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How would you improve PST?

For discussing role-playing video games, you know, the ones with combat.
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rusty_shackleford
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How would you improve PST?

Post by rusty_shackleford »

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If you had a magic wizard wand you could wave and improve the game, what would you do to make it better?
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Tadeusz
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Post by Tadeusz »

A combat overhaul and more developed paths for warriors and rogues would be nice.
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Post by rusty_shackleford »

Tadeusz wrote: July 13th, 2025, 08:16
and more developed paths for warriors and rogues would be nice.
I originally had a longer OP written specifically about this then deleted it. I basically came to the conclusion that making it even more of a CYOA probably wouldn't make it better. But I've soured heavily on branching dialogue choices in favor of reactive worlds.
I remember figuring out that parts of the game react to how many times you die and that was cool. They should have made more usage of the death mechanic itself.

Other stuff like which name you choose to reveal, etc., are probably things that could be leaned into harder in terms of examples of cool stuff.
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Post by Lord of Riva »

I think the endings could be expanded upon and what effects the player had in the world. The ****** Blood war cutscene is a major let-down.

The game is good as it is.
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Post by Tadeusz »

rusty_shackleford wrote: July 13th, 2025, 08:21
I basically came to the conclusion that making it even more of a CYOA probably wouldn't make it better.
Perhaps but in the current state of the game the mage path has the most content and it's basically the preferred path of the game. It just would be nice for other classes to have their unique interactions and pieces of lore.
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Roguey
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Post by Roguey »

The Avellone Recut
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.
That last part is most important, best to start there.
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Post by Element »

Never cared for combat in the game, so I'd just leave it be. Condense Curst, that's about it.
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Post by wndrbr »

Everything that happens after you encounter Ravel was underbaked. Should be either expanded, or trimmed even further.
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Post by Oyster Sauce »

Animated sex scenes
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Post by LarryTyphoid »

Every isometric game would be instantly improved if it was converted into an Ultima 5 clone.
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Post by Vergil »

Thought this was a thread about the timezone tbqh honest
I'm just stating the facts.
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Post by Stack of Turtles »

Vergil wrote: July 14th, 2025, 23:41
Thought this was a thread about the timezone tbqh honest
I was going to answe "Kick California, Portland, and Seattle out of it"
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Post by GhostCow »

Make it turn based and give it the class system from BG2
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Post by DrSneed »

Move it forward 3 hours
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Post by Lich »

Make it a "non-traditional role-playing game" like Disco Elysium.
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Post by weaselus »

I like the game a lot, but am not fond of Avellone's prose.

It does the job - but the texture feels like I'm reading a romance with Fabio and similar long-haired hunks (no homo).

So my first edit would be to hire an editor.