by icycalm » 08 Feb 2013 21:22
It's turning into a monster with no end in sight. You see why I keep putting them off: I end up spending the entire day on my laptop in bed and fucking up both my sleeping pattern and my diet (since I end up eating whatever's in the fridge instead of going to a restaurant or the grocery store). So anyway, here's the second part -- no idea how many parts there will be. If you prefer to read it in one go tough luck, it's either this or I'd never end up writing them.
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The question then is not to find the best isometric WRPG, or even merely the best D&D adaption, but to determine the best elements of the best of the best isometric WRPGs (or D&D adaptations), and postulate how an even better game could be created by appropriately mixing and matching them -- and it's the same with all highly evolved genres. I mean think of what would happen if you tried to pick the best shooting game of all time: it'd be impossible. Or the best fighting game. Or the best platform or racing game. We are talking about genres that have been evolving for 4 to 5 decades now, each of which contains thousands of examples. Only with a relatively new genre is it ever possible to sometimes pick a clear-cut winner: as with the free-roaming genre, for example, which for a good 8 years or so was utterly dominated by GTA3, which was clearly on another level from all its attempted imitators before Far Cry 2 came out (and is arguably so still, but that's a subject for another essay).
But to return to the genre that concerns us here, and more specifically its D&D-licensed subgenre, we need to steer clear of any facile blanket generalizations of the type "PLAENESCAPE TOWRMENT IZ THE BEST ROWLPLEYING GEAM EVAR!" and instead try to home in on what this game did best, what area it excelled in compared to its numerous brethren. And, to cut this short and get to the point, this is indeed the role-playing aspect, this obviously massive effort by the developers to create a game which goes beyond a series of loosely strung-together tactical battles, and tries to give the player the sense that he's participating in something far greater and far more important than that. Just consider that all other D&D games give you a few lines of exposition at the start and then set you off on your 40- to 60-hour long exploration-, looting- and killing spree, while Torment throws you straight away in the middle of one of the heaviest dialogue trees ever with almost zero exposition. If you take the time to fully explore it, it could be a quarter of an hour or more before you get a chance to GO anywhere, let alone KILL anything -- and that's awesome. That had never been done before, and I am sad to say it hasn't been done since -- at least not in a D&D game. It may or may not have been done in a Fallout game, for example, but I haven't played those yet, so I can't comment on them (and if you are wondering how come I haven't played the Fallouts yet, or Troika's equally well-regarded Arcanum or Vampire Bloodlines, you'll have to wait for my Pool of Radiance review to understand why. In short: because there's something very special about D&D games, and because of this they deserve far higher priority than all others. But I am planning to play the rest eventually anyway, and the time will certainly come to talk about them).
It is at this point then that it becomes imperative to talk a little about the real, pen-and-paper D&D game, in order for you to understand why Torment got closer to it than any other D&D-licensed videogame. Pen-and-paper D&D is a real role-playing game. It is not as heavy on the role-playing aspect as some of the games that came after it (as I explain at length in my essay on the subject), but it's VERY far from being a full-on tactical wargame either. I mean that's how it started at first, but already from the late-'80s and early-'90s there were plenty of modules available ("module" is the D&D term for a ready-made adventure you purchase in stores -- as opposed to one created by the Dungeon Master) where the role-playing-to-tactics ratio was 50/50, and plenty of DMs were coming up with similarly role-playing-heavy adventures and campaigns of their own. By the late-90's, when Torment came out, D&D, now well in its third edition (I am counting original D&D and Advanced as separate editions here), had long reached its mature phase, and though it still featured a far heavier tactical aspect than most contemporary RPG systems, it was nevertheless a full-fledged role-playing game. Moreover, it is misleading to call the tactical aspect of D&D "tactical", because there's nothing tactical about it. Tactics refers to "the science and art of organizing a military force", and no one in a D&D game is doing that: each player has control only of his own character. There may be moments in a campaign when one or more of the players gain control of a military force, and in that case, while commanding it, those players can indeed be said to be engaging in tactics, but for the most part this simply isn't true. Nor is it usual for any of the players to boss the others around (in which case, again, that player could have been said to be engaging in tactics): both players and characters are for the most part equals; a loosely-knit party of friends and adventurers, not a military squad with a clear leader and strict chain of command.
So you can see straight away, if you have any knowledge of what D&D is and how it actually works, that the game's digital adaptions have not only failed to deliver on the role-playing aspect, but they've even perverted its wargaming side, which has never really been "tactical", but always, let us call it, "mathematical". And the mathematics -- or, the extremely deep character customization process and battle system mechanics that are represented by mathematics -- have always been a big part of D&D's attraction, even for me. For though it's true, as I've explained at length elsewhere, that to reach the pinnacle of role-playing the mathematics must disappear (as they do in the Great Game, in which absolutely nothing at all can be described by or corresponds to mathematics), I'd be a liar and a hypocrite if I pretended I didn't relish, both as a DM in the real thing, and as a player in the digital versions, all the customization and calculations that comprise such a large part of D&D's character creation and battle system mechanics.
But why did the digital D&D games latch on to the tactical aspect with so much fervor? -- indeed they created it, since it didn't exist in the pen-and-paper game! This is the million-dollar question here. And the answer is because there was nothing else to latch on to. They couldn't feature role-playing because that's extremely hard and expensive to design, and they didn't feature co-op multiplayer parties because the internet was still in embryonic form in the '80s and early-'90s and very few of the people buying these games had modems (and even LANs were extremely rare outside of universities). They could have given you only a single character to control, but the "party of adventurers" has been a staple of D&D since the beginning (since a game featuring only the DM and a single player would have been extremely dreary to run...), and it was unthinkable to call a game "D&D" if it only featured one hero (and note here that we are talking about games that tried to adapt D&D faithfully, not oddballs like Hillsfar, Capcom's beat 'em ups, or the Dark Alliance games, which simply used the license as a means to attract attention and sell copies). And that's how we finally arrive in 2012 to Project Eternity's director Josh Sawyer stating on the game's Kickstarter pitch video that the tactical combat was one of the draws of the genre. Indeed, it was their only draw! For if you took it away from them, you would have practically nothing left! At best a superior Diablo clone where instead of Blizzard's laughably shallow excuse of a combat system (28 spells lawlz -- try 300) you'd have something considerably deeper and more involved -- though still a far cry from real D&D, which already by its third edition was 100 times more complex than what's featured in even its most faithful digital adaptation (Troika's Temple of Elemental Evil). And this is one more reason why digital D&D games HAVE to give you control of a party of characters, whereas pen-and-paper D&D doesn't need to: if their systems are 100 times simpler, this loss of complexity can be somewhat mitigated by giving you a bunch of characters to control instead of just one.
Unfortunately for the genre, however, as I have again explained in my RPG essay, this solution is a double-edged sword since it kills any chance the game has of acquiring an appreciable role-playing dimension, and condemns all these games to forever remain more or less pure tactical games. Which are great and awesome and I love them as much as the next guy! -- but they are neither role-playing, nor D&D, because D&D, as we've seen, is 50% role-playing, 50% combat -- and that's where Torment comes in.