Intervju sa Chris Avellone oko Tormenta
SPOILER ALERT
Part I
Part II
Torment design documents
http://www.rpgwatch.com/files/Files/00-020...tement_1997.pdf
Kako je Torment razbijao rpg klishee
- Rats became one of the most dangerous creatures to fight.
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
- The plane of chaos was incredibly orderly.
- Gaining information was often more important than increasing your stats.
- Death didn't end the game, and in places, helped progress it.
- You didn't get a name until the end of the game.
- You are frequently fighting against things and traps you set for yourself in previous lives.
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
- No dwarves, elves, halflings, etc.
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
- The most prominent Succubi in the game was non-sexual.
- Devils were painfully honest, angels... well, weren't.
Sjajno ! :) :)