Sequel To Planescape: Torment Planned
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."
I'm looking at my mac options from GOG and I'm wondering.. Planescape or Baldurs Gate?
Dear god I just hope they don't fuck it up with a bunch of goddamn cutscenes with mediocre voice acting. This game is why us old school computer gamers act so elitist around consolers. It's not the ability to snipe with a mouse that we're missing.
If you enjoy reading and enjoy gaming and haven't played the original Planescape Torment, go do so right now. It has 800,000 words of written dialog (and in some cases brief description of action.) For comparison, the entire Harry Potter series is around 1,000,000. And it's great dialog, really brilliant and weird and philosophical and transcendent. Play a mage, that's my advice. And make sure your wisdom is high too, so you can talk Dak'kon through his crisis of faith (this is not only one of my favorite parts of the game, but it will help you quite a bit in combat as well. If you even want to fight... I think there are only 4 mandatory battles in the entire game.)
I've played it through twice and still have loads of quests and factions and NPCs I wasn't able to find/join/experience. And I'm still searching for another answer for the question, both in the game and in real life, that you encounter again and again: "What can change the nature of a man?" Near the end of the game another incarnation of the main character will give you an answer. It's a good one, but it feels incomplete...
The flipside of this is if you make it too alien, the players won't have anything to relate to, nothing to grasp and identify with. Finding the right balance is the trick.
Fuck balance, I want to meet more letters of the alphabet. Perhaps in a bar whose mascot is an everburning archmage, a living portal to the elemental plane of fire. And afterwards haggle with the bartender to sell me back my eye, floating in a glass jar behind the bar.
Yes, you do stuff like that (actually, exactly that) in Planescape:Torment.
The game probably failed (commercially) because it required a lot of reading. What are the chances they will risk doing that again?
If the marketing had been better, it would've crushed. Believe it or not, ppl need to play a game before deciding it's 'too wordy'. The sale comes first, then the 'boredom'.
To whit: "It's clearly the best traditional computer role-playing game of the year and is bound to be an all-time favorite for many of its inevitable fans." ( http://www.gamespot.com/planescape-torment/ )
Nothing wrong with the game, bro.
Don't make a successor like that, I think it will likely suck or at least will be shied away from by gamers. They should upgradet the original game to modern graphics and interface. Keep the original story and characters. (heck even hire the original voice actors) This would be way better