<Trump> why doesn't this chat take place @ #torment?
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JFinite shrugs
<JFinite> cuz this is normally where we hold official and moderated chats
<Clover> Trump - Meghan runs the chats for Iplay, and she prefers to run them on Annex
<Trump> ok, thx
<Clover> Sorry, Tim?
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<Clover> Big_Tuna is in Reg's office right now
<Clover> :)
<stef> guys, i hope you tell us something about the game soon!!!
<AcidArrow> yeah and we have some questions that need to be answered!
<Trump> you just have to ask questions ;o)
<Tim> Let's get rolling and we'll answer as best we can.
<AcidArrow> ok then....
<AcidArrow> How will the gameplay be changed to suit the Planescape setting? (in other words: how will you use the unique PlaneScape philosophies?)
<stef> I already asked one, what progress does pt make?
<Tim> I'll answer a bit of Arrows question
<Clover> Ok, Tim
<Clover> we will be moderating the channel shortly
<Tim> The gameplay has been changed pretty drastically
<Meghan> Guido, do you want the chat moderated or open?
<Tim> What we have done is take a lot of conventions in the
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<Striding_Dragon> I guess moderated is a little more coordinated. I am still fighting my software and the incoming calls etc. that I feel a little distracted already.... :-)
<Tim> basic AD&D universe and twisted them around
<Meghan> Okay :)
<stef> What kind of changes?
<Tim> an example would be the fact that you are essentially immortal
<Tim> that dying is not really a big deal to you
<Meghan> I was wondering since we only have 5 people here.
<Tim> you may know that already but there
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<Tim> are other things we hope to surprise people with
<Striding_Dragon> Yeah, I guess you're right.Let's keep it open
<Tim> the look and the feel of the game will be a bit different than, lets say, BG.
<Meghan> Okay - if more people show up and it gets crazy we'll moderate, but with only a few it does more harm than good.
<stef> What`about the release date of the game?
<AcidArrow> so if our guy is immortal he won't be afraid of anything? how do you loose then ?
<Big_Tuna> I am back!
<GermanPR> I think most of german journalists will be in little later on...
<Tim> Well, haha, thats a good question
<Striding_Dragon> stef: No comments :-)
<Tim> When you die you lose your memory and potentially some items you have aquired
<stef> Do you thing that you can finish it this year?
<AcidArrow> oh ok :-)
<Striding_Dragon> stef: Oh absolutely. That's no question.
<Tim> CAn we finish this year... Heck yah!
<GermanPR> how far will be the version you will show at E3?
<AcidArrow> Will there be any famous PS NPC's in the game? (apart from the Lady of Pain)
<stef> In summer?
<Striding_Dragon> PR: We will have a version that is supposedly fully playable...
<Striding_Dragon> however only certain areas of the game will be finished.
<Striding_Dragon> Acid: There are only a few...
<Tim> Arrow: there will be familiar creatures from the Planescape Universe
<Striding_Dragon> Acid: We've been trying to keep it a little isolated from the PS world TSR creates...
<GermanPR> Brilliant...in % how far are u now?
<Striding_Dragon> to avoid conflicts. It's always a problem going back and forth to make sure everything is...
<Striding_Dragon> in sync with their work at the time.
<Striding_Dragon> PR: No commet....
<Striding_Dragon> I mean comment. :-)
<stef> Is there a multi player option in the game?
<Striding_Dragon> Stef: No. The game is fully centered around one character...
<Striding_Dragon> which pretty much rules out multi-player.
<AcidArrow> the graphics engine is exactly the same with baldur gate's or it's moderated?
<GermanPR> ;o)
<Tim> Arrow: Modified. Highly modified. HAHA
<Striding_Dragon> Extremely modified.... Get me the power-ups...
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<GermanPR> how many party"members" will there be maximum?
<AcidArrow> can you give me more info about the changes to the engine?
<Striding_Dragon> PR: You can have up to six characters in the party.
<Tim> PR: 6 at any one time
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<Striding_Dragon> Acid: There's a whole bunch of them...
<AcidArrow> well the most important ones
<Striding_Dragon> Acid: First of all we have re-written some of the graphic effect...
<Striding_Dragon> some of the rendering is done differently and looks differently...
<GermanPR> in comparisomn to BG will the world be "larger" than BG oder more compact and detailled?
<Striding_Dragon> We zoomed the whole camera in so that now all our objects...
<stef> It is possible to choose the qualities of each character individually?
<Striding_Dragon> are about twice the sice as in Baldur's Gate...
<Tim> PR: The game is more compact
<Sermon> Hi guys
<Striding_Dragon> We have installed some methods that allow us to use gigantic animated objects...
<AcidArrow> wow..any direct3d support for special effects?
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<Striding_Dragon> up to the size of a full screen!!!
<Striding_Dragon> There's a bunch more internally that is handled completely different, but that would really exceed this discussion and get too technical.
<GermanPR> coll guido...ive seen the old shots of the giant over 3 screens large...
<Tim> PR: Our game 'area' is smaller than BG but definately more dense
<Sermon> Striding: So will you see further than in BG?
<GermanPR> About the size...thats good..some people got lost in BG...
<Striding_Dragon> PR: Yes, that's the Iron Golem in the Foundry. He rocks, man, because he's fully animated!
<GermanPR> Damned...ive not seen him alive...only 4 various screens
<Big_Tuna> the gameplay will be more detailed as well - though we include a lot of combat, there will be more adventure-type gameplay.
<Striding_Dragon> Sermon: The opposite, your visual range is closer than BG, however...
<Big_Tuna> Puzzles, riddles, etc, that will prevent you from just sweeping through an area
<Striding_Dragon> Since our game has a totlay different feel and approahc, you do not need to see so far ahead anyway
<AcidArrow> Will there be "sidetrek" adventures to prime material worlds? 
<Big_Tuna> So a small game area may take a while to work through
<Sermon> Striding: ok, good :-)
<Tim> Acid: Right now, probably not.
<AcidArrow> ok..
<Striding_Dragon> Acid: No, we haven't planned on that
<Sermon> To anyone who can answer this: Will you use famous voices like in Fallout (Richard Dean Anderson, Clancy Brown, David Warner) in Torment?
<AcidArrow> Can you release any new information on the leading character? (except that he is immortal and stuff... let's say about his background or something)
<JFinite> the MP3 files are available under the Artwork & Screenshots section of the Torment site now
<Striding_Dragon> Sermon: We are currently evaluating possibilities... let's put it that way.
<Striding_Dragon> Sermon: We have had some cool ideas, but many of them fell through already. :-((
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<Sermon> Striding: Glenn Close as Lady Of Pain ;-)
<Striding_Dragon> Hi Blood Knight
<Blood_Night> Hi
<Trumpfass> sermon: *schauder*
<AcidArrow> Can you release any new information on the leading character? (except that he is immortal and stuff... let's say about his background or something)
<Blood_Night> how are you
<Clover> He doesn't even know his background....
<Clover> ;)
<Sermon> Trumpfass: War nur eine Idee :-))
<Clover> ...English, please...
<Striding_Dragon> Acid: He's a really poor soul.:-)
<Sermon> Clover: sorry
<Clover> Sermon: np
<Trumpfass> sorry clover, it was off topic
<Clover> brb
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<Striding_Dragon> Acid: There's not much known about this guy. He doesn't recollect his past and neither should the player... it would kill the fun. The game is a bout finding out who he is and where he came from and... what happened to him.
<AcidArrow> you have any background info for the character yet? :-))
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<Striding_Dragon> Acid: See above
<AcidArrow> ok...
<AcidArrow> ummm that reminds me sanitarium!
<Sermon> As I haven't heard the music yet, will it be more effect driven, say like the ALIENS soundtrack or will it be more melody driven (like BG)?
<MarLo> This place is quiet.....
<Striding_Dragon> Acid: No, it's more like, say, the movie "The Game"... do you want to know what's real what not when you watched the movie the first time?...
<AcidArrow> well no...but personally i don't like "the game".... Even though I love the director (because of Seven)
<Striding_Dragon> Probably not. It's what makes these things interesting... to re-live the experiences with the characters...
<Striding_Dragon> Spoilers are bad!
<Trumpfass> Sermon: take a look @ "artwork & screenshots" ;o)
<Striding_Dragon> Acid: Ner mind - I thought it was a great film - but that's beside the point. I am talking in general here.
<AcidArrow> What non-graphical means have you used to create the PS atmosphere?
<Striding_Dragon> Acid: Can you specifiy this question a little more?
<Tim> Acid: Are you talking about the people or music or ??
<Sermon> Acid: or do you mean sound effects?
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<Striding_Dragon> sermon: The soundtrack will be very "ambience" driven.
<Sermon> Striding: but it is orchestral?
<Striding_Dragon> Sermon: In part. Jerry Goldsmith used a lot of clustyers in Aien, which...
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<AcidArrow> well what did you use to make the graphics remind the planescape atmosphere (and the music) (generally how are you trying to create the planescape atmosphere and what do you use for that purpose)
<Striding_Dragon> worked great there, but it doesn't work so well in our environment. We're going for more of an...
<Striding_Dragon> industrial and almost "tribal" sound at times.
<Tim> Acid: We looked at the visual cues from the paper campaign
<Striding_Dragon> Interestingly however, our composer Brian Williams, has a preference for strings, which I always try to cut down a little. :-) He hates me...
<Trumpfass> Striding: a bit like the crow?
<Tim> Acid: and sort of went off from there. ;)
<Striding_Dragon> Ace: Don't exactly remember the Crow soundtrack.
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<Sermon> Striding: You mean a mixture between Seven and The Omen?
<Striding_Dragon> Sermon: Possibly... but we don't have neough material yet, to really determine a style...
<AcidArrow> Ok... Any plans for a DragonLance RPG after Torment? (Planescape and Dragonlance are my favorite AD&D worlds)
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<Striding_Dragon> I know what I want but whether it will be like that or not is a completely different story.
<Striding_Dragon> Acid: Interplay doesn ot have rights to DragonLance
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<AcidArrow> oh.... :-((
<Striding_Dragon> Acid: Unfortunately....
<Sermon> Striding: So you somehow tell Brian Williams what you would like it to sound?
<Striding_Dragon> Acid: I'd love to kill Raistlin!!!
<AcidArrow> yeah !!!
<GermanPR> rehi
<Striding_Dragon> Sermon: Exactly. We discuss options, sounds, modal approaches, pedal points, etc... really music stuff...
<AcidArrow> but... he has beaten the gods! he would be a bit...too difficult let's say !..
<Trumpfass> Striding: jep, it is a bit like the crow soundtrack...it sounds great!
<Striding_Dragon> PR: Rehi, too
<Striding_Dragon> Acid: Well, let's bring him over into Planescape and see how he deals with that, haha!
<Trumpfass> germanpr reh hai :o)
<Sermon> Striding: Really cool - the musician in me awakes . . .
<Trumpfass> lol
<AcidArrow> lol :-)
<Sermon> hi germanpr
<Striding_Dragon> Sermon: I wish I had the time to do the music myself again, but I'm just too busy these days. :-(
<Big_Tuna> his work is "music" to the gaming public... ;)
<AcidArrow> what programs do you use to create the graphics? (3dsmax lightwave??)
