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Interview "How to make a Torment game" - Mega-Interview with Kevin Saunders and Adam Heine at Iron Tower

Discussion in 'RPG Codex News & Content Comments' started by Infinitron, Jun 13, 2013.

  1. Roguey Arcane Sawyerite

    Roguey
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    At which point I likely will have overleveled those difficult challenges they said they'd have. So wizard-who-has-more-mp-than-hp.
     
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  2. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker

    :lol: You sure love jumping to conclusions.

    But okay, let's try to bring this issue to CMcC's attention and clear it up once and for all.

    Edit: Or maybe Adam Heine's. :smug:
     
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  3. Maiandros Learned Possibly Retarded

    Maiandros
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    choo choo, anyone here it?

    Will be awesomz!!! Let's build some moar hype !1!!

    choo choo

    sick and fucking tired of all this shit..your retweets, your RSSs, your youtubes and myspaces and whatever the fuck else you use. More tools, more dependencies, less of a substance in the end. Anchors added, and something lost. Tap your brain into the intricacies of digitised nothingness and relish the nonsensic experience some more.
    sad that a good number of people find such -interviews- matters worthy of discussion;

    choo choo

    i know..Must be early menopause..or maybe my period

    choo choo

    what do you see when you look in your mirror dear RPG freak?

    choo choo
     
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  4. Zeriel Arcane

    Zeriel
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    I think we already pretty much know the game will be easy, just like Torment was. Game's target audience is not X-COM fans, after all. This is a game about reading blocks of text.
     
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  5. ksaun Arcane Developer

    ksaun
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    Calendar time or real time? =)
    I don't have enough experience writing dialogue to write for this game. =)



    Haha... by the "writing organizational approach" part I meant just the first paragraph, which was a summary of things we've said in greater detail before. The rest we hadn't explicitly talked about.


    We intend to have an urgency mechanic, yes. A few intentionally noncommittal comments (i.e., they shouldn't be read as necessarily being relevant to Torment):
    • I think that could be rather predictable and boring if the "rules" of any urgency mechanic remained constant throughout the entirety of a game.
    • Returning to some previously visited areas can be an excellent way to realize the consequences of your decisions.
    • When returning to a previously visited area, the inhabitants may not be the same as your last visit (including in terms of effective combat difficulty). A game's world may not have been sitting still while you roamed.
     
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  6. jewboy Arbiter

    jewboy
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    Wow. Great interview. It's funny that some people commented about its length (even Infinitron!), but if anything it seemed too short to me. Great questions as expected from Vince. The real surpise was Kevin's answers. Very well written and well thought out.
     
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  7. hiver Guest

    hiver
    That would be excellent.

    How are you (as in whole team) - strictly theoretically speaking of course - feeling about some time limits in quests - but only where appropriate due to narrative and setup of those quests and without "game over" result?
    Speaking of sub quests, of course - not the main quest.
     
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  8. Monty Arcane

    Monty
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    Yes, great interview. As usual, some pointless try-hard responses on here.

    The game sounds better and better.
     
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  9. Adam Heine Arcane Developer

    Adam Heine
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    Favorable.
     
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  10. Roguey Arcane Sawyerite

    Roguey
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    Level scaling. Hee.
     
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  11. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker

    Do we need to have another discussion about the difference between encounter scaling a-la BG2 and Oblivion-style "all bandits get glass armor" level scaling

    Besides, even PE will have scaling of major encounters on the critical path, remember?
     
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  12. Roguey Arcane Sawyerite

    Roguey
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    I don't really care about level scaling. I just know it causes kneejerk rage with some posters.
     
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  13. FeelTheRads Arcane Patron

    FeelTheRads
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    Of course you don't. You just have kneejerk rage about important stuff like writers you've never read working on the game.
     
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  14. Harg Harfardarssen Cipher Patron

    Harg Harfardarssen
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    Project: Eternity Torment: Tides of Numenera
    Great interview. I though question 5, on skills, was particularly interesting for explaining some of the complexity involved in designing skills and the way the in-game usefulness of skills can affect and be affected by other aspects of the game design process and team. I know I wouldn't have thought about the potential for an artist's strength in interior designs affecting wilderness survival:

    .

