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Role Playing (Games) Games

Sequel To Planescape: Torment Planned 90

Posted by Soulskill
from the what-can-change-the-nature-of-a-sequel dept.
Aglassis writes "Eurogamer has reported that famed D&D and computer game designer Colin McComb is working on a spiritual sequel to Planescape: Torment. The game will be set outside of the Planescape campaign setting due to an inability to come to an agreement with Wizards of the Coast. The lead designer on the original game, Chris Avellone, has apparently given his blessing." McComb posted recently about the nature of Planescape and what would define a new game. He wrote, "Any setting that rewards the player for internal exploration (certainly deeper than, 'Can I hit it? How much loot does it have?') could host a similar story. As long as there’s a fantastical element to the world–whether straight fantasy or science-fantasy–these questions become possible and desirable. The farther away we stray from comfortable routine, the more likely we are to challenge ourselves, trying to define our place in the world. A boring setting frequently leads to boring questions; we know the drill and don’t have to examine it closely. But a fantastic setting forces us to re-examine the world, to take it in a fresh light, and to see that our fundamental truths may be flawed. That is at the heart of a Torment story."
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Sequel To Planescape: Torment Planned

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  • Good luck with that (Score:5, Interesting)

    by Mitreya (579078) <mitreya&gmail,com> on Saturday December 08, 2012 @04:20PM (#42227913)
    Planescape was such a wonderful game because there was a lot of interesting dialog (I believe all but 4 situations in the entire game could potentially be resolved without fighting, by bluff/threats/etc)

    The game probably failed (commercially) because it required a lot of reading. What are the chances they will risk doing that again?

  • Re:FUCK YES (Score:2, Interesting)

    by Anonymous Coward on Saturday December 08, 2012 @08:39PM (#42229795)

    Most so-called computer RPGs don't deserve that name. Skyrim, Fallout 3, Mass Effect, Knights of the Old Republic, etc., aren't RPGs. They are great games, but they are still just action games with role playing systems. The amount of "role playing" is minimal. In those games, your job is to kill the enemy to advance the plot and gain skills. I know this sounds like a simplification, but the plots of these games, while excellent, are just window dressing to the hack and slash. The much ballyhooed role-playing element of being good or evil in some of them is really just another skill set or plot piece (I have 50 'evil' points so that means I'm a bad guy or I have taken the X choice thus I am now on the X plot-arc). The idea of falling into and becoming the character is not present in any of these games. This really isn't the case for Planescape: Torment. Torment feels like you are the character. Understanding yourself, the lives of your party members, and the motivations of your enemies is far more important than getting a powerful sword, a new skill, or completing a mission. It isn't tabletop role playing, but at least it feels like it could be. None of the other so-called RPGs can even remotely say that they could have been born out of an actual role-playing session.

    I guess my point is that Torment is a valid holder to the name of a role-playing game. Fans of today's so-called RPGs aren't necessarily going to be fans because they've never actually played a real computer RPG. They are completely different types of games.

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