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Chris Avellone interview


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#1 Qwinn

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Posted 12 January 2009 - 11:40 PM

This isn't a brand new interview or anything, came out last year. I just happened to run into it myself, and figured I'd share.

http://www.bellaonli...es/art39332.asp


Cool read.

As far as they relate to my mods, only one bit really sticks out for me. Some of the more controversial changes in version 3.0 were objected to by some people based on the notion that PS:T "was not about combat", and anything we did that attempted to balance, fix or improve combat was beside the point. I disagreed, based on my belief that the semi-popular notion that PS:T "was not about combat" had nothing to do with designer intent, it had to do with the fact that it was broken in several key ways, and I hoped to fix them. (Hopefully, we have, at least to some degree, haven't gotten any input back on that aspect at all yet though).

Regarding that point, I'll point to this particular passage from the first part of the interview:

Lisa: If you were making Planescape: Torment right now, are there things you would do differently from the original release?

Chris: Probably start off with more combat - the beginning is very slow and exposition-heavy, and I don't think that helps get the player into the mystery of his character. This is something I tried to correct in the future opening levels of Black Isle games (notably IWD2, where you're in trouble the moment you step off the boat in Targos). Also, I would work more extensively in creating more dungeon and exploration areas, and do another pass on the combat mechanics in the game - the story and quest structure in the game ended up becoming the primary focus of design, and I think the game suffered as a whole when it came to combat.


So, I think it's clear from this passage that combat -was- supposed to be an integral part of the game, and efforts to fix and balance it have not been "beside the point".

Just sayin'. :)

Qwinn

Edited by Qwinn, 12 January 2009 - 11:46 PM.


#2 ghostdog

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Posted 13 January 2009 - 09:48 AM

Yep, I've read than one. I'm not sure I agree with the "more combat" comment , but who am I to judge MCA? :P

Unfortunately in order to actually make a game with such a rich story and quests and at the same time manage to design a well structured and balanced combat system a designer would need a huge load of resources and time. It's obvious that with his latter games Avellone tried to do what he says and that is probably the reason why he never managed to make something as extraordinary as PST again. Sadly the combat in his later games isn't anything awesome either. In KOTOR2 the combat is ridiculously easy after a while and in NWN2 the AI is rather bad and the dungeons are boring. IWD2 is an exception, but it's mainly a hack'n'slash game so almost all attention must have been towards combat. Thank god we still see that spark of his writing genius in his games.

#3 Tyr Vedra

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Posted 13 January 2009 - 10:51 PM

I would kinda prefer more combat during the first half of the game myself (it does move slowly and the amount of text information *can* be overwhelming), not just for combat sake but to give the player something to *do* besides reading - combat stimulates the interactivity with the game world. So I certainly do not see it as beside the point, and I welcome any tweaks in that area. I'd guess *planning* ahead of time for more balanced combat was probably what they lacked more so than resources.

Also I think the unique setting is what helps to make PST extraordinary as far as recapturing that same magic. Unfortunate what he said about securing the rights to Planescape - I guess we'll never see the "official" likes of it ever again. Not to mention the engine - I've not actually played his later games yet (and now I'm replaying PST instead), but from what I've read, the Infinity Engine *rules* over them 3D implementations. :D

#4 Shambelle

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Posted 14 January 2009 - 07:14 AM

A little on the same topic.
I posted some Chris Avellone's interventions here.

Some parts are perhaps interesting for the fixpack.

For example, Chris Avellone admits that Nordom should be Lawful Neutral.

Another quote:

You only get the cursed gauntlets if you lie and tell Marta that you're here to pick up the 'teethies' and thread she's collected. This also shuts off her store (since you cleaned her out), but the gauntlets aren't too bad for that stage of the game. It just costs to have Mebbeth or whoever Remove Curse off of you.

