I agree with your post. However, the huge problem with Torment is that encounters and challenges is made through stats checks, mostly Int, Wis and some Charisma based. This design is limiting, and either cripple or boost your character based on which class you choose. A highly intelligent Mage is great, but a highly intelligent, very wise and charismatic fighter, that can't dodge shit, hit shit or take a blow is doomed to fail. So you either pick the mage that can solve any quests, and do his thing, while the average intelligent fighter can't do anything else then killing monsters. This is bad design, since some classes (which are the weaker classes) are more stat point dependent than others, while the mage can excel in his class, yet reap all the benefits. Its a game designed purely for an intelligent, wise and charismatic mage!
But that is what a cRPG is supposed to be. If you want to gimp your character then you can, if you want to play a more wise and smart character you can too, you can even have a wise and smart fighter if you want to.
I beat the game several times in the past (I should play it again since I haven't played it in many years now) and I never played as mage because I am not attracted by mages in games like this, I usually like rogues. I always managed to beat the game and I could even avoid combat many times too.
It is up to the player how he wants to play and what character he wants to play. The game makes it possible and if the player wants to play a character that will not have as many options or rewards he can. If you can do and receive everything with one character that is bad RPG there. What would be the point of playing a sneaky rogue if you get the same rewards and dialogues as a mage or a fighter?
If that was the case RPGs would get rid of skills and attributes and classes, the player would play with a character that could do everything, there is no point in giving it limits (which goes against what a RPG is).
Writing mean nothing if the game's construction is bad.
I don't play games for reading book, but for playing game.
even one of the oldest and greatest adventure game which is also an ancestor to RPG, Zork have less words and worse writing than PS: T but that means nothing.
See, personal preference. If you don't play a game for it's writing then you shouldn't play cRPGs and not specially old ones.
Also the game construction is not bad, it is awesome and that is why it is regarded as one of the jewels of cRPGs. Just because you prefer less text and a different type of game doesn't make this game a bad cRPG.
Same logic is used in JRPG: good JRPG is chosen because it has a good story and writing.
game like The Legend Of Heroes Ⅲ: Prophecy Of The Moonlight Witch, has bad combat and linear story line, but this game treated as a one of best JRPG ever or something.
I never even heard of that Legend of Heroes game before. I will give you an example of a good jRPG: Final Fantasy VI.
Why do I say FFVI? Because it's a great game in a complete package, it has nice story, great music, awesome mechanics, interesting character, etc.
A jRPG is not great because of just the story, it is great because of the full package just like any other game.
no combat? are you kidding me? after the cast there are tons of combat encounters and you have to fight in final stage alone with a strong but stupid enemy.
and avoiding combat just feel more like a glitch than proper game play. Yes, you can avoid certain combats by dialog, but most of combats can only be avoided by just running. and if you fail to increase intelligence or wisdom more than 21, you are failed to achieve non-combat solution.
there aren't much reason to increase intelligence or wisdom more than 18 if you don't choose the mage. and that means attributes are not working properly
Yes, it means attributes are working as they should. If you want to avoid hard combat you will have to have high attributes to avoid them.
Running from combat is also a good thing, if you are forced into combat you can run. What is wrong with running? If you don't choose a mage you will be a combat oriented class and will fight more, is that so wrong?
Even me as a rogue can fight and defeat the enemies, sometimes I don't want to spend time fighting so I run, it's the players choice.
Now having a rogue with low intelligence or wisdom should allow my character to say the right things to avoid all the combat? That is ridiculous. But if I want to avoid most of the combat I will increase my Wisdom to 21, it's my choice. Also the game is so flexible that it lets you change class during playing it. It's player's choice, it's good.
While fo3's world looks dead not because of its engine, but because of lazy design, PS: T's world isn't alive because the engine have little function of living world or RPG. even the Morrowind has more items to use in quests, more things to read and more things to talk than PS: T. PS:T done good job on make game more interactive and feel alive with dialog. but dialog alone have it's own limit.
So you're saying that a game world is only "alive" if the game engine allows you can use more items during quests? Which to be honest Morrowind only allowed a few quests that had quest items. You just said that this game has too much text and now you say Morrowind has more things to read and talk about? You are very inconsistent.
The dialogue and the world, those are both very good in Planescape. Way better than on Fallout 3 and even Morrowind (specially the dialogues, Morrowind doesn't even has dialogues in that sense, it has wiki topic links as I call them).
The world to feel alive it has to make sense and have believable NPCs, that is all. Planescape does that, Fallout 3 doesn't, Morrowind does in one sense and not much in the other.
RP is about roleplaying. The game gives you a role and you have to follow that role to finish the plot.
In Fallout, you have chosen one from the vault or village. you have a goal to save your hometown and that is the plot you have to solve with your given role.
and the role is given by you, increased by you and used by you. and the plot itself is played by your action, not by given situation or story "line".
most of so called RP is just making player watch characters play, it's already given role.
and I think it's not an RPG, but it's just a game with RP show.
I guess you didn't read my quote in my previous post where I show what is a real RPG. Planescape does not really give you a particular role and that is one of the things it is very good at, you are the Nameless One and that is all, during your actions and choices you define who the Nameless One is at the moment. The thing is, this character has done and seen almost everything in it's many lives but in this playthrough you define who he is by what you do and say. That is pure player roleplaying right there, you create your role while you play (remember that there are two types of roleplaying like i mentioned before, the player roleplay [deciding how the character acts and says] and the character roleplay [how the character interacts with the world using it's strengths and weaknesses]).
in PS: T, the Nameless one isn't about the player. he has his own history. what actually I can choose is increasing intelligence or wisdom.
Except, that is just wasting stat point for poor combat. and the plot itself is too linear. the game is about following given story in following order.
the game gives you find A, after finding A, you have to find B, then you have to find c..d..e... there is no freedom for this plot.
ah... yes, you can be cursed if you play bad guy, but what is the point?
in Arcanum, playing evil provides another plot than normal plot. but in PS: T, no.
what ever you do, the plot is fixed.
Read what I wrote just above.
No cRPG ever has a main quest/story that is not linear, you say that playing evil in Arcanum gives a different plot but what it does is offer a difference of three quests, where you do something to show how evil you are so you get the approval of the other evil one instead of talking to the good one, then another quest where it is a bit different and then at the end you still have to go to the ruins and find the device and go to the void and confront Arronax and then defeat Khergan. It is a different 3 steps of the main quest that lead exactly to the same ending.
In Planescape you have different things by being evil which is the actions you do and what you say, during the entire game, not just 3 steps of the main story. Also your objective being good, neutral or evil is always the same, finding out who you are and why you don't die, and you do that in different ways through the actions and dialogue.
JRPG is the genre which is about reading story and combat.
and CRPG is the genre about adventuring dungeon or world for achieving goal and the process to achieving goal is the quest of a CRPG.
You are totally wrong there mate. A cRPG doesn't even need quests or dungeons if it is made to be like that. Many Rogue-Like cRPGs have no story or quest at all, a few even go forever with random generated maps over and over. cRPGs are about having a character with strengths and weaknesses and using those in the world the character exists. I said that so many times already but you just ignore it. Please read the quote from my previous post, it explains very well what a RPG (and not only a cRPG, it even talks a tiny bit about jRPGs too) is.
Again, you're saying Planescape Torment is not a good cRPG because you don't like the game, mechanics, writing and engine. You're saying it is a bad cRPG by personal preference which is all good, everyone likes and hates different stuff. But it is not a bad cRPG at all, it is just not a cRPG for you.