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Post by Alrik on Nov 6, 2009 20:23:17 GMT
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Post by mysterd on Dec 15, 2009 1:55:44 GMT
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Post by Elliot Kane on Dec 15, 2009 2:37:04 GMT
The set up for a sequel is inbuilt. Grace's search through the Planes for Nameless. I think that could be freakin' awesome, though definitely a different kind of game.
I do think any of the characters would do well for a spin-off, though, considering how well developed they all are.
None of them are ever likely to be as good as the original, whatever they do, but the same is true of every other RPG. I see no reason not to create a new story for them. About the only character who probably should NOT be brought back is Nameless himself.
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Post by SPS on Dec 15, 2009 4:05:42 GMT
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Post by Gray Lensman on Dec 15, 2009 20:10:11 GMT
Heh. A good summation of the game, SPS. Classic Spoony. 
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Post by mysterd on Apr 2, 2010 22:47:41 GMT
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Post by Elliot Kane on Apr 3, 2010 1:25:22 GMT
I think the problem with most CRPGs is simply that most game designers don't really know what an RPG is. So they make something that's about stat crunching, or fighting or levelling up and they think they have made an RPG. Easy enough to do when you look at an RPG rule book and read through it out of the context of sitting at a table full of experienced players whose primary focus is not how many dice to roll or who's got the biggest sword, but rather how effectively they can act out the role of their character. The number crunching is the framework, it's not the game; not the essence of the game. The people who created Torment understood what an RPG truly is and they got about as close to it as anyone ever has with a computer game. Maybe as close as it's possible TO get without VR. I think that's proven more than anything by the fact that Nameless' level, equipment, etc, don't really matter all that much to the game. He can be as tooled up and invincible as a demigod or as weak as water and he can still find his way to the end and to... victory? There can't be more than 2-3 fights you HAVE to do in the whole game. Because it's a game about story and plot and character and 'what can change the nature of a man?' Still unsurpassed after all these years... 
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Post by mysterd on Apr 3, 2010 2:09:12 GMT
I think the problem with most CRPGs is simply that most game designers don't really know what an RPG is. So they make something that's about stat crunching, or fighting or levelling up and they think they have made an RPG. That's more like the framework of a ARPG - like Diablo, Titan Quest, Torchlight; hence why the "A" (for Action) comes first. You make decisions (usually at level-up time) that more or less effect how the combat will play out. The Witcher does this well, as well - as it really does hide the numbers to an extent more than many other RPG's do. It doesn't really say overdose you w/ weapons and armor and equipment, either - as the game cares more about your actions and its consequences w/ the gameworld and its inhabitants. Mass Effect 2 is another game - hard to define what that is, as it feels like a Shooter/RPG now - in which the game focuses more on the combat and your decisions. There's a lack of equipment and showing stat numbers for your character. You can upgrade the equipment every now and then - there's more and more upgrading, as you go further along. Fallout 1 and 2 similar - as you can finish those games w/ pretty much talking your way through the game, if you keep pumping your Speechcraft skill up. Deus Ex is a FPS/RPG, which oddly enough can be finished w/ only killing 3 main character in the entire game, if you play your cards right...
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