Chris


seems to go against the 54th fix (the Gauntlets of Teeth):

The Gauntlets of Teeth could be gotten in an inconsistent fashion earlier in the game and for much less effort than their power seems to warrant, and you could not obtain both them and the Teeth of the Fiend in a single game. All these oddities are explainable by one missing character in an action in Marta's dialogue when you lie to her. Fixing it, and moving the Gauntlets to Lothar's store, where they are appropriate to his theme and by which point in the game they are no longer clearly overpowered.



#5 Qwinn

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Posted 14 January 2009 - 07:48 AM

Shambelle, good stuff!

I actually agree totally with the "Nordom should be Lawful Neutral" bit, I said the same thing myself some time ago over on the GameSpot boards. I wasn't going to change it without corroboration, though, but now I have it! I will fix that in the next release.

As for the gauntlets thing... hmmm. I'm not sure what he says there lays down a verdict that it was intended that way, he may simply have been stating how it worked as the game actually shipped. As I tried to point out, the differing items is based on a single character missing in the "lie" version of the item name, and it additionally doesn't make much sense that she says she gives you everything she has, but she -doesn't- give you the item in the store, and she -doesn't- try to sell you the item she will give you if you lie.

(He does also say: "You know, if I had the power to strip the bone gauntlets out of the game, I would. Those $%%## things have caused more trouble than almost any item in the game because of some oversights on our part." Perhaps those 'oversights' were because the item wasn't actually supposed to go in the game there originally? He may not have even realized that himself at that point...)

I think for now I will leave the fix as is. Still... one day, I hope I can get Chris to sit with me for an hour on the phone or something, and go through some of the iffier questions. I wouldn't have considered that fix "iffy" before now, but given what you've pointed out to me here, I will move that one into the "iffy" column and make sure to ask him about it should I ever get the chance.

Thanks for the quotes! Good stuff in there.

Qwinn

Edited by Qwinn, 14 January 2009 - 07:55 AM.


#6 Shambelle

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Posted 14 January 2009 - 09:19 AM

As for the gauntlets thing... hmmm. I'm not sure what he says there lays down a verdict that it was intended that way, he may simply have been stating how it worked as the game actually shipped. As I tried to point out, the differing items is based on a single character missing in the "lie" version of the item name, and it additionally doesn't make much sense that she says she gives you everything she has, but she -doesn't- give you the item in the store, and she -doesn't- try to sell you the item she will give you if you lie.


I perfectly understand your point.
For me, it was all about Marta(=Ravel)'s Magic and Power of the Planes: the gauntlets were not in the store because they were the store . ^_^
Perhaps am I a little too twisted... :whistling:

The Strategy Guide was written before the game shipped and reflect some initial intentions of the writter.
Perhaps can it give some light ?


(He does also say: "You know, if I had the power to strip the bone gauntlets out of the game, I would. Those $%%## things have caused more trouble than almost any item in the game because of some oversights on our part." Perhaps those 'oversights' were because the item wasn't actually supposed to go in the game there originally? He may not have even realized that himself at that point...)


For this, I can help you (from memory).
The gauntlets are a cursed item.
If you put them on, it stick with you until you are subject of a Remove Curse Spell.
This spell can only be cast by a Priest or a Mage with the Spell.
The problem is that at the beginning of Torment (with the 1.0 version), you could still put the gauntlets on (as Thief or Fighter) but then you couldn't get it off.
The Remove Curse Spell was hard to come by...(no priest in the beginning and no spell available)
In fact, before the middle game, it was nearly impossible to get ride of the item. :devil:
To add to this, there were some glitches (like no normal leveling) if you became a mage (the gauntlets stuck).
There was a similar problem with the Mempa's Biting Ring and other cursed items but it was less serious (no glitches)
This caused some noise over the forum.

The consequence was that they added Remove Curse to Mebbeth (and perhaps other other places) in the patch 1.1 to resolve the "problem".
This post was written during the storm (and before the patch): this explains the "You know, if I had the power to strip the bone gauntlets out of the game, I would. Those $%%## things have caused more trouble than almost any item in the game because of some oversights on our part."
The oversight was no Remove Curse available.