<Tim> Acid: lightwave mostly
<AcidArrow> Cool I love lightwave :-))
<Sermon> Striding: Did you know that your Realms Of Arkania III soundtrack is available here through Chris Hlsbeck?
<Striding_Dragon> Sermon: Huh?
<Tim> Acis: It's the program that can handle those big ole backgrounds
<Striding_Dragon> Sermon: In what form... how did that happen?
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<AcidArrow> ummm but how do you make the graphics look isometric? the trick i use is get the camera far away from the scene and the zoom a lot!
<Sermon> Striding: I think he founded a company. They distribute several game soundtracks. Read that in PCPlayer
<Tim> Acid: Exactly... you are ready to come over to Interplay
<Tim> Acid: HAHA. that is the same trick we use
<Striding_Dragon> Sermon: Aha. The blokes at Attic have probably licensed it to him.. or sold their stock!
<Trumpfass> Sermon: game soundtracks? where can i get them?
<Sermon> Striding: I can see the cover in the mag. It says "Music by GUY HENKEL"
<AcidArrow> !!!!
<AcidArrow> lol
<Trumpfass> :o)
<Trumpfass> lol
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<Striding_Dragon> Sermon: It's probably the CD we produced at Attic. It probably got sold to Chris. I'm not seeing a penny on any of that anyway - as with all the Attic materials - so I don't really care
<Big_Tuna> (he is independently wealthy... you should see his car!)
<Big_Tuna> vroom vroom
<Striding_Dragon> Tuna: Yeah... unwashed...
<Sermon> Striding: If you're curious, you can find it at http://www.synsoniq.com/
<Big_Tuna> not today - with all the rain
<Striding_Dragon> Sermon: Thanks. I'll check it out
<GermanPR> well...who will be responsible for localisation issues (specially german ones)?
<Striding_Dragon> Tuna: It doesn't rain o nthe inside of my car... yet!
<Sermon> Tuna: Which car: Jaguar, Ferrari, Rolls Royce - or all three??
<Striding_Dragon> PR: You????
<Trumpfass> lol
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<Striding_Dragon> Sermon: I'm not tellin'
<AcidArrow> Tim : I may take this offer seriusly :-))))
<GermanPR> NO THANKS..grins.....there our PMs would be better, ive enought other issues to do...to impress my mags about the quality of the game ;o)
<Sermon> Striding: Well, then it's a VW Polo :-)
<Striding_Dragon> Sermon: There is no such thing as a VW Polo here in the US, I'm afraid.

<Tim> Acid: Send us your stuff. We are always looking.
<Sermon> GermanPR: Do you really have to impress them? ;-)
<Sermon> Striding: OK, I'll send you mine :-)
<Striding_Dragon> Sermon: My name should impress enough... I would think Hahaha!
<GermanPR> sermon...well without having a code i must yes!
<GermanPR> maybe after showing some more than "just" screens i only need to 
   push the pedal to the metall! ;o)
<Striding_Dragon> Sermon: Just checlked the site. Yep, that's my original 
   soundtrack for "Shadows Over Riva"
<Sermon> Striding: Thought so, but why Guy Henkel?
<Striding_Dragon> Sermon: Guy used to be my nickname in Germany... I lost it 
   when I came here.
<Striding_Dragon> PR: Was that an official complaint?
<Sermon> Striding: When me and a friend of mine went to the US we were always 
   "You guys"
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<Trumpfass> striding: i've just seen the german version of bg...i hope you'll 
   do your best preventing the guys at interplay europe from doing a mess like 
   the last time
<Striding_Dragon> Sermon: That's why I lost it. Guy has associations here and 
   doesn't really go well as a name.
<Sermon> Trumpfass: I agree
<GermanPR> guido...take it like it was ment to be ;o) *mystericalsmile*
<Striding_Dragon> Ace: As I said on the message board numerous times. We'll try 
   our best, but there are policies in place that bind my hands a lot of 
   times...
<Sermon> So people, will we able to see some Tanar'ris in the game?
<Striding_Dragon> Ace: I have only limited control and influence over localized 
   versions.
<Striding_Dragon> Sermon: Would you really want to meet some?
<Big_Tuna> However, I will say that our European team learned a LOT from 
   Baldur's Gate
<Sermon> Striding: yes - dead ones ;-)
<Striding_Dragon> Tuna is very optimistic today.
<Trumpfass> guido: i know (you said it more than one time), but it's REALLY a 
   mess :o(
<Striding_Dragon> Ace: I know and I really wish I could change that.
<Sermon> Trumpfass: As 90 % of ALL german versions are
<Trumpfass> jep :o(
<Calis[etime]> Will u be using the Yuguloth intrigue plot (Hellbound: the Blood 
  War)
<Striding_Dragon> Sermon: Yep... it has a lot to do with the size of the 
   companies doing these games and the way these localizations are handled as a 
   result of that.
<Striding_Dragon> Calis: No, we won't.
<Trumpfass> sermon: hmm...maybe WE should translate PS:T *bs*
<Sermon> Striding: Lucasarts did a great job lately
<Striding_Dragon> Ace: It's not only the tranlsation. It's also the voice 
   recording, etc. It's not as straight forward as it may seem, but if you're 
   really interested we should talk about it some time.
<Sermon> Trumpfass: yesyesyesyesyesyes :-)))
<Striding_Dragon> Sermon: Yes.. Lucas.... Hear a lot of good things about them 
   lately... especially the thing called "Phantom Menace". :-))
<Sermon> Striding: You're definetly right :-)))  Coooool stuff :-))
<Striding_Dragon> Sermon: But seriously. I met my buddies from Factor 5 the 
   other day and they do a lot of work for LucasArts. Was quite interesting to 
   talk to them these days.
<AcidArrow> Tim : are you there?
<Tim> Acid Yep
<Striding_Dragon> Timmy?
<Meghan> Ooooh, you know Factor 5?
<Trumpfass> striding: the translation wasn't that bad...for a non AD&D player, 
   but take a look into a german AD&D rulebook and then compare them with some 
   of the translations in bg :o(
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<Meghan> Aren't they making a Turrican sequel?
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<Striding_Dragon> Meghan: I know everyone i nthe industry... well, almost... 
   some... okay... a few...
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<Meghan> Hahaha
<GermanPR> well the translation of BG was really good, but the voice cast was 
   well...no words on that!
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<Sermon> Striding: I think Funsoft is doing their localizations.  They use 
   german actors for lead roles
<Striding_Dragon> PR: It is so hard to get a good and affordable cast
<Striding_Dragon> PR: And then you need a good director which is even harder...
<Brynn> Hi
<Striding_Dragon> Hi Brynn
<THEburn> hi
<Trumpfass> hi brynn
<Tim> Hi Brynn
<Sermon> hi brynn
<Trumpfass> uhm, how can i save this chat?
<Sermon> think it's buffer
<Striding_Dragon> Sermon: Funsoft has a really good a strong localization 
   department. I used to know a few people there and they really knew what they 
   were doing...
<GermanPR> guido: you should speak to our german PMs..one is just making 
   records for Elder Scroll red guard...over 40000 lines!
<Striding_Dragon> Don't know what it's like these days, but back when I was 
   still in Germany, they reallu had their act together.
<Striding_Dragon> PR: Phhht, 40.000 lines, wait until you see Torment. 
   Seriously, we're exploding.
<Trumpfass> :o)
<Sermon> Striding: They are going to use the "Synchronstimme" of Harrison Ford 
   for the new Indy game
<Calis[etime]> You obviously think PS is a good setting to make a game about. 
  Do you think you can satisfy die-hard PS players? (they tend to be the most 
  demanding AD&D fans out there, you know...;-)
<Striding_Dragon> Sermon: Samrt move.
<GermanPR> Sermon: but that COSTS!!
<Striding_Dragon> PR: I agree. That's a fortune right there.
<Striding_Dragon> PR: But it helps selling the game.
<Sermon> GermanPR: Yes it does - therefore they use less famous but also 
   talented people for the other parts
<GermanPR> I dont think well known voices are needed for PT, they must be 
   fitted to the charakters and time where it is played (mystical, dark, deep 
   voices or similar)
<Striding_Dragon> Calis: I would think so. We have tried to bring in all the 
   cool stuff from PS, while...
<Striding_Dragon> trying to keep it comprehensible that people who have never 
   played the game can get a grip on it as well...
<Striding_Dragon> Can we get some art related questions? Timmy has fallen 
   asleep. I can hear him snore all the way here. :-))
<Tim> Oh I am here and attentively listening
<Calis[etime]> Have u used the "party conflict" aspect of BG? it should make 
  for really cool intra-party faction discussions...
<Striding_Dragon> Calis: We even enhanced it... or at least we're still trying.
<Tim> Lets give the people what they want. If thee are no art questions... so 
   be it!
<Tim> haha
<Striding_Dragon> Tim: Nice shot!
<THEburn> +lo*
<Sermon> OK, here goes: I've got a graphical issues question: How are you going 
   to do the monster/creature designs? Do you use descriptions from the 
   Planescape books?
<Striding_Dragon> Here's you r question, Tim!
<Tim> yes we have .. we have even made some up on our own
<Calis[etime]> OK, art. You said earlier (according to my chat log) that you 
  have really large objects. Any other ways to enhance the feeling of grandeur? 
  (outer planes = really realy big!)
<Sermon> Tim: You also got bariaurs?
<Tim> I think you will be mighty pleased with the look and feel of the creatures
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<Tim> Yes
<Tim> Sermom: yes
<Trumpfass> what does etime mean?
<Calis[etime]> Game site
<Calis[etime]> http://www.planetriva.com/etime
<Trumpfass> thx :o)
<Calis[etime]> sorry...couldn't help putting the URL somewhere in this chat :-)
<Striding_Dragon> Calis: The large objects are not necessariy there to create a 
   feeling of grandeur.
<Sermon> Tim: Because I had some troubles imagining these creatures from the 
   descritions in the books (because of the fact that english isn't my native 
   tongue)
<Striding_Dragon> Calis: They are more there to make sure everything looks 
   alive, organic and ... cool!
<Calis[etime]> ok...but how do you make the planes impressive?
<Striding_Dragon> Sermon: Check the screenshots in our spread ad. There is a 
   baurier in one of them...
<Tim> Calis: Larger characters are good but we also have more frames of 
   animation than the BG characters
<Sermon> Striding: Oh thanks :-))
<Tim> Calis: It makes for smoother looking motions
<Striding_Dragon> Calis: We don't make the planes themselves impressive. Since 
   you only see parts of these planes, we try to make these locations 
   impressive.
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<Calis[etime]> Also, do you show the wheel-shaped form of Sigil? Should make 
  for an impressive sight...
<Sermon> So, I've got a Pentium 200 non mmx, Matrox Mystique 4MB and 96 MB Ram 
   - will I get into trouble with this config?
<Striding_Dragon> Sermon: How did Baldur's Gate play on your machine?
<Tim> Calis: We plan on showing the impressiveness of Sigil in some form. Most 
   likely a movie
<Sermon> Striding: Well, a bit choppy sometimes but all in all quite well. But 
   you use bigger objects . . .
<Calis[etime]> Yeah BG wasn't perfect even on a PII-266/64/TNT-16. Largely due 
  to the scrolling.
<Striding_Dragon> Sermon: Shouldn't be a problem then. Especially the 4MB video 
   board helps A LOT!
