Azrael the cat
Arcane
I'm reposting this from another thread, because I think it's worth it's own discussion and I'm interested in what people have to say. For me, this is a large part of what makes PS:T and MotB so special. If DU is pissed because this is largely a repost, feel free to delete it.
You know what I want to see from a Torment successor?
The most underused element in crpg settings: a game based on the tragedy archetype, rather than the epic hero archetype. I can think of precisely two games that were made using the tragedy (as opposed to the horror, or the 'ironic victory') archetype: Torment and Mask of the Betrayer. And both games were amazingly refreshing for it. It helped that in each case, the whole game embraced the tragedy archetype, from every NPC, every NPC relationship, most of the quests, the world in general...sure there bright parts and opportunities to be a hero along the way, but you knew pretty quickly that if you went into the hive and started acting the hero, taking the 'things are going to change while I'm around here', the enormity of it all (the sheer impossibility of setting anything but your personal failings to rights in the face of the godsmens' pollution-based disease, the sensates selfishness, the dusties disdain for the living, the utterly absent guardian of the Lady of Pain...) was going to make you eat your words.
I 'might' include Grim Fandango in that list as well. Another great game. Oh, and Silent Hill 2 of course.
The 'epic hero' storyline has been milked to death. In virtually every setting. There's simply nothing to be done with it right now - let it rest for a decade. Let it wait. In 10 years time a new group of writer/developers will come around who view it like we view spaghetti westerns and late 70s noir/cyberpunk - as something to be played with and teased out in interesting ways that would never have occurred to the people making it originally. Then we might actually get something interesting in that area once again.
That's not a problem if the game isn't going to be story-focussed. If it isn't story-focussed, then go epic-adventure-hero-saves-the-world all you like. But if they want to make a story-based adventure that genre is dead. Recognising that the genre is dead (and was already dead 10 years ago), and that tragedy has at least 10 years of solid game stories in it, without barely touching the surface of the genre (it WAS the dominant story-form for centuries during the golden age of English literature - Hamlet, Dr Faustus, Heart of Darkness, MacBeth, Frankenstein, Lear, The Revenger's Tragedy, Great Expectations, Moby Dick, The Last Man, The Great Gatsby, Nostromo...need I go on?).
And it's perfectly combinable with having a hero. Hamlet was a hero...by the last few scenes of the play anyway. The McDuff/English Prince/Scottish heir alliance were heroes in MacBeth (which makes it all the better when MacBeth meets the young idealistic English Prince on the battlefield and almost takes pity on him for being 'out of your depth...boy' before cutting him down (beats the shit of Aeris in FFVII)...and even more badass when McDuff (basically the mirror image of MacBeth) finds him and finally takes him down).
In many ways McDuff is an ideal hero for a tragedy crpg - he starts off opposing MacBeth because 'it's the right thing to do' - he has suspicions that MacBeth murdered the previous king and is already wary that MacBeth is going to become a tyrant. But once MacBeth slaughters McDuff's family, including his 8 year old kid and literally kills his newbown infant in his cot, McDuff becomes almost EXACTLY like MacBeth - a creature of pure rage willing to sacrifice everything, good or evil, in order to get his revenge. At the end you have a similar situation to the precarious situation that started it all - a young (more battle-hardened than his father, admittedly, but still weak compared to McDuff) Scottish prince-turned-king, relying on a morally ambiguous military leader for support (McDuff), and the one character who might have been able to negotiate a peace in the event of another bloodbath is dead (the English prince). A bit more interesting than 'you're the dragonborn, go save the world', huh?
Faustus was both hero and villain (like TNO). Same with Lear and the leads in the Revenger's Tragedy. Moby Dick is full of tragic heroes (Queeg-Queeg and Captain Ahab are as badass as crpg heros can get - arguably the same applies to the narrator; he does the 'Sam in ASoFaI thing of always insisting that he's no hero, but it's pretty clear by the end that the Moby Dick narrator is a badass by the sheer fact that he's survived - and not by luck - when so many other badasses have died).
Same with Victor Frankenstein. Starts off as the classic renaissance man and hero. Does everything for all the right reasons, and defends his creation (who in the book is highly intelligent, literate and artistic) against the ignorant cruelty of the peasants and tries in vain to stop a bloodbath...until his creation gives him a proposition: 'I can't live here, but I can't live alone - make me a mate and I'll head north where the land is empty, and I'll live in peace'. And Victor realises he can't do that, because as innocent as his creation is, he realises that creating an intelligent competitor to mankind THAT CAN BREED could lead to extinction.
And that's where the tragic-crpg-hero-element starts. Victor starts off reluctantly hunting down his creation because he has no choice. But then the creation (understandably) decides that if Victor is going to inflict a life of unbearable solitude on him, then he'll do the same to Victor, and starts killing off Victor's family, and eventually his wife. Then Victor makes the 'McDuff transition' from renaissance-man-hero to blinded by revenge, pursuing the monster to the north pole on a trip when he knows he won't be able to survive the return journey (echoes of TNO's sacrifice here) on a deliberate one-way suicide trip for revenge...Again, tell me that doesn't beat the shit of out 'hero saves the world...again'.
