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Features

The Gamasutra Quantum Leap Awards:
Role-Playing Games
Planescape: Torment took the somewhat cumbersome structure of
the dialogue tree and turned it into a tangled dodecohedron of
wonder within the wierd. While in many ways it refined tropes
and technology from the tradition of Baldur's Gate and Fallout,
Torment's approach to storytelling transcends its form, providing
characters that unveil through interaction like layers of an onion,
and a setting just as mysterious and complex. Every named NPC would
have some bizzare-psuedo quest to unleash, replete with brilliant
writing and EXP. From a nation of undead haunted by cranium rats,
to a brothel of intellectual lusts, to a pile of skulls in the
first of nine hells, Torment's setting breathed with just as much
character as its core NPCs. Whats most innovative about Torment,
however, is its abondonment an empty vessel avatar for a layered,
complex character identity the player could explore through play
- though the Nameless One was something of an empty vessel on his
own, one found. What can change the nature of a man? Great role-play
design, thats what.
-Patrick Dugan, True Vacuum

I'm torn between Planescape: Torment and BG2: SoA. I would nominate
Planescape: Torment; not only because it still represents the best-written
and most engagingly populated role-playing game I've played to-date,
but because it was one of the first adult role playing games ever
made. By adult, I don't mean that it contained restricted or child-inappropriate
content, I mean that it looked at important issues of morality,
guilt, and atonement in a serious and "adult" way. Most previous
games in the genre turned around the semi-sociopathic "kill stuff
and sell their gear/bodyparts to get cash to buy more stuff while
engaged in your never-ending quest to save your girlfriend/people/world."
-Adams Greenwood-Ericksen, Institute for Simulation
and Training

Again I have to praise Planescape: Torment, for many reasons.
Among them are the fact that it broke away from traditional subject
matter, had an deep, involved storyline, and allowed players to
solve puzzles in various ways including non-violent solutions.
-Meg Haufe, Sony Online Entertainment

It's gotta be Planescape: Torment. Why? Simple:
ROLE PLAYING. Baldur's Gate 2 had "epic setting" nailed, the two
Fallout games take the crown for non-linearity, Neverwinter Nights
had its unmatched online implementation, System Shock 2 probably
tops the "successful innovation" stakes... but for going back to
basics and getting the most important thing in a single-player
RPG - the
writing - absolutely bang on, nothing else is in the same league.
I guess it's something of a sad commentary on the genre as a whole
that I'm considering that a "quantum leap", but there you go.
-Matthew Woodward, Cambridge University
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