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<Striding_Dragon> Calis: The scrolling is an issue here too, still. The problem 
   is that there's just so much data that needs to be shoveled around...
<Calis[etime]> Will it help if I upgrade to 128 mb or more? Did you tweak the 
  performance (especially scrolling)
<Sermon> Sermon: Anyways, I'm thinking of sponsoring the PC-industry 
   (Intel,...) in summer
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<Striding_Dragon> Calis: It's not only the actual screen content, but the 
   screen is made up of "layers". Each of these layers - up to 4 - needs to be 
   scrolled just the same way. That takes time and processing power.
<Trumpfass> *hmpf* re
<Sermon> Trumpfass: rehi
<Calis[etime]> Will you be using a lot of weather effects like in BG?
<Sermon> Like sandstorms and fog?
<Striding_Dragon> Calis: The scrolling is on our list for optimization, but I 
   am not sure if there's much that can be done. 128 MB definitely helps.
<Calis[etime]> Oh well...BG was addictive even with the scrolling
<Tim> Calis: Weather, yes, but with a 'Planescape' tint to it
<Calis[etime]> Any Pandemonium winds?
<Striding_Dragon> Clais: Sigil is weatherless and so are many of the planes, so 
   weather is not so much a focus on our end, but we have some other atmospheric 
   effects planned. We have to work them out in detail and implement them however.
<Calis[etime]> And the razorvine? Will it be really annoying (as it should be!) ?
<Tim> Calis: Yes there is razorvine
<Tim> Calis: and yes it is annoying
<Calis[etime]> good :-)
<Sermon> Razorvine is cool
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<Tim> Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff 
   there is.
<Striding_Dragon> Calis: We had an artist doing nothing but putting in razorvines for 
   the last months...
<Sermon> Tim: Did Colin McComb help with the designs?
<Tim> Sermon: yes
<Striding_Dragon> Tim: Hail Gary for the razorvines...
<Tim> Sermon: Colin and Chris are the art 'springboards' we run ideas by them first
<Tim> Sermon: and see if they fit the 'Planescape' realm
<Sermon> Tim: Is it hard to convince them with your own ideas?
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<Tim> Sermon; Not really, we (and they) are pretty reasonable in our suggestions
<Tim> Sermon: there are times where we go way out art wise but they do there best to 
   appease us
<Tim> haha
<Sermon> Tim: hehe :-))  Just over the thumb - how many different monster designs are 
   there?
<Calis[etime]> Lots or millions?
<Calis[etime]> :-)
<Trumpfass> <<-- back...*grrr*...my mother always dares to interrupt me while chatting 
   (this time she brought me something to eat *grrr*) *bs*
<Tim> Sermon: Roughly (and you didn't hear this from me) well over 60 different 
   character/monster designs
<Sermon> Trumpfass: What is it that you eat (I'm hungry!!!)
<Striding_Dragon> Sermon: Add to that a number of variations...
<Trumpfass> Sermon: bratkartoffeln, but that's off-topic ;o)
<Sermon> Striding: hehe :-)
<Calis[etime]> Tim: you realise we're putting this chat log on our site? :-)
<Striding_Dragon> Ace: Hmmmhhh... send them this way.
<Tim> Calis: HAHA I know
<Trumpfass> ok, i'll email them ;o)
<Sermon> Trumpfass: I'm still hungry - gonna eat some pez
<Tim> Calis: I am aware of where this is going
<Striding_Dragon> Ace: Make sure they don't leak into the other mail
<Calis[etime]> yeah just kidding about your "didn't hear this from me" :-)
<Tim> Sermon: We have a couple more original designs after the inital ones. We'll 
   spring those on you soon enough
<Sermon> Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any 
   decisions about the demo?
<Striding_Dragon> Sermon: In what regards?
<Tim> Sermon: I may not be the best person to ask about that. HAHA
<Sermon> Striding: In releasing it to the hungry public
<Tim> Sermon: But are you asking about whether the will be a publically available demo?
<Striding_Dragon> Sermon: No, we haven't decided yet. It depends on how stable and 
   self contained the presentation version will be.
<Sermon> Tim: yep
<Sermon> Striding: I see
<Tim> Sermon: As Guido said. It depends right now. But it is actually closer to being 
   a reality than I would have thought 4 months ago
<Striding_Dragon> Sermon: As much as we'd like you all to see what the game looks and 
   play like, it's dangerous to put out a demo that is not absolutely perfect...
<Tim> Dragon: Ahmen
<Striding_Dragon> Making it perfect takes time which we could better use on the actual 
   game. Demos need to be QA'd, they need to be focussed, they need some kind of 
   instructions, etc...
<Sermon> Striding: I see your problems. I'm sure you guys will make the right decision
<Calis[etime]> Amen. (Daikatana...)
<Striding_Dragon> Sermon: Wow... thanks for the trust!
<Calis[etime]> :-)
<Sermon> Striding: You're welcome
<Sermon> Striding: I'd rather have the game at the planned release date and no demo 
   than playing one demo level and the game delayed for half a year
<Tim> Sermon: That is kinda what we guessed people want
<Striding_Dragon> Sermon: Yep, I agree.
<Sermon> BTW, who had these wonderful ideas concerning these cool NPC's?
<Calis[etime]> Amen again (Daikatana again)
<Clover> Besides, it'd be huge anyway
<Tim> Sermon: Chris Avellone
<Clover> It'd be very difficult to covermount or download
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<Striding_Dragon> Sermon: I believe these laurels would go to Chris Avellone, our lead 
   designer.
<Calis[etime]> yeah...it'd be hard to make a non-sigil demo too.
<Calis[etime]> You'd have to give away too much, no fun at all
<LordCheese> Striding_Dragon: I hope i can ask you someting in german because i am 
   very bad in english: Wird es in Planescape "so wenig" magische Waffen und 
   Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so 
   umfangreich wie bei Diablo (Blizzard) sein?
<Tim> Sermon: Chris came up with the basics for all the NPC party members
<Striding_Dragon> Calis: There are so many things coming together... It needs focus, 
   it needs a plot, it needs music, it needs... A LOT!
<Calis[etime]> BG wasn't little magic. It was FR, which is already heavy-magic.
<Sermon> Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so 
   interesting: Many innovations and very unusual thingss (among other reasons)
<Calis[etime]> But then again, in Torment you're playing a powerful dude right? with 
  lotsa magical items?
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<Striding_Dragon> Cheese: Es wird eher wie in BG werden. In Diablo waren die 
   Gegenstnde eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett 
   anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht 
   so wichtig - denke ich.
<Tim> Sermon: That is exactly the reason this team is loving the game. Great design = 
   High motivation
<Tim> Calis: Not right at the start.
<Striding_Dragon> Calis: The dude is magical... in a sense.
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<Calis[etime]> Do I hear info on the character? :-)
<Tim> Calis: hahaah but maybe if you do the right things along your quest
<Trumpfass> Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut
<Trumpfass> "echten" mein ich *g*
End of #interplay buffer   Wed Apr 07 20:22:21 1999

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<Sermon> Striding: OK, I'll send you mine :-)
<Striding_Dragon> Sermon: My name should impress enough... I would think Hahaha!
<GermanPR> sermon...well without having a code i must yes!
<GermanPR> maybe after showing some more than "just" screens i only need to push the 
   pedal to the metall! ;o)
<Striding_Dragon> Sermon: Just checlked the site. Yep, that's my original soundtrack 
   for "Shadows Over Riva"
<Sermon> Striding: Thought so, but why Guy Henkel?
<Striding_Dragon> Sermon: Guy used to be my nickname in Germany... I lost it when I 
   came here.
<Striding_Dragon> PR: Was that an official complaint?
<Sermon> Striding: When me and a friend of mine went to the US we were always "You 
   guys"
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<Trumpfass> striding: i've just seen the german version of bg...i hope you'll do your 
   best preventing the guys at interplay europe from doing a mess like the last time
<Striding_Dragon> Sermon: That's why I lost it. Guy has associations here and doesn't 
   really go well as a name.
<Sermon> Trumpfass: I agree
<GermanPR> guido...take it like it was ment to be ;o) *mystericalsmile*
<Striding_Dragon> Ace: As I said on the message board numerous times. We'll try our 
   best, but there are policies in place that bind my hands a lot of times...
<Sermon> So people, will we able to see some Tanar'ris in the game?
<Striding_Dragon> Ace: I have only limited control and influence over localized 
   versions.
<Striding_Dragon> Sermon: Would you really want to meet some?
<Big_Tuna> However, I will say that our European team learned a LOT from Baldur's Gate
<Sermon> Striding: yes - dead ones ;-)
<Striding_Dragon> Tuna is very optimistic today.
<Trumpfass> guido: i know (you said it more than one time), but it's REALLY a mess :o(
<Striding_Dragon> Ace: I know and I really wish I could change that.
<Sermon> Trumpfass: As 90 % of ALL german versions are
<Trumpfass> jep :o(
<Calis[etime]> Will u be using the Yuguloth intrigue plot (Hellbound: the Blood War)
<Striding_Dragon> Sermon: Yep... it has a lot to do with the size of the companies 
   doing these games and the way these localizations are handled as a result of that.
<Striding_Dragon> Calis: No, we won't.
<Trumpfass> sermon: hmm...maybe WE should translate PS:T *bs*
<Sermon> Striding: Lucasarts did a great job lately
<Striding_Dragon> Ace: It's not only the tranlsation. It's also the voice recording, 
   etc. It's not as straight forward as it may seem, but if you're really interested 
   we should talk about it some time.
<Sermon> Trumpfass: yesyesyesyesyesyes :-)))
<Striding_Dragon> Sermon: Yes.. Lucas.... Hear a lot of good things about them 
   lately... especially the thing called "Phantom Menace". :-))
<Sermon> Striding: You're definetly right :-)))  Coooool stuff :-))
<Striding_Dragon> Sermon: But seriously. I met my buddies from Factor 5 the other day 
   and they do a lot of work for LucasArts. Was quite interesting to talk to them 
   these days.
<AcidArrow> Tim : are you there?
<Tim> Acid Yep
<Striding_Dragon> Timmy?
<Meghan> Ooooh, you know Factor 5?
<Trumpfass> striding: the translation wasn't that bad...for a non AD&D player, but 
   take a look into a german AD&D rulebook and then compare them with some of the 
   translations in bg :o(
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<Meghan> Aren't they making a Turrican sequel?
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<Striding_Dragon> Meghan: I know everyone i nthe industry... well, almost... some... 
   okay... a few...
* Meghan dives back into the shadows.
<Meghan> Hahaha
<GermanPR> well the translation of BG was really good, but the voice cast was 
   well...no words on that!
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<Sermon> Striding: I think Funsoft is doing their localizations.  They use german 
   actors for lead roles
<Striding_Dragon> PR: It is so hard to get a good and affordable cast
<Striding_Dragon> PR: And then you need a good director which is even harder...
<Brynn> Hi
<Striding_Dragon> Hi Brynn
<THEburn> hi
<Trumpfass> hi brynn
<Tim> Hi Brynn
<Sermon> hi brynn
<Trumpfass> uhm, how can i save this chat?
<Sermon> think it's buffer
<Striding_Dragon> Sermon: Funsoft has a really good a strong localization department. 
   I used to know a few people there and they really knew what they were doing...
