved with a complete (and perhaps more competent) team all along, and they had a decent head start by using Numenera and Obsidian's tech.We can see the results of Saunders's refusal to downscope early in the game itself (that one scene with the fancy swimming animations).This part is speculation.
He's left the industry now, so perhaps at some point he'll reveal what happened.
Additionally https://rpgcodex.net/forums/index.p...-numenera-thread.113925/page-223#post-5441268 details the absurd over-ambition they started with.
No, it's not. But it's not good either. If you go in without expectations, you might finish it with mildly satisfied "meh".Is the game really THAT bad? Why? I haven't played it yet, should i get it?