Well I listed which points would/could be 'game breaking'. Even if to a wider audience that would mean 'easier' to get through at all- it's still failed remastering. They would 'finish' game without really experiencing original content.Darth Rosenberg said:So Planescape's UI and design is faultless? Perhaps tweaks could make it more accessible for people to enjoy what - apparently - really matters in the game; the story and writing.StatusNil said:There are probably walkthroughs to look up if you get stuck. No need to spend on this for any extra guiding measures.
It looks ugly as sin and typically cluttered, so thus far I've given it a wide berth.
It's worth keeping in mind not everyone has the desire, or time, for such approaches.Jamcie Kerbizz said:I would strongly advise against walkthrough, just expllore, fiddle with everything and keep a lot of saves
Sure, authorial intent should be respected, but I find it very hard to believe a CRPG, of all things, from 1999 couldn't benefit from some nods to making it more accessible to more potential players. Games age quick in terms of system and UI design.
It's very much like with books. Some are difficult to get through and require almost irrational commitment (time spent on reading, sometimes researching outside to understand the content and contexts etc.) you can skip by buying crib with summary of plot and characters. In the end you will know all about the book you need to know just it isn't the same experience.
GUI for sure could use a lot of polish. It's dated and huge (but it serves a purpose since you will spend time sifting through inventory, reading descriptions, looking at actual items guessing their purpose and use).
However streamlining - in essense, careless changes in UI design - is a step too far. Unless they add switches to turn off all the crutches and just make it more customizable in general. However that could create a disparity between experience of the game of people who used these and ones that left original settings.