<GermanPR> guido: you should speak to our german PMs..one is just making records for 
   Elder Scroll red guard...over 40000 lines!
<Striding_Dragon> Don't know what it's like these days, but back when I was still in 
   Germany, they reallu had their act together.
<Striding_Dragon> PR: Phhht, 40.000 lines, wait until you see Torment. Seriously, 
   we're exploding.
<Trumpfass> :o)
<Sermon> Striding: They are going to use the "Synchronstimme" of Harrison Ford for the 
   new Indy game
<Calis[etime]> You obviously think PS is a good setting to make a game about. Do you 
  think you can satisfy die-hard PS players? (they tend to be the most demanding AD&D 
  fans out there, you know...;-)
<Striding_Dragon> Sermon: Samrt move.
<GermanPR> Sermon: but that COSTS!!
<Striding_Dragon> PR: I agree. That's a fortune right there.
<Striding_Dragon> PR: But it helps selling the game.
<Sermon> GermanPR: Yes it does - therefore they use less famous but also talented 
   people for the other parts
<GermanPR> I dont think well known voices are needed for PT, they must be fitted to 
   the charakters and time where it is played (mystical, dark, deep voices or similar)
<Striding_Dragon> Calis: I would think so. We have tried to bring in all the cool 
   stuff from PS, while...
<Striding_Dragon> trying to keep it comprehensible that people who have never played 
   the game can get a grip on it as well...
<Striding_Dragon> Can we get some art related questions? Timmy has fallen asleep. I 
   can hear him snore all the way here. :-))
<Tim> Oh I am here and attentively listening
<Calis[etime]> Have u used the "party conflict" aspect of BG? it should make for 
  really cool intra-party faction discussions...
<Striding_Dragon> Calis: We even enhanced it... or at least we're still trying.
<Tim> Lets give the people what they want. If thee are no art questions... so be it!
<Tim> haha
<Striding_Dragon> Tim: Nice shot!
<THEburn> +lo*
<Sermon> OK, here goes: I've got a graphical issues question: How are you going to do 
   the monster/creature designs? Do you use descriptions from the Planescape books?
<Striding_Dragon> Here's you r question, Tim!
<Tim> yes we have .. we have even made some up on our own
<Calis[etime]> OK, art. You said earlier (according to my chat log) that you have 
  really large objects. Any other ways to enhance the feeling of grandeur? (outer 
  planes = really realy big!)
<Sermon> Tim: You also got bariaurs?
<Tim> I think you will be mighty pleased with the look and feel of the creatures
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<Tim> Yes
<Tim> Sermom: yes
<Trumpfass> what does etime mean?
<Calis[etime]> Game site
<Calis[etime]> http://www.planetriva.com/etime
<Trumpfass> thx :o)
<Calis[etime]> sorry...couldn't help putting the URL somewhere in this chat :-)
<Striding_Dragon> Calis: The large objects are not necessariy there to create a 
   feeling of grandeur.
<Sermon> Tim: Because I had some troubles imagining these creatures from the 
   descritions in the books (because of the fact that english isn't my native tongue)
<Striding_Dragon> Calis: They are more there to make sure everything looks alive, 
   organic and ... cool!
<Calis[etime]> ok...but how do you make the planes impressive?
<Striding_Dragon> Sermon: Check the screenshots in our spread ad. There is a baurier 
   in one of them...
<Tim> Calis: Larger characters are good but we also have more frames of animation than 
   the BG characters
<Sermon> Striding: Oh thanks :-))
<Tim> Calis: It makes for smoother looking motions
<Striding_Dragon> Calis: We don't make the planes themselves impressive. Since you 
   only see parts of these planes, we try to make these locations impressive.
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<Calis[etime]> Also, do you show the wheel-shaped form of Sigil? Should make for an 
  impressive sight...
<Sermon> So, I've got a Pentium 200 non mmx, Matrox Mystique 4MB and 96 MB Ram - will 
   I get into trouble with this config?
<Striding_Dragon> Sermon: How did Baldur's Gate play on your machine?
<Tim> Calis: We plan on showing the impressiveness of Sigil in some form. Most likely 
   a movie
<Sermon> Striding: Well, a bit choppy sometimes but all in all quite well. But you use 
   bigger objects . . .
<Calis[etime]> Yeah BG wasn't perfect even on a PII-266/64/TNT-16. Largely due to the 
  scrolling.
<Striding_Dragon> Sermon: Shouldn't be a problem then. Especially the 4MB video board 
   helps A LOT!
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<Striding_Dragon> Calis: The scrolling is an issue here too, still. The problem is 
   that there's just so much data that needs to be shoveled around...
<Calis[etime]> Will it help if I upgrade to 128 mb or more? Did you tweak the 
  performance (especially scrolling)
<Sermon> Sermon: Anyways, I'm thinking of sponsoring the PC-industry (Intel,...) in 
   summer
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<Striding_Dragon> Calis: It's not only the actual screen content, but the screen is 
   made up of "layers". Each of these layers - up to 4 - needs to be scrolled just the 
   same way. That takes time and processing power.
<Trumpfass> *hmpf* re
<Sermon> Trumpfass: rehi
<Calis[etime]> Will you be using a lot of weather effects like in BG?
<Sermon> Like sandstorms and fog?
<Striding_Dragon> Calis: The scrolling is on our list for optimization, but I am not 
   sure if there's much that can be done. 128 MB definitely helps.
<Calis[etime]> Oh well...BG was addictive even with the scrolling
<Tim> Calis: Weather, yes, but with a 'Planescape' tint to it
<Calis[etime]> Any Pandemonium winds?
<Striding_Dragon> Clais: Sigil is weatherless and so are many of the planes, so 
   weather is not so much a focus on our end, but we have some other atmospheric 
   effects planned. We have to work them out in detail and implement them however.
<Calis[etime]> And the razorvine? Will it be really annoying (as it should be!) ?
<Tim> Calis: Yes there is razorvine
<Tim> Calis: and yes it is annoying
<Calis[etime]> good :-)
<Sermon> Razorvine is cool
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<Tim> Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff 
   there is.
<Striding_Dragon> Calis: We had an artist doing nothing but putting in razorvines for 
   the last months...
<Sermon> Tim: Did Colin McComb help with the designs?
<Tim> Sermon: yes
<Striding_Dragon> Tim: Hail Gary for the razorvines...
<Tim> Sermon: Colin and Chris are the art 'springboards' we run ideas by them first
<Tim> Sermon: and see if they fit the 'Planescape' realm
<Sermon> Tim: Is it hard to convince them with your own ideas?
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<Tim> Sermon; Not really, we (and they) are pretty reasonable in our suggestions
<Tim> Sermon: there are times where we go way out art wise but they do there best to 
   appease us
<Tim> haha
<Sermon> Tim: hehe :-))  Just over the thumb - how many different monster designs are 
   there?
<Calis[etime]> Lots or millions?
<Calis[etime]> :-)
<Trumpfass> <<-- back...*grrr*...my mother always dares to interrupt me while chatting 
   (this time she brought me something to eat *grrr*) *bs*
<Tim> Sermon: Roughly (and you didn't hear this from me) well over 60 different 
   character/monster designs
<Sermon> Trumpfass: What is it that you eat (I'm hungry!!!)
<Striding_Dragon> Sermon: Add to that a number of variations...
<Trumpfass> Sermon: bratkartoffeln, but that's off-topic ;o)
<Sermon> Striding: hehe :-)
<Calis[etime]> Tim: you realise we're putting this chat log on our site? :-)
<Striding_Dragon> Ace: Hmmmhhh... send them this way.
<Tim> Calis: HAHA I know
<Trumpfass> ok, i'll email them ;o)
<Sermon> Trumpfass: I'm still hungry - gonna eat some pez
<Tim> Calis: I am aware of where this is going
<Striding_Dragon> Ace: Make sure they don't leak into the other mail
<Calis[etime]> yeah just kidding about your "didn't hear this from me" :-)
<Tim> Sermon: We have a couple more original designs after the inital ones. We'll 
   spring those on you soon enough
<Sermon> Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any 
   decisions about the demo?
<Striding_Dragon> Sermon: In what regards?
<Tim> Sermon: I may not be the best person to ask about that. HAHA
<Sermon> Striding: In releasing it to the hungry public
<Tim> Sermon: But are you asking about whether the will be a publically available demo?
<Striding_Dragon> Sermon: No, we haven't decided yet. It depends on how stable and 
   self contained the presentation version will be.
<Sermon> Tim: yep
<Sermon> Striding: I see
<Tim> Sermon: As Guido said. It depends right now. But it is actually closer to being 
   a reality than I would have thought 4 months ago
<Striding_Dragon> Sermon: As much as we'd like you all to see what the game looks and 
   play like, it's dangerous to put out a demo that is not absolutely perfect...
<Tim> Dragon: Ahmen
<Striding_Dragon> Making it perfect takes time which we could better use on the actual 
   game. Demos need to be QA'd, they need to be focussed, they need some kind of 
   instructions, etc...
<Sermon> Striding: I see your problems. I'm sure you guys will make the right decision
<Calis[etime]> Amen. (Daikatana...)
<Striding_Dragon> Sermon: Wow... thanks for the trust!
<Calis[etime]> :-)
<Sermon> Striding: You're welcome
<Sermon> Striding: I'd rather have the game at the planned release date and no demo 
   than playing one demo level and the game delayed for half a year
<Tim> Sermon: That is kinda what we guessed people want
<Striding_Dragon> Sermon: Yep, I agree.
<Sermon> BTW, who had these wonderful ideas concerning these cool NPC's?
<Calis[etime]> Amen again (Daikatana again)
<Clover> Besides, it'd be huge anyway
<Tim> Sermon: Chris Avellone
<Clover> It'd be very difficult to covermount or download
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<Striding_Dragon> Sermon: I believe these laurels would go to Chris Avellone, our lead 
   designer.
<Calis[etime]> yeah...it'd be hard to make a non-sigil demo too.
<Calis[etime]> You'd have to give away too much, no fun at all
<LordCheese> Striding_Dragon: I hope i can ask you someting in german because i am 
   very bad in english: Wird es in Planescape "so wenig" magische Waffen und 
   Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so 
   umfangreich wie bei Diablo (Blizzard) sein?
<Tim> Sermon: Chris came up with the basics for all the NPC party members
<Striding_Dragon> Calis: There are so many things coming together... It needs focus, 
   it needs a plot, it needs music, it needs... A LOT!
<Calis[etime]> BG wasn't little magic. It was FR, which is already heavy-magic.
<Sermon> Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so 
   interesting: Many innovations and very unusual thingss (among other reasons)
<Calis[etime]> But then again, in Torment you're playing a powerful dude right? with 
  lotsa magical items?
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<Striding_Dragon> Cheese: Es wird eher wie in BG werden. In Diablo waren die 
   Gegenstnde eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett 
   anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht 
   so wichtig - denke ich.
<Tim> Sermon: That is exactly the reason this team is loving the game. Great design = 
   High motivation
<Tim> Calis: Not right at the start.
<Striding_Dragon> Calis: The dude is magical... in a sense.
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<Calis[etime]> Do I hear info on the character? :-)
<Tim> Calis: hahaah but maybe if you do the right things along your quest
<Trumpfass> Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut
<Trumpfass> "echten" mein ich *g*
<Clover> 12 English please
<Sermon> Tim: I am a real story lover . . . and it looks like PST does have tons of 
   story.
