I've been replaying Planescape: Torment some time ago and I marveled at the fact how much this favourite game of mine is actually a damn good adventure game.
See, this time I allocated all the points to "intelligence" and "wisdom" (to those wondering, YES, surprisingly the game is much more easier when you do this) so I could avoid most of the combats with smart talk. Anyway, I don't know how many of you know Torment, but there are long parts of it that consist of solving puzzles using inventory and - the best ones - solved with talking to different people.
Inventory-related puzzles must have been really easy to script, as all of them are solved using the dialogue engine (and are still involving!)
The best thing about Torment is that it paradoxically combines the player's freedom characteristic of RPGs with memorable characters and a great and thought-provoking story. The case is similar with two Fallout RPGs.
RPGs feel much less constrained in terms of player's choices because GUI is the king there. You choose to attack a person important to the story and the protagonist doesn't go all "I cannot!", "He's much stronger!", they just do it (in such cases the designers save their story by making the important person strong enough to kick the protagonist's ass blindfolded.) In Fallout I can go back to my village and wipe the entire population - I will fail my quest, but hey, I have free will, right? The houses don't appear on a map when I learn about them, but when I go north, they just are there.
Whereas RPGs have simpler and less varied graphics, the designer's effort goes into scripting much more characters and more ways of getting out of a predicament. You have hundreds of characters instead of - what - 20, 30? Also, they're more life-like, as you have to sustain the life of the main character, dress him/her, feed him/her, sleep (when you feel like it, not when you solved everything the designer wanted you to during this "day") AND solve puzzles in a world of characters with own agenda.
Of course, it's not true of all RPGs, but in my opinion Torment, Fallout, Ultima, Nomad Soul (which was an action game as well) and Gothic (the latter most combat-heavy, but still a great experience) are just adventure games with more freedom to the player (nice plots, puzzles, important dialogues - forget the Deus Ex's one-liners).
All this (and the fact that RPGs still do sell) made me wonder whether RPGs aren't the future of adventure gaming...
See, this time I allocated all the points to "intelligence" and "wisdom" (to those wondering, YES, surprisingly the game is much more easier when you do this) so I could avoid most of the combats with smart talk. Anyway, I don't know how many of you know Torment, but there are long parts of it that consist of solving puzzles using inventory and - the best ones - solved with talking to different people.
Inventory-related puzzles must have been really easy to script, as all of them are solved using the dialogue engine (and are still involving!)
The best thing about Torment is that it paradoxically combines the player's freedom characteristic of RPGs with memorable characters and a great and thought-provoking story. The case is similar with two Fallout RPGs.
RPGs feel much less constrained in terms of player's choices because GUI is the king there. You choose to attack a person important to the story and the protagonist doesn't go all "I cannot!", "He's much stronger!", they just do it (in such cases the designers save their story by making the important person strong enough to kick the protagonist's ass blindfolded.) In Fallout I can go back to my village and wipe the entire population - I will fail my quest, but hey, I have free will, right? The houses don't appear on a map when I learn about them, but when I go north, they just are there.
Whereas RPGs have simpler and less varied graphics, the designer's effort goes into scripting much more characters and more ways of getting out of a predicament. You have hundreds of characters instead of - what - 20, 30? Also, they're more life-like, as you have to sustain the life of the main character, dress him/her, feed him/her, sleep (when you feel like it, not when you solved everything the designer wanted you to during this "day") AND solve puzzles in a world of characters with own agenda.
Of course, it's not true of all RPGs, but in my opinion Torment, Fallout, Ultima, Nomad Soul (which was an action game as well) and Gothic (the latter most combat-heavy, but still a great experience) are just adventure games with more freedom to the player (nice plots, puzzles, important dialogues - forget the Deus Ex's one-liners).
All this (and the fact that RPGs still do sell) made me wonder whether RPGs aren't the future of adventure gaming...