Really funny when you think about it... ^_^

#7 Qwinn

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Posted 14 January 2009 - 09:36 AM

*nod nod* I got that bit about the "oversight" being the lack of Remove Curse. Still, I'm considering the possibility that there wouldn't have -been- an oversight if the gloves weren't actually available that early in the game (due to a bug). I don't think there are any other cursed items so early in the game. The only reason that's a problem is because of the timing of when you get that one specific item... had the gloves been introduced later, when Remove Curse was readily available, there wouldn't have been an issue.

So, in a way, I almost see that as further validation that it's a bug. Had there really been an intent to introduce a cursed item so early, there probably would've been more thought initially lent to making Remove Curse available early. I think the bug happened, and no one quite realized it was a bug and assumed it was intended by someone else on the design staff, and they did all the Early Remove Curse stuff after the fact to accommodate it. I think they blamed themselves for an "oversight", not realizing the bug introducing that item too early caused the whole issue. Make sense?

As support, I would point out that the item -is- substantially overpowered for that section of the game, and the fact that it implies Marta is always lying to TNO about her actual inventory, which I don't think was intended. All the Ravel-surrogates seem entirely willing to help you to the best of their ability, and this would go substantially against that.

Besides, Marta seems too crazy to be that devious.

Qwinn

Edited by Qwinn, 14 January 2009 - 10:16 AM.


#8 Qwinn

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Posted 14 January 2009 - 10:19 AM

Oh, as for the strategy guide, yeah, I'm going to have to pick one up. I definitely want to have a good read through it before I bother Chris with my questions, in case anything in it bears on those questions.

Qwinn

#9 Shambelle

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Posted 14 January 2009 - 10:34 AM

I don't think there are any other cursed items so early in the game. The only reason that's a problem is because of the timing of when you get that one specific item... had the gloves been introduced later, when Remove Curse was readily available, there wouldn't have been an issue.


There was a similar problem with the Mempa's Biting Ring and other cursed items but it was less serious (no glitches)


As support, I would point out that the item -is- substantially overpowered for that section of the game, and the fact that it implies Marta is always lying to TNO about her actual inventory, which I don't think was intended. All the Ravel-surrogates seem entirely willing to help you to the best of their ability, and this would go substantially against that.


Well, I don't think it is that overpowered...
Compare it to the Punch Dagger of Moorin available nearly in the Shattered Crypt:

PUNCH DAGGERS OF MOORIN
Damage: 2-8 Piercing
Enchanted: +2
Special:
+1 Piercing Damage
+2 to Armor Class
+1 to Luck
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

GAUNTLETS OF TEETH
(Cursed)
Damage: 3-8 Slashing
Damage: 1-2 Crushing
Enchanted: +1
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Fighters and Thieves

The damages amount (average of 7 vs 6), the THACO bonus (+2 versus +1) and the speed (1 versus 2) is a little better for the gauntlets.
But the enchantment of the punch dagger is better (+2 vs +1), with it you have a bonus to AC and a bonus of +1 to Luck(this count as an additional bonus to THACO, Damages, Weapon Speed and other roll, you gain also more critical hits)
Between the two, I definitely choose The Punch Dagger of Moorin... :rolleyes:
This is even without considering the fact that the gauntlets are cursed.(it can be really troublesome)

If you consider that the gauntlets are her inventory, Marta doesn't lie to you.(and it's really planescapy).
She give you a good weapon (even if cursed, it is not as curse as the Hatred's Gift) and she help you to retrieve a magic ring in your intestin, she's a good Ravel incarnation ...her only problem she is only completely loony.