<Tim> Sermon: Egads. PST is all about story!
<Sermon> Trumpfass: When I think Diablo i always think "Gauntlet"
<Striding_Dragon> Ace: Es war dennoch ein tierisch gutes Game mit sehr guten 
   Rollenspielanleihen. Fr mich war es quasi die rudimentrste From von Rollenspiel. 
   Schn!
<sPec^fLR> ah, and there's a rumour I've heard that there'll be a torment novel after 
   the game?
<Striding_Dragon> Sermon: Gauntlet was unfair...
<Striding_Dragon> sPec: WHo says such thing?
<Trumpfass> Clover: sorry, not everybody speaks english...i think it would be unfair 
   if guido wouldn't answer german questions...
<Tim> sPec: I have heard that too. HAHA
<Sermon> Striding: Actually i like Gauntlet
<sPec^fLR> Striding_Dragon: humm.. just heard :)
<anonymous> Hello world
<Striding_Dragon> Sermon: I liked Gauntlet, too, but it's a true Arcade gaem, designed 
   to eat your money.
<Sermon> hi anonymus
<Striding_Dragon> Hi... whoever you may be...
<Calis[etime]> Hello anon
<anonymous> Hi
<Trumpfass> Striding: hmm...das war keine kritik, ich spiel heute ncoh diablo im 
   battle.net...
<Sermon> Striding: I also love Diablo, but it is not a rpg like the press always said
<Calis[etime]> Yeah. You can say BG wasn't like Diablo, but it had the same 
  addictiveness (but with more depth and less arcade)
<LordCheese> Diablo hat einen größeren Actionanteile als "normale" Rollenspiele ist 
   dafür durch den "Zufallsgenerator" aber wesentlich abwechslungsreicher als Bg... 
   Wird es bei Planescape vielleicht auch einen "Zufallsgenerator" geben?
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<Trumpfass> Sermon: i agree
<Striding_Dragon> Sermon: I think it is... but that is material for hour long 
   dicussions and arguments
<Sermon> striding: yep - you're right. So PST again :-)
<Striding_Dragon> Cheese: Nicht wirklich .Die Art, wie der Spieler das Spiel spielt 
   hat grundlegend Einfluss
<Striding_Dragon> Bye anonymous....
<Trumpfass> Sermon: PST?! what is pst? i thought we talk about this new game...Diablo 
   *g*
<Sermon> Cheese: Actually I really prefer a designed dungeon much more
<Sermon> Are you guys gonna add cool character portraits like in BG?
<Trumpfass> me 2
<Striding_Dragon> Sermon: Ideally you would want a perfect blend of both so in case 
   you have to return, things have changed
<Striding_Dragon> Sermon: Which ones do you mean?
<Trumpfass> Sermon: take a look at the screenshots ;o)
<Calis[etime]> Will you be able to customise the main char a little (voice, a few 
  portraits)
<Sermon> Striding: the pictures
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<Striding_Dragon> Calis: No, the main character is predefined. You can change some of 
   his stats but not his appearance. It was an early gameplay decision we made to be 
   able to drive the story home more focused.
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<Tim> Calis: Changes in the character come from how you play him.
<Striding_Dragon> Sermon: Do you mean the ones in the character generation etc?
<Sermon> Striding: yep
<BISColin> Okay, so traffic in LA sucks.
<Calis[etime]> So actions have more influence on alignment? Not just reputation (like 
  BG)
<Striding_Dragon> Sermon: We will have somethng like that, but of vourse they will 
   look and feel completely different.
<Striding_Dragon> Calis: Yep
<Trumpfass> Striding: will we see as much subquests as in bg? i hope not...bg was 
   overkilled with subquest (IMHO)
<Trumpfass> hi Colin
<Meghan> Colin!!
<Calis[etime]> I liked the subquests, but they're less suited to a PS game I think
<Sermon> Colin: Hi Colin, we've already talked about you
<Striding_Dragon> Ace: Torment is more centered around the main story. To an extend 
   everything relates to this main plot.
<Meghan> Dude.. come in with the password
<BISColin> You've already talked about me? eeek
<Meghan> You should have heard the smack they talked about you.
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<Clover> Hi, Colin!
<Tim> Colin McComb!
<Clover> Total smack
<Sermon> Colin: Only good stuff ;-)
<Clover> Dis'd you big time
<Seamus> hello
<Trumpfass> Colin: traffic eh?...i think your're kind of a late riser ;o)
<BISColin> Fine, fine... lemme try this wacky password thing again.
<Sermon> hi seamus
<Striding_Dragon> Hi Seamus
<BISColin> TF: Well, yes. :) But also no one can drive in the rain here.
<BISColin> brb
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<Trumpfass> hi seamus :o)
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<Seamus> hi trumpfass
<BISColin> Ahhh... much better.
<Seamus> made it in time
<Sermon> Tim: Did you also design The Lady Of Pain?
<Tim> Sermon: Ah no
<Tim> Sermon: The desing was from the Planescape paper campaign
<Calis[etime]> Do u use cool stuff about the Lady from Troy Denning's "Pages of Pain"?
<Sermon> Tim: But we're going to see the lady (and the Pods ;-)
<Tim> Sermon: But the character we use in our game was 'interpreted' by our artist 
   Eric Campanella
<BISColin> Calis: We leave the Lady as mysterious as possible.
<Tim> Sermon: You will see the lady if you are Lucky (unlucky?)
<Sermon> Colin: Great! You shoudn't reveal too much
<BISColin> Sermon: We're definitely not planning on spilling any big secrets about the 
   Lady. Not, of course, that there are any.
<BISColin> <g>
<Sermon> Colin: hehe
<Sermon> Big Tuna: Hey, no name changes lately?
<Calis[etime]> Can you please say "there will be a secret message about the lady". 
  Just to annoy all PS players...:-)
<BISColin> Calis: Why not? :)
<BISColin> "INSIDE: THE SECRET ORIGIN OF THE LADY OF PAIN!"
<Tim> Calis: Those pesky secrets are all over the place in our game!
<Trumpfass> colin: elves close their eyes while reverie, don't they? (take a look at 
   the bad translated german rulebooks and you know why i'm asking ;o)
<Sermon> I've read somewhere on the board that you can get mazed by the Lady?
<Calis[etime]> Getting mazed in the game!?!?
<BISColin> Trumpfass: Well... kinda. They don't see the world around them, if that's 
   what you're asking.
<Seamus> I am already looking forward to see all the Baldurs Gate fans trying to kill 
   the lady (like drizz) hehe
<BISColin> Sermon/Calis: If you're a big jerk, then yeah, it's possible.
<LordCheese> Wird es in Planescape genauso viele Landkarten und Gebiete geben wie in 
   BG? Oder wird sich die Geschichte nur in einem kleinen Gebiet abspielen?
<Sermon> Colin: heh, Big Jerk's my middle name
<Calis[etime]> cool! I'll be a big jerk just to get mazed!
<BISColin> Sermon/Calis: Then you'll find out what I'm talking about. :)
<Striding_Dragon> Cheese: Torment ist kleiner als BG. Die Geschichte ist jedoch mehr 
   knozentriert in den Gegenden.
<Sermon> So, how are you going to work on the movement inside the maze/dungeons. It 
   was sometimes hard to move in BG (Friewine dungeon)
<Clover> translation?
<Sermon> *sorry: FIREWINE dungeon
<Tim> Sermon: Hopefully you'll find our dungeons to your liking
<BISColin> Sermon: But if not, then blame Tim.
<Tim> Sermon: what exactly did you not like about the BG dungeons
<Tim> HAHAHAH
<Tim> Thanks Colin
<AcidArrow[etime]> bye all gotta run!
<BISColin> Sure, Tim. :) Of course, if they DO like them, then I suppose we can 
   grudgingly give you the credit.
<Trumpfass> bye acid
<Sermon> Tim: I liked the BG dungeons, but movement in Firewine dungeon was quite 
   difficult because they were IMHO too narrow
<Sermon> bye acid
<Calis[etime]> yeah party movement was really annoying
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<Calis[etime]> c'ya acid...I'll start on the preview
<Tim> Sermon: Ah yes, I think we have cut down on that problem
<Sermon> Tim: Wonderful :-)) You just made my day
<Tim> Sermon: We have allowed a bit of room for 'dungeon' manuevers considering the 
   monsters and their sizes
<Seamus> still want me to fly you guys to to red l.. eh amsterdam?
<Sermon> About NPC interaction: How complex will this be in general?
<LordCheese> Plant Interplay eigentlich etwas ähnliches wie Battlenet..? Selbst mit 
   Gamespy-light ist es oft schwer Spiele zu finden...
<BISColin> Seamus: Well, if you really WANT to.
<Clover> translation?
<Clover> guido?
<Calis[etime]> HELLO BG wasn't battle.net
<Calis[etime]> oh sorry my german isn't too good
<Striding_Dragon> Cheese was asking whether IP will have something like Battle.nEt 
   because finding games is hard even with Gamespy
<Trumpfass> clover: he asked wether interplay is planning something like the battle.net
<Seamus> translation: does interplay plan on something like battlenet
<Trumpfass> lol
<Calis[etime]> Pointess for PST right? isn't multiplayer
<Trumpfass> i think clover got the message ;o)
<Seamus> not fair: you are german ;)
<Trumpfass> ;o)
<Clover> Gotcha, thanks
<BISColin> Yeah, it would be fairly pointless.
<Calis[etime]> In general?
<Trumpfass> Cheese: Planescape wird kein multiplayer haben
<LordCheese> i am sorry but i can only speak a little english
<BISColin> It's okay, Cheese. :)
<Clover> That's ok, Lord Cheese plenty of people to translate :P
<LordCheese> :)
<Tim> Cheese: Its ok. We got plenty of translators here
<Tim> Clover: Are yo reading my mind
<Seamus> i ma the universal translator (oops wrong subject)
<Clover> Sorry, Tim, here's your brain back
* Clover hands Tim his brain
<Trumpfass> lol
<Tim> Thanks
<Clover> Anytime
<Tim> hahaha
<Sermon> Can you actually avoid fighting by talking?
<Clover> I'll ask next time...
* Clover waves to Tim
<Calis[etime]> Are you planning to release an animated shot (of the iron golem or 
  something) anytime soon?
<BISColin> Sermon: Yes. You can also get into trouble by talking.
<Tim> Calis: Great question. There will be some form of animations released soon
<Clover> Calis: Don't know - we'll have to see what materials become available
<Sermon> Colin: So interaction goes way further than: You are facing 3 Programmers. 
   Will your stalwart band choose (f)ight or (r)un?
<Clover> Dang, Tim...
<Clover> ;)
<BISColin> Sermon: Absolutely.
<Tim> Clovis: whoops!
* Clover would like to remind Tim that it's Clover, not Clovis :P
<Sermon> Colin: And what kind of puzzles will PST feature?
<LordCheese> Wie wird der Titel von Planescape Torment eigentlich auf deutsch heissen? 
   oder steht das noch nicht fest?
<Tim> Clover: I am laughing so hard right now!
<BISColin> Sermon: Word puzzles, action puzzles, adventure puzzles... lots and lots of 
   different puzzles.