    Edit:

    Also, on skipping combat, I think some of the best encounter dungeon design involves great combat that you will always be thinking about avoiding for reasons of balancing risks and rewards. Every combat encounter can be "skippable", but you are skipping for tactical reasons (to preserve resources, the risk of defeat is too high etc.).
     
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  15. hiver Guest

    hiver
    Marvelous.

    Bad form Roquey,... bad form.
    and its not funny.

    Even better - if skipping combat isnt just about skipping itself, but results in different consequences.

    Tangentially - i had a nice idea of a "faction" or a settlement or something like it, where people will be modeled around old Japanese sense of honor and ideas of sepuku or honorary death in combat.
    Therefore - spearing a life of one of them that you just defeated or even avoiding combat would result in various negative consequences.
    While killing would bring positive reactions - though that doesnt mean they would automatically start to love you because thats too simplistic and doesnt correspond to such cultural mindset at all.

    That would depend on narration and plots and specifics of situation you get yourself into, with that faction or settlement or cult.
    But killing or not killing, engaging in combat or avoiding it would have great influence on it all.
     
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  16. Roguey Arcane Sawyerite

    Roguey
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    Don't need to read 'em to know I won't like 'em.
     
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  17. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Yeah, baby! Roguey don't need'ta die 'ta know she's alive!

    :yeah:

    :dance:

    Adam Heine Which market did you buy that kid from?
     
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  18. janjetina Arcane Patron

    janjetina
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    Torment: Tides of Numenera
    Developers' mindset and intentions look right. They have mastered the theory, let's see what practice brings.
     
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  19. crawlkill Kill all boxed game owners. Kill! Kill!

    crawlkill
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    Have not finished reading, but how fucking cool is it that Adam's theme for the game is actually something that's, like...personally important to him? It's almost as if...people creating games...put pieces of themselves into them, just like people making anything else. I don't think the "Are games art?" question is important, but I also don't see how anyone can read a conversation like this and be in any doubt of it.
     
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  20. SCO Arcane In My Safe Space

    SCO
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    Shadorwun: Hong Kong
    It's easy to doubt when people every are calling The Last of us, which is, let me remind you, a fucking zombie invasion title, the best game ever.

    It's not the medium, it's the audience.
     
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  21. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Well...without getting into that old debate I will say one thing which almost brought a tear to my eye while reading--the difference between Kevin and Adam's wonderfully thought-provoking responses regarding their design intent and, well, idiots like these guys:

    :hearnoevil: :balance:

    It's nice to know there actually are people working on games who are attempting to be intellectually stimulating to any degree. Whether or not they're successful doesn't even matter as much as knowing, contrary to those fucking Bethesda clowns, there are people out there trying.
     
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  22. Gurkog Erudite

    Gurkog
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    Project: Eternity
    BGS clowns don't care as long as the dew swillin', dorrito munching hordes can drool over their controllers while mashing the 'awesome' button for a quick ego stroke. The zombie invasion is going to take over the world not by eating the living, but by being a larger physical presence.
     
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  23. villain of the story Arcane

    villain of the story
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    ksaun are we to understand that game will be fairly linear?
     
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  24. ksaun Arcane Developer

    ksaun
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    I'm hesitant to answer your question directly because I don't know precisely what implications come with your definition of "fairly linear." =) So instead I'll say some things that maybe get at what you and others may be curious about.

    When the two aspects are at odds with each other, we are favoring greater reactivity over greater freedom. (Generally speaking, the more non-linear the game, the more effort it is to have robust reactivity because there are more permutations to account for. This is not an absolute.)

    You will often have choices about what you do/where you go next. You won't be able to go anywhere at any time. In general, I expect players will have considerable freedom, but we'll use story-based gates (and other techniques as well) to allow us to create the high degree of reactivity we want while keeping the scope of work manageable.
     
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  25. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    ksaun People want comparisons. How linear will it be compared to PS:T?
     
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