#10 Qwinn

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Posted 14 January 2009 - 10:47 AM

Aah, missed that bit about Mempa's Biting Ring... though I can see why that yielded no complaints, it was one of the best rings available until about 80% of the way through the game, heh. Well... yeah, this does weaken my argument a little bit, but... I dunno, I still see it as a bug, primarily because of the fact that it's just a one character difference between the item in the store and the item you get when you lie (ITEETH.ITM vs. TEETH.ITM). The fact that they're -so- similar in names, and that is really the only thing that links the two items together when the items themselves are actually quite different, seems just way too much of a coincidence to me.

And point taken on the punch daggers, but still (and I mentioned this elsewhere, forget where), I didn't just mean overpowered in terms of available combat but also in terms of the effort needed to acquire them. Lying to Marta costs nothing (besides an insignificant chaotic alignment hit). Those punch daggers are protected by a whole horde of comparatively nasty flying critters, not to mention all the other fighting necessary to get there. Until that point, the best other weapon you can get is a bone dagger, which is -really- crappy compared to either of those two items (a straight 1d6+1, I think).

I will grant that the fact that the gauntlets are cursed does impact how "overpowered" they can be considered to be. It's a point in your favor. I'm certainly not dismissing your arguments out of hand. As I said, I will run my theory by Chris when I get the chance, and see what he has to say about it. If he says my theory is mistaken, I have no problem reversing the change, but till then, I think it'll stay in. As I said, you've changed my mind from "certain it was a bug" to "questionable", but I think that's as far as I'm willing to move on that without a little more to go on.

Qwinn

Edited by Qwinn, 14 January 2009 - 10:58 AM.


#11 Shambelle

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Posted 14 January 2009 - 11:10 AM

No Problem... ^_^

By the way, I was reading the old Interplay FAQ for informations about this subject when I found this:

The manual says I'm supposed to get 1-10 hit points per level and yet when I level up as a mage I only get 1-4 hit points.
This is a misprint. The Nameless One gains hit points as per the AD&D rules and only gains these hit points when he levels up in his highest class. For instance, if you are a level 5 Fighter and a level 1 Mage. If you level up as a Mage you will only receive a token 1 Hit Point. However, using this same example, if you level up as a Fighter you will receive 1-10 Hit points as per the AD&D rules. Here's a rough table as to Hit Point progression.

Fighter
Levels 1-9 = 1-10 HP per level
Levels 10+ = 3 HP per level

Mage
Levels 1-10 = 1-4 HP per level
Levels 11+ = 1 HP per level

Thief
Levels 1-10 = 1-6 HP per level
Levels 11+ = 2 HP per level

Modify as needed with high Constitution.


What do you think about it ?

Edited by Shambelle, 14 January 2009 - 11:12 AM.


#12 Qwinn

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Posted 14 January 2009 - 11:29 AM

Two days ago, someone sent me a scanned page from the Strategy Guide that suggested along the same lines. Yeah. I'm gonna have to go over that with Chris again too, since he recently -did- confirm that it was a bug. So we've got some definite mixed signals there.

Don't discount the human aspect of people tending to minimize mistakes. "This is a misprint" may have simply been an expedient way of saying "It's a bug that's not going to get fixed, so yeah, the manual's wrong.". Cause, seriously, if that was in fact the reality of the situation, and you had to answer that question, what would you say?

Qwinn

Edited by Qwinn, 14 January 2009 - 11:42 AM.


#13 gothemasticator

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Posted 14 January 2009 - 11:30 AM

"Qwinn: I think it's clear from this passage that combat -was- supposed to be an integral part of the game, and efforts to fix and balance it have not been "beside the point".

My two cents: I agree that combat has benefited from your changes, and, in fact, I wish much more could be done (I know you are still working on it).