<Striding_Dragon> Cheese: Darber haben wir ehrlich gesagt noch nicht nachgedacht.
* Clover smacks Tim - "Snap out of it!"
<Clover> :)
<Sermon> Colin: Great :-) I missed these things in the last couple of rpgs
<BISColin> They'll mostly be solveable, too. Mostly.
<Sermon> Colin: I'm a big textadventurefan
<BISColin> Sermon: Based on the amount of text we're putting into this game, you 
   should REALLY love it... <g>
<LordCheese> Wird es eigentlich wie bei BG eine Erfahrungspunktegrenze geben?
<Meghan> "Kill the Dragon" "With what, your bare hands?" "Yes!"
<Striding_Dragon> Cheese: Nein.
<Sermon> Colin: Heh! Add 5 more CD's and do it all with voices
<Trumpfass> Striding: belasst es bei Planescape: Torment...naja, ein untertitel wre 
   vielleicht gut, aber wenn wenn ich dann ein "Planescape: Qulerei" oder so hier im 
   laden sehe, dann komme ich rber und es gibt rger *g*
<Striding_Dragon> Meghan: Why do you want to kill me?
<LordCheese> gut :)
<Meghan> lol
<Calis[etime]> Is there a level limit at 30th level (like in AD&D, without divine 
  intervention that is)
* Tim listens intently
<BISColin> Meghan: "You enter a dank, smelly chamber. There is a menhir with a large 
   'F' carved on it." "Wave wand at menhir."
<Meghan> Woohoo Colin!
<Sermon> If you guys WOULD do additional Planescape products, would you tend to doing 
   an expansion or a sequel?
<Striding_Dragon> Sermon: We haven;t even thought about that yet, to be honest.
<Calis[etime]> Is the Blood War involved in the game?
<Calis[etime]> Refresh my memory here...was Blood & magic Interplay?
<Sermon> Striding: I can't imagine PST NOT being a hit
<Striding_Dragon> Clis: Yes, ti was.
<Calis[etime]> I mean the FR strategy
<Clover> yes
<Calis[etime]> ok. Any plans of a blood war strategy
<Striding_Dragon> Sermon: I hope so.
<Trumpfass> Sermon: oh, i can *evil grin*
<Sermon> Striding: You've got at least 6 buyers here in Austria ;-)
<Striding_Dragon> Sermon: Now that's a hit!  :-))
<Calis[etime]> oh man I'm too tired to even spell right...
<Calis[etime]> And 4 here in Holland!
<Striding_Dragon> Calis: Where are you from?
<Striding_Dragon> Calis: Okay, I guess... that answers it
<Seamus> 4?
<Seamus> what?
<Sermon> Striding: And if it's REALLY good we'll all buy it twice
* Tim jumps up and down
<Calis[etime]> buyers!
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<Tim> we are international now!
<Trumpfass> hmm...and 2 here in germany...thats 13 in the whole...err...12 :o)
<Calis[etime]> 10 already! What a hit!
<Calis[etime]> :-)
<Sermon> :-)
<Calis[etime]> And Acidarrow and Voodoo...2 greeks
<Sermon> I have heard that on certain planes you will have less magic abilities, is 
   that true?
<Clover> 8 Hi, TIm
<Seamus> what makes you think I want copy it illigally (hehe)
<Trumpfass> ok, 14 buyers....hwo many times is myth sold? *bs*
<Striding_Dragon> Clovis what happened?
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* Clover would like to remind the Torment team that it's CLOVER not Clovis
<Calis[etime]> Yeah U adhere strictly to the PS magic rules?
<BISColin> Okay, I gotta get off of here - I have designy stuff to do.
<Clover> 2 Went a little wild with the colors, Guido
<Clover> Go, Coling
<BISColin> Thanks for showing up, all.
<Sermon> bye colin
<Clover> Colin
<Calis[etime]> It'd make for interesting stuff with power keys 'n all
<BISColin> So long, Clovis.
<Clover> oops
<Trumpfass> bye colin
<BISColin> sorry, Clover.
<BISColin> ;)
<BISColin> byeeeeeeeee
* Clover smacks Coling
<Calis[etime]> bye colin
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<Seamus> bye coLin
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<LordCheese> Wenn man bei Planescape bis Stufe 30 aufsteigen kann: Wird die 
   Spielbalance nicht gestört? Ich meine damit die Magier. Ich glaube als Krieger hat 
   man so gut wie keine chance mehr gegen die sprüche eines Stufe 30 Magiers...
<Trumpfass> uhm...why do some of you interplay guys call clovis Clover? *bs*
<Clover> Because they're mean
<Sermon> very mean
<Clover> :(
<Striding_Dragon> Ace: Because it is FUN!
<Trumpfass> *hehe*
<Tim> Ladies and Gentlemen. It has been great but the game calls me back. Thank you 
   everyone.
<Sermon> bye tim and good luck
<Clover> Hey, Sauntering Dragon, don't push me!
<Striding_Dragon> Cheese: Wir versuchen das mit anderen Stilmitteln auszugleichen.
<LordCheese> Bye tim
<Tim> Goodbye and Thanks again
* Clover waves to Timmy
<Striding_Dragon> Cloivs! Clovis! Clovis! Clovis! Clovis! Clovis!
<Calis[etime]> It's over then? Is it 12:00 already?
* Tim waves back
<Sermon> TIME FOR LUNCH
* Clover high fives Tim for mastering the /e
<Calis[etime]> Clover clover clover!!! (do I get suck-up points now? :-))
<Striding_Dragon> Sorry, yeah, it's past noon here... gotta eat!
<Clover> oops /me
<Tim> It think it is 11:57 or somthing
<Clover> Thanks, Calis
<Tim> bye
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<Clover> Thanks everyone for coming - we should go
<Seamus> you want to soccer, do you ;)
<Striding_Dragon> Bye folks, was great talking to you all. Stop by later tonight for 
   the other chat round, would you?
<Striding_Dragon> then we can make more fun of our friend CLOVIS!
<Calis[etime]> That's tomorrow for me...:-)
<Sermon> I'd just like to thank all you guys at IPLY for the chat and for answering 
   the questions on the message board so frequently
<Striding_Dragon> Calis: Okay tomorrow then. :-)
<Seamus> thtas 3.00 for me !!!
<LordCheese> cu all and thx for answering my questions
<Trumpfass> Striding: *lol* jep, cu l8er
<Calis[etime]> well 3.00 then
<Striding_Dragon> Arriverderci!
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<Seamus> by
<Clover> Thanks again, everyone - we'll be back tonight at 6pm Pacific time
<Seamus> bye
<Sermon> Ciao
<Clover> ...if you're awake
<Calis[etime]> Can anyone send me the log of the second round?
<Meghan> See you then, folks :)  Thanks for coming!
<Trumpfass> Seamus: who needs sleep?
<Calis[etime]> I'd really appreciate it
<Meghan> Calis, I'll be logging it and we'll post it.
<Clover> Calis - it'll be up on the web site soon
<Clover> Thanks, Meghan!
<Meghan> :)
<Seamus> i have to work tomorrow ;(
<Calis[etime]> cool
<Seamus> bye
<Calis[etime]> I'll post this log on my site in a few minutes
<Trumpfass> Sermon: kannst du mir das log eben ber icq schicken?
End of #interplay buffer   Wed Apr 07 21:03:35 1999

#interplay buffer saved on Wed Apr 07 21:06:41 1999
<Sermon> Like sandstorms and fog?
<Striding_Dragon> Calis: The scrolling is on our list for optimization, but I am not 
   sure if there's much that can be done. 128 MB definitely helps.
<Calis[etime]> Oh well...BG was addictive even with the scrolling
<Tim> Calis: Weather, yes, but with a 'Planescape' tint to it
<Calis[etime]> Any Pandemonium winds?
<Striding_Dragon> Clais: Sigil is weatherless and so are many of the planes, so 
   weather is not so much a focus on our end, but we have some other atmospheric 
   effects planned. We have to work them out in detail and implement them however.
<Calis[etime]> And the razorvine? Will it be really annoying (as it should be!) ?
<Tim> Calis: Yes there is razorvine
<Tim> Calis: and yes it is annoying
<Calis[etime]> good :-)
<Sermon> Razorvine is cool
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<Tim> Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff 
   there is.
<Striding_Dragon> Calis: We had an artist doing nothing but putting in razorvines for 
   the last months...
<Sermon> Tim: Did Colin McComb help with the designs?
<Tim> Sermon: yes
<Striding_Dragon> Tim: Hail Gary for the razorvines...
<Tim> Sermon: Colin and Chris are the art 'springboards' we run ideas by them first
<Tim> Sermon: and see if they fit the 'Planescape' realm
<Sermon> Tim: Is it hard to convince them with your own ideas?
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<Tim> Sermon; Not really, we (and they) are pretty reasonable in our suggestions
<Tim> Sermon: there are times where we go way out art wise but they do there best to 
   appease us
<Tim> haha
<Sermon> Tim: hehe :-))  Just over the thumb - how many different monster designs are 
   there?
<Calis[etime]> Lots or millions?
<Calis[etime]> :-)
<Trumpfass> <<-- back...*grrr*...my mother always dares to interrupt me while chatting 
   (this time she brought me something to eat *grrr*) *bs*
<Tim> Sermon: Roughly (and you didn't hear this from me) well over 60 different 
   character/monster designs
<Sermon> Trumpfass: What is it that you eat (I'm hungry!!!)
<Striding_Dragon> Sermon: Add to that a number of variations...
<Trumpfass> Sermon: bratkartoffeln, but that's off-topic ;o)
<Sermon> Striding: hehe :-)
<Calis[etime]> Tim: you realise we're putting this chat log on our site? :-)
<Striding_Dragon> Ace: Hmmmhhh... send them this way.
<Tim> Calis: HAHA I know
<Trumpfass> ok, i'll email them ;o)
<Sermon> Trumpfass: I'm still hungry - gonna eat some pez
<Tim> Calis: I am aware of where this is going
<Striding_Dragon> Ace: Make sure they don't leak into the other mail
<Calis[etime]> yeah just kidding about your "didn't hear this from me" :-)
<Tim> Sermon: We have a couple more original designs after the inital ones. We'll 
   spring those on you soon enough
<Sermon> Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any 
   decisions about the demo?
<Striding_Dragon> Sermon: In what regards?
<Tim> Sermon: I may not be the best person to ask about that. HAHA
<Sermon> Striding: In releasing it to the hungry public
<Tim> Sermon: But are you asking about whether the will be a publically available demo?
<Striding_Dragon> Sermon: No, we haven't decided yet. It depends on how stable and 
   self contained the presentation version will be.
<Sermon> Tim: yep
<Sermon> Striding: I see
<Tim> Sermon: As Guido said. It depends right now. But it is actually closer to being 
   a reality than I would have thought 4 months ago
<Striding_Dragon> Sermon: As much as we'd like you all to see what the game looks and 
   play like, it's dangerous to put out a demo that is not absolutely perfect...
<Tim> Dragon: Ahmen
<Striding_Dragon> Making it perfect takes time which we could better use on the actual 
   game. Demos need to be QA'd, they need to be focussed, they need some kind of 
   instructions, etc...
<Sermon> Striding: I see your problems. I'm sure you guys will make the right decision
<Calis[etime]> Amen. (Daikatana...)
