In all seriousness, verbose dialog and prose sucks in computer RPGs. I don't know how Planescape got away with it, because it's the worst offender of superfluous pretentious writing.
It got away with it because it was actually a pleasure to read. Not all of it, but much more of it than comparable games.
This is an example of strictly superfluous prose:
"As you come to the end of the great hall, you perceive an inviting warmth radiating from a grand throne wrought out of marble, its masterful artistry out of place amidst the castle's more practical stonework. The veiled face of a woman is carved above the throne's back, watching over the room with hollow eyes. At your approach, you feel the warmth fluctuate, as though stirring. A voice rings out from the carving, permeating the fortress through stone and air."
Why is it superfluous? Because in the scene, the throne is right there before you. Why do you need a description when you can just look at it?
This is an example of prose that is also superfluous, but which commands more attention:
"The sight of this thing - this horrible, towering, pulsating *thing* - fills you with nausea, unfounded loathing, and a faint sense of familiarity. The innumerable rotting heads which make up the vast pile seems to constantly shift and throb, alternately bickering, weeping, conversing, shouting and whispering to one another. Heads constantly bubble to the surface of the stack from somewhere within its foul core, while others sink back into the grisly pillar."
Like the earlier description, the above also isn't necessary because, again, you see the pillar of skulls right in front of you. But it has two details that the first description lack. One,
faint sense of familiarity indicates you've been here before. Two, the description animates the pillar, which isn't animated in the actual game.
But the latter is also just more interesting, to begin with. The pillar of skulls is fascinating because of what it represents. The animated statue in Caed Nua ... isn't. When you then consider the sorts of interactions you can have with the pillar of skulls, and compare it to the interactions you can have with the statue of Caed Nua, there is no longer any contest. Planescape: Torment got away with dense, verbose prose and dialog because its setting and characters had much more to say, and most of that writing, though long, was charming to read, like a fine novel compared to fan fiction that was trying too hard.
I'm not a fan of verbose writing in games, but in case that's what you're going to do,
you better make sure it's got substance and is enjoyable to read. In other words, don't try to polish a piece of turd.