There's no rule saying you can't have an rpg-style hero - if done in the ambiguous style of TNO and MotB - in a tragedy.
You know what I want to see from a Torment successor?
The most underused element in crpg settings: a game based on the tragedy archetype, rather than the epic hero archetype. I can think of precisely two games that were made using the tragedy (as opposed to the horror, or the 'ironic victory') archetype: Torment and Mask of the Betrayer. And both games were amazingly refreshing for it. It helped that in each case, the whole game embraced the tragedy archetype, from every NPC, every NPC relationship, most of the quests, the world in general...sure there bright parts and opportunities to be a hero along the way, but you knew pretty quickly that if you went into the hive and started acting the hero, taking the 'things are going to change while I'm around here', the enormity of it all (the sheer impossibility of setting anything but your personal failings to rights in the face of the godsmens' pollution-based disease, the sensates selfishness, the dusties disdain for the living, the utterly absent guardian of the Lady of Pain...) was going to make you eat your words.
I 'might' include Grim Fandango in that list as well. Another great game. Oh, and Silent Hill 2 of course.
The 'epic hero' storyline has been milked to death. In virtually every setting. There's simply nothing to be done with it right now - let it rest for a decade. Let it wait. In 10 years time a new group of writer/developers will come around who view it like we view spaghetti westerns and late 70s noir/cyberpunk - as something to be played with and teased out in interesting ways that would never have occurred to the people making it originally. Then we might actually get something interesting in that area once again.
That's not a problem if the game isn't going to be story-focussed. If it isn't story-focussed, then go epic-adventure-hero-saves-the-world all you like. But if they want to make a story-based adventure that genre is dead. Recognising that the genre is dead (and was already dead 10 years ago), and that tragedy has at least 10 years of solid game stories in it, without barely touching the surface of the genre (it WAS the dominant story-form for centuries during the golden age of English literature - Hamlet, Dr Faustus, Heart of Darkness, MacBeth, Frankenstein, Lear, The Revenger's Tragedy, Great Expectations, Moby Dick, The Last Man, The Great Gatsby, Nostromo...need I go on?).
And it's perfectly combinable with having a hero. Hamlet was a hero...by the last few scenes of the play anyway. The McDuff/English Prince/Scottish heir alliance were heroes in MacBeth (which makes it all the better when MacBeth meets the young idealistic English Prince on the battlefield and almost takes pity on him for being 'out of your depth...boy' before cutting him down (beats the shit of Aeris in FFVII)...and even more badass when McDuff (basically the mirror image of MacBeth) finds him and finally takes him down).
In many ways McDuff is an ideal hero for a tragedy crpg - he starts off opposing MacBeth because 'it's the right thing to do' - he has suspicions that MacBeth murdered the previous king and is already wary that MacBeth is going to become a tyrant. But once MacBeth slaughters McDuff's family, including his 8 year old kid and literally kills his newbown infant in his cot, McDuff becomes almost EXACTLY like MacBeth - a creature of pure rage willing to sacrifice everything, good or evil, in order to get his revenge. At the end you have a similar situation to the precarious situation that started it all - a young (more battle-hardened than his father, admittedly, but still weak compared to McDuff) Scottish prince-turned-king, relying on a morally ambiguous military leader for support (McDuff), and the one character who might have been able to negotiate a peace in the event of another bloodbath is dead (the English prince). A bit more interesting than 'you're the dragonborn, go save the world', huh?
Faustus was both hero and villain (like TNO). Same with Lear and the leads in the Revenger's Tragedy. Moby Dick is full of tragic heroes (Queeg-Queeg and Captain Ahab are as badass as crpg heros can get - arguably the same applies to the narrator; he does the 'Sam in ASoFaI thing of always insisting that he's no hero, but it's pretty clear by the end that the Moby Dick narrator is a badass by the sheer fact that he's survived - and not by luck - when so many other badasses have died).
Same with Victor Frankenstein. Starts off as the classic renaissance man and hero. Does everything for all the right reasons, and defends his creation (who in the book is highly intelligent, literate and artistic) against the ignorant cruelty of the peasants and tries in vain to stop a bloodbath...until his creation gives him a proposition: 'I can't live here, but I can't live alone - make me a mate and I'll head north where the land is empty, and I'll live in peace'. And Victor realises he can't do that, because as innocent as his creation is, he realises that creating an intelligent competitor to mankind THAT CAN BREED could lead to extinction.
And that's where the tragic-crpg-hero-element starts. Victor starts off reluctantly hunting down his creation because he has no choice. But then the creation (understandably) decides that if Victor is going to inflict a life of unbearable solitude on him, then he'll do the same to Victor, and starts killing off Victor's family, and eventually his wife. Then Victor makes the 'McDuff transition' from renaissance-man-hero to blinded by revenge, pursuing the monster to the north pole on a trip when he knows he won't be able to survive the return journey (echoes of TNO's sacrifice here) on a deliberate one-way suicide trip for revenge...Again, tell me that doesn't beat the shit of out 'hero saves the world...again'.
There's no rule saying you can't have an rpg-style hero - if done in the ambiguous style of TNO and MotB - in a tragedy.