<Striding_Dragon> Sermon: Wow... thanks for the trust!
<Calis[etime]> :-)
<Sermon> Striding: You're welcome
<Sermon> Striding: I'd rather have the game at the planned release date and no demo 
   than playing one demo level and the game delayed for half a year
<Tim> Sermon: That is kinda what we guessed people want
<Striding_Dragon> Sermon: Yep, I agree.
<Sermon> BTW, who had these wonderful ideas concerning these cool NPC's?
<Calis[etime]> Amen again (Daikatana again)
<Clover> Besides, it'd be huge anyway
<Tim> Sermon: Chris Avellone
<Clover> It'd be very difficult to covermount or download
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<Striding_Dragon> Sermon: I believe these laurels would go to Chris Avellone, our lead 
   designer.
<Calis[etime]> yeah...it'd be hard to make a non-sigil demo too.
<Calis[etime]> You'd have to give away too much, no fun at all
<LordCheese> Striding_Dragon: I hope i can ask you someting in german because i am 
   very bad in english: Wird es in Planescape "so wenig" magische Waffen und 
   Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so 
   umfangreich wie bei Diablo (Blizzard) sein?
<Tim> Sermon: Chris came up with the basics for all the NPC party members
<Striding_Dragon> Calis: There are so many things coming together... It needs focus, 
   it needs a plot, it needs music, it needs... A LOT!
<Calis[etime]> BG wasn't little magic. It was FR, which is already heavy-magic.
<Sermon> Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so 
   interesting: Many innovations and very unusual thingss (among other reasons)
<Calis[etime]> But then again, in Torment you're playing a powerful dude right? with 
  lotsa magical items?
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<Striding_Dragon> Cheese: Es wird eher wie in BG werden. In Diablo waren die 
   Gegenstnde eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett 
   anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht 
   so wichtig - denke ich.
<Tim> Sermon: That is exactly the reason this team is loving the game. Great design = 
   High motivation
<Tim> Calis: Not right at the start.
<Striding_Dragon> Calis: The dude is magical... in a sense.
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<Calis[etime]> Do I hear info on the character? :-)
<Tim> Calis: hahaah but maybe if you do the right things along your quest
<Trumpfass> Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut
<Trumpfass> "echten" mein ich *g*
<Clover> 12 English please
<Sermon> Tim: I am a real story lover . . . and it looks like PST does have tons of 
   story.
<Tim> Sermon: Egads. PST is all about story!
<Sermon> Trumpfass: When I think Diablo i always think "Gauntlet"
<Striding_Dragon> Ace: Es war dennoch ein tierisch gutes Game mit sehr guten 
   Rollenspielanleihen. Fr mich war es quasi die rudimentrste From von Rollenspiel. 
   Schn!
<sPec^fLR> ah, and there's a rumour I've heard that there'll be a torment novel after 
   the game?
<Striding_Dragon> Sermon: Gauntlet was unfair...
<Striding_Dragon> sPec: WHo says such thing?
<Trumpfass> Clover: sorry, not everybody speaks english...i think it would be unfair 
   if guido wouldn't answer german questions...
<Tim> sPec: I have heard that too. HAHA
<Sermon> Striding: Actually i like Gauntlet
<sPec^fLR> Striding_Dragon: humm.. just heard :)
<anonymous> Hello world
<Striding_Dragon> Sermon: I liked Gauntlet, too, but it's a true Arcade gaem, designed 
   to eat your money.
<Sermon> hi anonymus
<Striding_Dragon> Hi... whoever you may be...
<Calis[etime]> Hello anon
<anonymous> Hi
<Trumpfass> Striding: hmm...das war keine kritik, ich spiel heute ncoh diablo im 
   battle.net...
<Sermon> Striding: I also love Diablo, but it is not a rpg like the press always said
<Calis[etime]> Yeah. You can say BG wasn't like Diablo, but it had the same 
  addictiveness (but with more depth and less arcade)
<LordCheese> Diablo hat einen größeren Actionanteile als "normale" Rollenspiele ist 
   dafür durch den "Zufallsgenerator" aber wesentlich abwechslungsreicher als Bg... 
   Wird es bei Planescape vielleicht auch einen "Zufallsgenerator" geben?
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<Trumpfass> Sermon: i agree
<Striding_Dragon> Sermon: I think it is... but that is material for hour long 
   dicussions and arguments
<Sermon> striding: yep - you're right. So PST again :-)
<Striding_Dragon> Cheese: Nicht wirklich .Die Art, wie der Spieler das Spiel spielt 
   hat grundlegend Einfluss
<Striding_Dragon> Bye anonymous....
<Trumpfass> Sermon: PST?! what is pst? i thought we talk about this new game...Diablo 
   *g*
<Sermon> Cheese: Actually I really prefer a designed dungeon much more
<Sermon> Are you guys gonna add cool character portraits like in BG?
<Trumpfass> me 2
<Striding_Dragon> Sermon: Ideally you would want a perfect blend of both so in case 
   you have to return, things have changed
<Striding_Dragon> Sermon: Which ones do you mean?
<Trumpfass> Sermon: take a look at the screenshots ;o)
<Calis[etime]> Will you be able to customise the main char a little (voice, a few 
  portraits)
<Sermon> Striding: the pictures
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<Striding_Dragon> Calis: No, the main character is predefined. You can change some of 
   his stats but not his appearance. It was an early gameplay decision we made to be 
   able to drive the story home more focused.
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<Tim> Calis: Changes in the character come from how you play him.
<Striding_Dragon> Sermon: Do you mean the ones in the character generation etc?
<Sermon> Striding: yep
<BISColin> Okay, so traffic in LA sucks.
<Calis[etime]> So actions have more influence on alignment? Not just reputation (like 
  BG)
<Striding_Dragon> Sermon: We will have somethng like that, but of vourse they will 
   look and feel completely different.
<Striding_Dragon> Calis: Yep
<Trumpfass> Striding: will we see as much subquests as in bg? i hope not...bg was 
   overkilled with subquest (IMHO)
<Trumpfass> hi Colin
<Meghan> Colin!!
<Calis[etime]> I liked the subquests, but they're less suited to a PS game I think
<Sermon> Colin: Hi Colin, we've already talked about you
<Striding_Dragon> Ace: Torment is more centered around the main story. To an extend 
   everything relates to this main plot.
<Meghan> Dude.. come in with the password
<BISColin> You've already talked about me? eeek
<Meghan> You should have heard the smack they talked about you.
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<Clover> Hi, Colin!
<Tim> Colin McComb!
<Clover> Total smack
<Sermon> Colin: Only good stuff ;-)
<Clover> Dis'd you big time
<Seamus> hello
<Trumpfass> Colin: traffic eh?...i think your're kind of a late riser ;o)
<BISColin> Fine, fine... lemme try this wacky password thing again.
<Sermon> hi seamus
<Striding_Dragon> Hi Seamus
<BISColin> TF: Well, yes. :) But also no one can drive in the rain here.
<BISColin> brb
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<Trumpfass> hi seamus :o)
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*** BISColin sets mode: +o BISColin
<Seamus> hi trumpfass
<BISColin> Ahhh... much better.
<Seamus> made it in time
<Sermon> Tim: Did you also design The Lady Of Pain?
<Tim> Sermon: Ah no
<Tim> Sermon: The desing was from the Planescape paper campaign
<Calis[etime]> Do u use cool stuff about the Lady from Troy Denning's "Pages of Pain"?
<Sermon> Tim: But we're going to see the lady (and the Pods ;-)
<Tim> Sermon: But the character we use in our game was 'interpreted' by our artist 
   Eric Campanella
<BISColin> Calis: We leave the Lady as mysterious as possible.
<Tim> Sermon: You will see the lady if you are Lucky (unlucky?)
<Sermon> Colin: Great! You shoudn't reveal too much
<BISColin> Sermon: We're definitely not planning on spilling any big secrets about the 
   Lady. Not, of course, that there are any.
<BISColin> <g>
<Sermon> Colin: hehe
<Sermon> Big Tuna: Hey, no name changes lately?
<Calis[etime]> Can you please say "there will be a secret message about the lady". 
  Just to annoy all PS players...:-)
<BISColin> Calis: Why not? :)
<BISColin> "INSIDE: THE SECRET ORIGIN OF THE LADY OF PAIN!"
<Tim> Calis: Those pesky secrets are all over the place in our game!
<Trumpfass> colin: elves close their eyes while reverie, don't they? (take a look at 
   the bad translated german rulebooks and you know why i'm asking ;o)
<Sermon> I've read somewhere on the board that you can get mazed by the Lady?
<Calis[etime]> Getting mazed in the game!?!?
<BISColin> Trumpfass: Well... kinda. They don't see the world around them, if that's 
   what you're asking.
<Seamus> I am already looking forward to see all the Baldurs Gate fans trying to kill 
   the lady (like drizz) hehe
<BISColin> Sermon/Calis: If you're a big jerk, then yeah, it's possible.
<LordCheese> Wird es in Planescape genauso viele Landkarten und Gebiete geben wie in 
   BG? Oder wird sich die Geschichte nur in einem kleinen Gebiet abspielen?
<Sermon> Colin: heh, Big Jerk's my middle name
<Calis[etime]> cool! I'll be a big jerk just to get mazed!
<BISColin> Sermon/Calis: Then you'll find out what I'm talking about. :)
<Striding_Dragon> Cheese: Torment ist kleiner als BG. Die Geschichte ist jedoch mehr 
   knozentriert in den Gegenden.
<Sermon> So, how are you going to work on the movement inside the maze/dungeons. It 
   was sometimes hard to move in BG (Friewine dungeon)
<Clover> translation?
<Sermon> *sorry: FIREWINE dungeon
<Tim> Sermon: Hopefully you'll find our dungeons to your liking
<BISColin> Sermon: But if not, then blame Tim.
<Tim> Sermon: what exactly did you not like about the BG dungeons
<Tim> HAHAHAH
<Tim> Thanks Colin
<AcidArrow[etime]> bye all gotta run!
<BISColin> Sure, Tim. :) Of course, if they DO like them, then I suppose we can 
   grudgingly give you the credit.
<Trumpfass> bye acid
<Sermon> Tim: I liked the BG dungeons, but movement in Firewine dungeon was quite 
   difficult because they were IMHO too narrow
<Sermon> bye acid
<Calis[etime]> yeah party movement was really annoying
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<Calis[etime]> c'ya acid...I'll start on the preview
<Tim> Sermon: Ah yes, I think we have cut down on that problem
<Sermon> Tim: Wonderful :-)) You just made my day
<Tim> Sermon: We have allowed a bit of room for 'dungeon' manuevers considering the 
   monsters and their sizes
<Seamus> still want me to fly you guys to to red l.. eh amsterdam?
<Sermon> About NPC interaction: How complex will this be in general?
<LordCheese> Plant Interplay eigentlich etwas ähnliches wie Battlenet..? Selbst mit 
   Gamespy-light ist es oft schwer Spiele zu finden...
<BISColin> Seamus: Well, if you really WANT to.
<Clover> translation?
<Clover> guido?