First, for a game in which much combat is not avoidable, it makes a lot of sense for it to be well-implemented. The dialogue, which is an integral and essential and unavoidable part of the game, is well-implemented -- maybe buggy sometimes but rich and with many many stat-checks and consequential choices. Combat is unavoidable and, I would argue, essential to the game as well. Your character is, after all, a veteran of the Blood Wars and a leader of warriors. Not to mention he is horribly scarred, which gives testament to his combat-heavy past. The difference between dialogue and combat in the game is that dialogue benefited from the majority of development work, while combat is left undeveloped in comparison, in addition to being bugged. So, I am certainly in favor of fixing combat bugs (like the STR exploit) and in favor of changes that better balance combat (like addressing the placement of the gauntlets), and, in fact, I would be in favor of even creative changes that would improve and make more important the combat-related choices the player has to make during the course of the game.

When I first started playing Torment it was clear very quickly that as long as I threw some points at STR combat was not going to require much thought. Just hack away until the mob attacking you is dead. Hardly ever even resulted in TNO's death. With the fixes you have introduced and are planning to introduce I find myself spending more thought and time planning character development, which is one of the great pleasures of RPGs after all.

Here's some specific thoughts I've had:

1) Could an engine fix make TNO's inventory armor slot a blank unusable field (like Fall-From-Grace's unusable tattoo fields)? It seems to me that the absence of armor for TNO in the game makes it clear that he is never intended to have any. My own understanding of this is that his regenerative powers are a wonderful trade-off for his poor AC.

2) Tattoos: I like the fact that tattoos only give you benefit when worn. Since you have limited slots, you have to really make hard choices about what stats you want to increase. And since many tattoos are class-specific and carrying around extra tattoos uses valuable inventory slots, you simply can't have everything available all the time. However...

I wish many tattoos had more useful application. For instance, most if not all of the tattoos that give experience when invoked are useless afterward. I always buy them because money for experience is a good trade. But, then I leave them in a pile on the ground (which is pretty gross -- I've often imagined some poor innocent coming across a pile of discarded tattooed hunks of skin!). I think the way to make them more useful is not necessarily to change what they do but instead to make things like poison-resistance, fire-resistance, magic fire-resistance, etc., more important in combat. This would probably mean drastically overhauling enemy AI, so is probably not realisticly doable. But, imagine if, for example, skeletons were not only more susceptible to crushing damage but actually immune to slashing and piercing damage. Or, imagine that all wererats inflicted heavy poison damage. The more varied the enemies' attacks, the more character-development choices have real effect in combat.

3) Factions: I love the faction-specific items and weapons. However, I wish that there was actually more consequence for leaving factions. I like what you've done with Fix #50: (Snitching the Anarchists out to the Harmonium did not carry any of the obvious consequences. Now it does, with both factions.), and I wish there more such consequences scattered around. Maybe, for example, the Godsmen won't take you if you have previously joined and left more than one faction. My thinking is that certain factions are serious about lifelong commitment. The Sensates, in contrast, would be delighted that have joined and left many factions, since they think that life is about collecting experiences. The dustmen, too, should be somewhat unfriendly to you if you lied about your belief in order to gain some temporary benefit and then left the order. Consequences like these would make a choice to join or leave a faction in order to gain a cool weapon more meaningful. This kind of situation would also integrate combat and dialogue choices more meaningful.

4) Weapons: I actually wish the really good weapons in the game were more expensive, in one way or another. Right now, I find no difficulty just buying the latest greatest weapon for TNO, Annah, Morte AND Nordom. I'm never short of cash. I understand that part of the "price" is often joining a particular faction, but that doesn't affect the big-league weapons for party members. In contrast, I really enjoy the way it works with Da'akon, especially with the morale fix. How you treat Da'akon has a real effect on the quality of his weapon. Now there's choice and consequence for ya!

So, only 1) above is something I am realistically hoping can be implemented, but I wanted to share my thoughts on combat in this wonderful game.

Keep going, Qwinn!

gothemasticator

Edited by gothemasticator, 14 January 2009 - 11:30 AM.


