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Planescape: Torment pitch document (1997) [pdf]

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Re: Planescape: Torment pitch document (1997) [pdf]

#51

Earlier quoted context omitted.

People have rose tinted glasses when they talk about old games. PS:T was a cut above the other cRPGs of its time mainly because it had adequate writing and an engaging story when most other cRPGs were trite. Still everything after Raven’s maze is just average until the ending where it gets good again and the gameplay outside of dialogue is frankly uninteresting. It’s in a lot of way like the original Dark Soul whose…

I am a Planescape Torment extreme fanboy and... I have to agree. But it's still worth playing, it is still better than the median cRPG almost 25 years later, and it remains a milestone in cRPGs history: i.e. just like Sgt Peppers or Dark Side of the Moon are still worth listening today.

You do not get to lay down such criticism without offering alternative suggestions. What is your top-tier classic or modern cRPG?

Edit: Not a fanboy defensiveness or anything. Just rare to see the contrarian opinion on this, and genuinely curious. Other than the trash combat, I really enjoyed my time with PST.

Re: Planescape: Torment pitch document (1997) [pdf]

#52
post #18

Earlier quoted context omitted.

Then a few sections later > Babes: Think babes. Then think more babes. Slightly different times :)

It strikes me as not a little weird that the word for a hot, sexy member of either sex is the same as a word for a very, very small child. Like, "Why, hello there, infant." dogwhistle

Similarly to when people call their significant others "baby".

Re: Planescape: Torment pitch document (1997) [pdf]

#53
post #11

>> Tons of Total Babes: This game will have lots of babes that make the player go “wow.” >> There will be fiendish babes, human babes, angelic babes, asian babes, and even undead babes. Well, I did not expected this level of honesty about what target audience really want. It almost like finding "and its also addictive, in most profitable kind of way" in Marlboro brand pitch deck. Its kinda refrshing.

For those who haven't played the game, it should be noted that the game is nothing like what the pitch implies. PS:T is a well written and introspective RPG and in this capacity it is rivaled by only a handful of contenders.

Disco Elysium, which I haven't gotten around to playing yet so I have no personal opinion, is the only contender I can think of.

The only other game I can think of with that level of narrative craft is the Marathon series, which isn't an RPG, but rather an FPS.

I'm kind of surprised Marathon 4 hasn't been kickstarted yet. There is definitely a whole lot of money on the table there, as the System Shock remake proves.

Re: Planescape: Torment pitch document (1997) [pdf]

#54
post #11

>> Tons of Total Babes: This game will have lots of babes that make the player go “wow.” >> There will be fiendish babes, human babes, angelic babes, asian babes, and even undead babes. Well, I did not expected this level of honesty about what target audience really want. It almost like finding "and its also addictive, in most profitable kind of way" in Marlboro brand pitch deck. Its kinda refrshing.

> Well, I did not expected this level of honesty about what target audience really want. IIRC it was the other way around, the pitch document went overboard with that because it was what the executives/publisher believed audiences would want :-) Remember this wasn't the design document but the document to convince those with money to spend that money to make the game.

I believe your recollection to be accurate.

The lead designer (Chris Avellone), who I think was the primary author of this document, is often playful and energetic/hyperbolic with his language, yet is extremely focused and professional in his approach to the actual game design. (I.e., this exact type of disconnect between the energy/tone of this document and the energy/tone of the game is consistent with what I know of him. The self depreciation, noted in the comment below by ricardobayes, is also on brand for him.)

Source: I've worked with Chris very directly on three games and indirectly on several others. We've talked about this document in passing before (though I didn't know him until a few years later).

Re: Planescape: Torment pitch document (1997) [pdf]

#55
post #18

Earlier quoted context omitted.

Then a few sections later > Babes: Think babes. Then think more babes. Slightly different times :)

It strikes me as not a little weird that the word for a hot, sexy member of either sex is the same as a word for a very, very small child. Like, "Why, hello there, infant." dogwhistle

[flagged]

Re: Planescape: Torment pitch document (1997) [pdf]

#56
post #3

What were the chances? I installed Planescape Torment last night, to play around a bit with it. It's been sitting in my "to-try" list for at least 15 years! I'm however not very fond of having to sit down on my desk to play games with keyboard and mouse, though... I already spend enough of my life sitting in the exact same position for work. That alone discourages me from playing several old games I own (and not so o…

When I lived in a house with a treadmill, I hooked my Macbook up to a TV and used a gamepad mapped to mouse (move, click, scroll) input to play a lot of older games while walking. It’s what inspired me to build my own remap software. Because yeah I can’t sit at a computer to play games.

Can you tell me more about the gamepad and software you used? I've been looking for a decent solution like this for ages.

Re: Planescape: Torment pitch document (1997) [pdf]

#57
post #54

Earlier quoted context omitted.

> Well, I did not expected this level of honesty about what target audience really want. IIRC it was the other way around, the pitch document went overboard with that because it was what the executives/publisher believed audiences would want :-) Remember this wasn't the design document but the document to convince those with money to spend that money to make the game.

I believe your recollection to be accurate. The lead designer (Chris Avellone), who I think was the primary author of this document, is often playful and energetic/hyperbolic with his language, yet is extremely focused and professional in his approach to the actual game design. (I.e., this exact type of disconnect between the energy/tone of this document and the energy/tone of the game is consistent with what I know…

This might be widely inappropriate to bring up, but do you know how Chris' lawsuit against his cancellers is going? Like many players I used to look up to his work, and then was of course taken aback by the serious allegations against him; it's one of the messiest he said/she said cases I've encountered, though. Still very curious about the ultimate outcome.

Edit: https://kotaku.com/fallout-new-vegas-avellone-sexual-miscond...

Re: Planescape: Torment pitch document (1997) [pdf]

#58

Earlier quoted context omitted.

Well, if there's one game worth your time, PS:T is probably it. Arguably one of the best cRPGs of all time.

People have rose tinted glasses when they talk about old games. PS:T was a cut above the other cRPGs of its time mainly because it had adequate writing and an engaging story when most other cRPGs were trite. Still everything after Raven’s maze is just average until the ending where it gets good again and the gameplay outside of dialogue is frankly uninteresting. It’s in a lot of way like the original Dark Soul whose…

"People have rose tinted glasses when they talk about old games. PS:T was a cut above the other cRPGs of its time mainly because it had adequate writing and an engaging story when most other cRPGs were trite."

Adequate writing? The writing of 99.9% of games is simply atrocious, and PS:T was and still is miles above them.

"PS:T has now been bested by plenty of modern cRPGs"

It's been bested on the gameplay and graphics level, but I've yet to find a game with better writing.

Re: Planescape: Torment pitch document (1997) [pdf]

#59

Not mentioned: "over 800,000 words of dialogue, our game will be remembered as the best eight D&D visual novels ever written". It's interesting how much of this pitch focusses on the gameplay when it's the extensive writing that ends up being memorable.

That's probably because the last thing studio execs (and gamers, who eat up so much shoddily written garbage) care about is writing.

If gamers rewarded well-written games, and avoided poorly written ones, pitches would focus a lot more on writing.

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