<Calis[etime]> HELLO BG wasn't battle.net
<Calis[etime]> oh sorry my german isn't too good
<Striding_Dragon> Cheese was asking whether IP will have something like Battle.nEt 
   because finding games is hard even with Gamespy
<Trumpfass> clover: he asked wether interplay is planning something like the battle.net
<Seamus> translation: does interplay plan on something like battlenet
<Trumpfass> lol
<Calis[etime]> Pointess for PST right? isn't multiplayer
<Trumpfass> i think clover got the message ;o)
<Seamus> not fair: you are german ;)
<Trumpfass> ;o)
<Clover> Gotcha, thanks
<BISColin> Yeah, it would be fairly pointless.
<Calis[etime]> In general?
<Trumpfass> Cheese: Planescape wird kein multiplayer haben
<LordCheese> i am sorry but i can only speak a little english
<BISColin> It's okay, Cheese. :)
<Clover> That's ok, Lord Cheese plenty of people to translate :P
<LordCheese> :)
<Tim> Cheese: Its ok. We got plenty of translators here
<Tim> Clover: Are yo reading my mind
<Seamus> i ma the universal translator (oops wrong subject)
<Clover> Sorry, Tim, here's your brain back
* Clover hands Tim his brain
<Trumpfass> lol
<Tim> Thanks
<Clover> Anytime
<Tim> hahaha
<Sermon> Can you actually avoid fighting by talking?
<Clover> I'll ask next time...
* Clover waves to Tim
<Calis[etime]> Are you planning to release an animated shot (of the iron golem or 
  something) anytime soon?
<BISColin> Sermon: Yes. You can also get into trouble by talking.
<Tim> Calis: Great question. There will be some form of animations released soon
<Clover> Calis: Don't know - we'll have to see what materials become available
<Sermon> Colin: So interaction goes way further than: You are facing 3 Programmers. 
   Will your stalwart band choose (f)ight or (r)un?
<Clover> Dang, Tim...
<Clover> ;)
<BISColin> Sermon: Absolutely.
<Tim> Clovis: whoops!
* Clover would like to remind Tim that it's Clover, not Clovis :P
<Sermon> Colin: And what kind of puzzles will PST feature?
<LordCheese> Wie wird der Titel von Planescape Torment eigentlich auf deutsch heissen? 
   oder steht das noch nicht fest?
<Tim> Clover: I am laughing so hard right now!
<BISColin> Sermon: Word puzzles, action puzzles, adventure puzzles... lots and lots of 
   different puzzles.
<Striding_Dragon> Cheese: Darber haben wir ehrlich gesagt noch nicht nachgedacht.
* Clover smacks Tim - "Snap out of it!"
<Clover> :)
<Sermon> Colin: Great :-) I missed these things in the last couple of rpgs
<BISColin> They'll mostly be solveable, too. Mostly.
<Sermon> Colin: I'm a big textadventurefan
<BISColin> Sermon: Based on the amount of text we're putting into this game, you 
   should REALLY love it... <g>
<LordCheese> Wird es eigentlich wie bei BG eine Erfahrungspunktegrenze geben?
<Meghan> "Kill the Dragon" "With what, your bare hands?" "Yes!"
<Striding_Dragon> Cheese: Nein.
<Sermon> Colin: Heh! Add 5 more CD's and do it all with voices
<Trumpfass> Striding: belasst es bei Planescape: Torment...naja, ein untertitel wre 
   vielleicht gut, aber wenn wenn ich dann ein "Planescape: Qulerei" oder so hier im 
   laden sehe, dann komme ich rber und es gibt rger *g*
<Striding_Dragon> Meghan: Why do you want to kill me?
<LordCheese> gut :)
<Meghan> lol
<Calis[etime]> Is there a level limit at 30th level (like in AD&D, without divine 
  intervention that is)
* Tim listens intently
<BISColin> Meghan: "You enter a dank, smelly chamber. There is a menhir with a large 
   'F' carved on it." "Wave wand at menhir."
<Meghan> Woohoo Colin!
<Sermon> If you guys WOULD do additional Planescape products, would you tend to doing 
   an expansion or a sequel?
<Striding_Dragon> Sermon: We haven;t even thought about that yet, to be honest.
<Calis[etime]> Is the Blood War involved in the game?
<Calis[etime]> Refresh my memory here...was Blood & magic Interplay?
<Sermon> Striding: I can't imagine PST NOT being a hit
<Striding_Dragon> Clis: Yes, ti was.
<Calis[etime]> I mean the FR strategy
<Clover> yes
<Calis[etime]> ok. Any plans of a blood war strategy
<Striding_Dragon> Sermon: I hope so.
<Trumpfass> Sermon: oh, i can *evil grin*
<Sermon> Striding: You've got at least 6 buyers here in Austria ;-)
<Striding_Dragon> Sermon: Now that's a hit!  :-))
<Calis[etime]> oh man I'm too tired to even spell right...
<Calis[etime]> And 4 here in Holland!
<Striding_Dragon> Calis: Where are you from?
<Striding_Dragon> Calis: Okay, I guess... that answers it
<Seamus> 4?
<Seamus> what?
<Sermon> Striding: And if it's REALLY good we'll all buy it twice
* Tim jumps up and down
<Calis[etime]> buyers!
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<Tim> we are international now!
<Trumpfass> hmm...and 2 here in germany...thats 13 in the whole...err...12 :o)
<Calis[etime]> 10 already! What a hit!
<Calis[etime]> :-)
<Sermon> :-)
<Calis[etime]> And Acidarrow and Voodoo...2 greeks
<Sermon> I have heard that on certain planes you will have less magic abilities, is 
   that true?
<Clover> 8 Hi, TIm
<Seamus> what makes you think I want copy it illigally (hehe)
<Trumpfass> ok, 14 buyers....hwo many times is myth sold? *bs*
<Striding_Dragon> Clovis what happened?
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* Clover would like to remind the Torment team that it's CLOVER not Clovis
<Calis[etime]> Yeah U adhere strictly to the PS magic rules?
<BISColin> Okay, I gotta get off of here - I have designy stuff to do.
<Clover> 2 Went a little wild with the colors, Guido
<Clover> Go, Coling
<BISColin> Thanks for showing up, all.
<Sermon> bye colin
<Clover> Colin
<Calis[etime]> It'd make for interesting stuff with power keys 'n all
<BISColin> So long, Clovis.
<Clover> oops
<Trumpfass> bye colin
<BISColin> sorry, Clover.
<BISColin> ;)
<BISColin> byeeeeeeeee
* Clover smacks Coling
<Calis[etime]> bye colin
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<Seamus> bye coLin
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<LordCheese> Wenn man bei Planescape bis Stufe 30 aufsteigen kann: Wird die 
   Spielbalance nicht gestört? Ich meine damit die Magier. Ich glaube als Krieger hat 
   man so gut wie keine chance mehr gegen die sprüche eines Stufe 30 Magiers...
<Trumpfass> uhm...why do some of you interplay guys call clovis Clover? *bs*
<Clover> Because they're mean
<Sermon> very mean
<Clover> :(
<Striding_Dragon> Ace: Because it is FUN!
<Trumpfass> *hehe*
<Tim> Ladies and Gentlemen. It has been great but the game calls me back. Thank you 
   everyone.
<Sermon> bye tim and good luck
<Clover> Hey, Sauntering Dragon, don't push me!
<Striding_Dragon> Cheese: Wir versuchen das mit anderen Stilmitteln auszugleichen.
<LordCheese> Bye tim
<Tim> Goodbye and Thanks again
* Clover waves to Timmy
<Striding_Dragon> Cloivs! Clovis! Clovis! Clovis! Clovis! Clovis!
<Calis[etime]> It's over then? Is it 12:00 already?
* Tim waves back
<Sermon> TIME FOR LUNCH
* Clover high fives Tim for mastering the /e
<Calis[etime]> Clover clover clover!!! (do I get suck-up points now? :-))
<Striding_Dragon> Sorry, yeah, it's past noon here... gotta eat!
<Clover> oops /me
<Tim> It think it is 11:57 or somthing
<Clover> Thanks, Calis
<Tim> bye
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<Clover> Thanks everyone for coming - we should go
<Seamus> you want to soccer, do you ;)
<Striding_Dragon> Bye folks, was great talking to you all. Stop by later tonight for 
   the other chat round, would you?
<Striding_Dragon> then we can make more fun of our friend CLOVIS!
<Calis[etime]> That's tomorrow for me...:-)
<Sermon> I'd just like to thank all you guys at IPLY for the chat and for answering 
   the questions on the message board so frequently
<Striding_Dragon> Calis: Okay tomorrow then. :-)
<Seamus> thtas 3.00 for me !!!
<LordCheese> cu all and thx for answering my questions
<Trumpfass> Striding: *lol* jep, cu l8er
<Calis[etime]> well 3.00 then
<Striding_Dragon> Arriverderci!
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<Seamus> by
<Clover> Thanks again, everyone - we'll be back tonight at 6pm Pacific time
<Seamus> bye
<Sermon> Ciao
<Clover> ...if you're awake
<Calis[etime]> Can anyone send me the log of the second round?
<Meghan> See you then, folks :)  Thanks for coming!
<Trumpfass> Seamus: who needs sleep?
<Calis[etime]> I'd really appreciate it
<Meghan> Calis, I'll be logging it and we'll post it.
<Clover> Calis - it'll be up on the web site soon
<Clover> Thanks, Meghan!
<Meghan> :)
<Seamus> i have to work tomorrow ;(
<Calis[etime]> cool
<Seamus> bye
<Calis[etime]> I'll post this log on my site in a few minutes
<Trumpfass> Sermon: kannst du mir das log eben ber icq schicken?
<Clover> 14 We'll see you tonight if you can make it :)
<Sermon> yep
<Trumpfass> thx
<LordCheese> Trumpfass: Darf ich deine ICq nummer bekommen?
<Sermon> bye everyone - have a nice meal or sleep
<Calis[etime]> goodnight then :-)
<Trumpfass> cheese: 7401617
<Meghan> See you all.. I'm going to moderate the channel now, since it will be 
   nuts tonight.
<Trumpfass> cu all (hopefully *s*) l8er
<Sermon> ok, bye meghan
<LordCheese> danke
<Meghan> So you might want to move to #torment :)
* Meghan waves to everyone.
<Trumpfass> yes :o)
*** Meghan sets mode: +mnt-psi
*** Meghan sets mode: +l 300
<Calis[etime]> this server? #torment
<Seamus> tuna is very quiet tonight
<Meghan> Yup!
<Sermon> is he asleep?
<Meghan> You guys can still talk until you leave and come back, though.
<Meghan> If you're here when I +m it doesn't silence you.
<Trumpfass> ok, thx
<Calis[etime]> good
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<Sermon> bye (again)
<Trumpfass> *autsch...2 std. t-online...das wird teuer...
<Trumpfass> <<-- cu l8er
<Sermon> heh, kannste laut sagen
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<LordCheese> tonline ist viel zu teuer
<Seamus> wie viel fur dich trumpfass?
<Calis[etime]> I don't mind the online time...cable...
*** Sermon has quit IRC (Leaving)
*** Meghan changes topic to "Planescape:Torment chat tonight at 6PM Pacific 
time"
*** Meghan sets mode: +mnt-psi
*** Meghan sets mode: +l 300
<Seamus> zwei stunden ist about 3.70 dm
<LordCheese> cu all
<Seamus> bye sermon
<LordCheese> ich muss dann
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