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transplanar

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transplanar last won the day on October 25 2012

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About transplanar

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  1. One of the most intriguing parts of Alpha Protocol to me was how it introduced an element of challenge into dialog. You weren't just picking the dialog option you thought sounded the most cool, reflected the character you wanted to be, or just choosing every single option until you've gotten all the lore out of an NPC (ie Mass Effect). You actually had to get a feel for what that NPC was like, and what they would like to hear, and thus were rewarded for adopting the persona they liked the most. I would really like to see PE take this concept further. As an aspiring game designer myself, on
  2. I see that I incidentally stumbled upon two different issues here: 1) Morally Gray Characters I agree that sometimes these aren't as compelling as more cut-and-dried characters. So long as they have compelling motivations, and develop in some interesting way, that's what I'd like to see. Something more like Darth Vader, with twists and turns in his morality, rather than Sauron, who is just evil and bad for seemingly no reason (note: Never read the books, only seen the movies, so I could be wrong). 2) Protagonist-Villain Relationships What I was getting at with the Tom Zarek reference is th
  3. Thinking back on, well, almost every Bioware and Obsidion RPG over the last few years, I feel like there are far too many characters that fall very sharply on the good guy or bad guy scale (with the sole exception being on particular character from KOTOR 2). This is disappointing, because I see in other media a lot more diversity of relationships between characters. Ones where people are both friends and enemies, or have strained relationships, complex histories, etc. A few that come to mind are characters like Tom Zarek from Battlestar Galactica - a man who is clearly a villain, but sees
  4. (Forgive me if I'm repeating someone else's point) In my opinion, food in of itself is not an interesting mechanic. If, however, food is used as a way to guide players toward quests or interesting interactions between NPCs and such, then it could be interesting. Take for example the feeding mechanic of Vampire: The Masquerade. It forced players to have to figure out clever ways to seduce people, sneak up on them, loot a blood bank, make a deal with some shady blood dealer, etc. It was a mechanic to drive players toward interesting encounters and formulate strategies. Just having fo
  5. One trend that has bothered me a bit in recent RPGs is the focus on loot. I would define loot as any drops from enemies that you get pretty much any encounter, often randomly generated and about 90% of the time is just sold for money. Diablo is a prime example of a loot driven game. By contrast, I would call Planescape a more "artifact" driven game, where you get fewer items overall but those items have far greater meaning behind them and tend to be more interesting. In fact, the player learns a lot about the lore of the game simply through the artifacts, even if they don't delve that deep
  6. Over the years as I've experienced a number of different RPG worlds, both on the tabletop and PC/console RPGs, I've found myself drawn to the ones with more nuance and mystery, challenging the player to wrap their head around them. This is the number one reason why I loved Planescape. You literally couldn't assume anything - anything could be waiting around the corner, and mysteries were abound throughout the experience. Planescape did this by having a bizzare world that was beyond any one person's mind to comprehend. Along similar lines, one of the things I really love about what Whit
  7. A spiritual successor to Planescape: Torment. No contest. Particularly, I really loved the idea of having a really unique world, where even the mundane rules of existence are different, with tie-ins to bizzare philosophy and religions, and every object and ability in the game tells its own story. Check out my full opinion of Planescape at my blog: http://glenalysis.blogspot.com/2012/01/planescape-torment-and-evolution-of-rpg.html
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