- Joined
- May 29, 2010
- Messages
- 35,887
I read a plot synopsis and nothing about it grabbed me as interesting. Seemed about as dry as Ghost in the Shell: Stand Alone Complex.The second and largest paragraph is nothing but PR speak in concordance with the awful marketing they did at the time. Unfortunate but at least watch a playthrough or something and see how the game is.
Story is ehhhh (I liked it), gameplay is better than HR, level design is great, hub is great, some side quests are great. Honestly it leaves you wanting for more.
I disagree with Chris Avellone about a number of things, but agree with his take on player motivation.you truly are the most basic of bitches
On my long list of hates about RPGs, one of them was, I always felt it was an unnecessary chore to make you care about a world when in fact what most players care about is their own personal experience. So in Planescape, we [decided], “We’re just going to make everything about you. This is your journey, the planes aren’t going to explode—it’s all about your personal journey, and about everything that took place that you did beforehand that’s caused this situation.” And that’s how we wanted to keep it. You want to have a totally selfish adventure? I’m right there with you. That’s fantastic. I don’t want you to save a nation or go rescue the princess or kill the evil wizard, I want you to save yourself, and you figure out how to do it. It’s all about you, so enjoy it. Because that’s the kind of game that I want to play.
-Player motivation. This isn't the same thing as character motivation (see above). What you want here is to be able to provide the player with enough teasers to keep him going throughout the game, either by revealing critical information, introducing cool, new companions, acquiring new special abilities, and so on. Basically, each stage of the game should ask the question, "Why should the player care?", and each stage of the game should answer it. It is difficult to make the player care about saving some generic fantasy realm if the designers haven't constructed a way to make the player care about its inhabitants, the political situation, or the events that are playing out there?