#14 Qwinn

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Posted 14 January 2009 - 11:35 AM

I -gots- to get some work done today, so I'll go over the majority of your points in detail later, but for now I can quickly answer this one:

1) Could an engine fix make TNO's inventory armor slot a blank unusable field (like Fall-From-Grace's unusable tattoo fields)? It seems to me that the absence of armor for TNO in the game makes it clear that he is never intended to have any. My own understanding of this is that his regenerative powers are a wonderful trade-off for his poor AC.


No, cause it's not totally unusable. You can wear Dustman Robes in the beginning of the game, in the Mortuary, to sneak out undetected.

Qwinn

#15 gothemasticator

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Posted 14 January 2009 - 12:11 PM

I -gots- to get some work done today, so I'll go over the majority of your points in detail later, but for now I can quickly answer this one:

1) Could an engine fix make TNO's inventory armor slot a blank unusable field (like Fall-From-Grace's unusable tattoo fields)? It seems to me that the absence of armor for TNO in the game makes it clear that he is never intended to have any. My own understanding of this is that his regenerative powers are a wonderful trade-off for his poor AC.


No, cause it's not totally unusable. You can wear Dustman Robes in the beginning of the game, in the Mortuary, to sneak out undetected.

Qwinn



I had totally forgotten about the Dustman robes route. Thanks,

gothemasticator

#16 Shambelle

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Posted 14 January 2009 - 01:50 PM

I dunno, I still see it as a bug, primarily because of the fact that it's just a one character difference between the item in the store and the item you get when you lie (ITEETH.ITM vs. TEETH.ITM). The fact that they're -so- similar in names, and that is really the only thing that links the two items together when the items themselves are actually quite different, seems just way too much of a coincidence to me.


Just to correct something...
TEETH.ITM are indeed the Gauntlets of Teeth.
But ITEETH.ITM are Ingress' Teeth (one version).
I think you wanted to say VTEETH.ITM for the Teeth of the Viper.
And indeed, they are similar in name... ;)

Edited by Shambelle, 14 January 2009 - 01:51 PM.


#17 Qwinn

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Posted 14 January 2009 - 01:59 PM

Yep yep, you're right, it's VTEETH for the Teeth of the Viper, my mistake.

Qwinn

#18 Qwinn

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Posted 14 January 2009 - 02:09 PM

Ugh, got company coming over today, think I'd better just write off getting any work done today. (Not -even- gonna check the internet tomorrow).

gothemasticator, on the other issues you mentioned, I think they're outside the scope of my mods. I think there's definitely room for someone to produce a Tactics-type mod for PS:T that could do some of the things you suggest, but I'm not personally interested in creating it, I figure I've got enough on my plate with the 3 mods I've already made.

In terms of specific points, the Dustmen -aren't- very friendly if you leave the faction. At least Emoric isn't. Not sure if any other Dustmen notice, but they're not exactly all that friendly even when you -were- a faction member, so.

I don't think I personally care for the idea of limiting how many factions you can join or what order... I think that part works pretty well as is.

I too am really happy with how everything plays out if you just add the one variable set when you turn in the Anarchists to the Harmonium... it makes Ebb's dialogue in Carceri make -so- much more sense, and it was just fourth-wall breakingly illogical that there were no consequences to doing so, for yourself or the Anarchists. So I'm glad you liked it also :)

As to weapons, well, that's more of an economy-balance issue. I did what I could to address some of the more broken aspects, such as getting rid of the infinite-money exploits in several stores, but overall I don't think the economy is all -that- unbalanced. Really, I think it's pretty nicely balanced except for one thing, the Modron Maze. That thing is simply a cash cow, particularly with the Rods of Modron Might and a couple of other high-value items. Still, if someone wants to farm it for cash, well, pretty much all RPG's I can think of let you do that one way or another, and I can hardly consider it broken. I could see maybe releasing a tweak someday that would bring the cash awards for that place down to less-imbalanced levels, but eh, not a high priority.

Qwinn

Edited by Qwinn, 14 January 2009 - 03:59 PM.