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- Jan 28, 2011
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Tags: Colin McComb; InXile Entertainment; Kevin Saunders; Monte Cook; Numenera; Torment: Tides of Numenera
After a weekend's rest, the Torment: Tides of Numenera Kickstarter has resumed its regular update schedule. In today's update, Monte "Fucking" Cook himself shows up to discuss the Numenera setting and ruleset, and how it is going to be adapted for the purposes of the game. Here's the video and a summary:
But that's not all. The update also has a bit to say about the nature of the dialogue and companions in Torment. Here's a snippet that is relevant to the Codex's interests:
Oh boy, I can't wait to read the reactions to that in the Kickstarter comments.
Besides these two topics, the update also explains a bit about the nature of the Kickstarter's stretch goals and about the game's "modular" structure. It also reports that logo-less versions of the Torment wallpapers have been uploaded to the game's website.
Update: The crowdfunding campaign hit its 2.5 million dollar stretch goal today, and as promised, Colin McComb has uploaded an apology for his notorious Complete Book of Elves:
We feel your pain, Colin. Those plebs just didn't understand your awesomeness.
After a weekend's rest, the Torment: Tides of Numenera Kickstarter has resumed its regular update schedule. In today's update, Monte "Fucking" Cook himself shows up to discuss the Numenera setting and ruleset, and how it is going to be adapted for the purposes of the game. Here's the video and a summary:
In this video, Monte talks about Numenera and its emphasis on mystery and discovery. He describes the Ninth World and in particular the Beyond (the region in which much of Torment will take place). Monte also talks about the basics of character creation for the tabletop game, including the three primary character types (classes), descriptors, and foci. (We’ll discuss this more in a later update, but for now know that all three character types (Glaives, Jacks, and Nanos) will be options for your PC in Torment, and that you will have (or acquire) a descriptor and focus as well.)
[...] A key philosophy behind Monte’s new game is to allow game masters (GMs) a great degree of flexibility. Numenera provides a versatile framework within which we can play. This flexibility extends beyond the creative vision and the setting and into the game rules systems. Numenera’s rules are designed to support the narrative and creative elements of role-playing, being streamlined both to provide great variety in character customization and to keep a desirable pace for the gameplay and story. With a computer role-playing game, we can emphasize story-telling while having a more complex system underneath the hood than would be desired for a tabletop game. Because computer games are capable of intricate calculations that would take a living person much more time to complete, we're able to do create these new systems without impeding the flow of the game. Our close collaboration with Monte, means we quickly receive his feedback on our new systems. (How much of the complexity you peer into while playing will depend on your preferences – we will leverage the highly customizable user interface and extensive options system that we’ve developed for Wasteland 2 for this purpose).
One example of our extending upon the Numenera rules for Torment is our Legacy System, which along with the Tides, is not part of the core Numenera game. They are elements that inXile has designed specifically for this computer game to achieve our vision for Torment. We’ve discussed the Tides with Monte to ensure they fit well within the Ninth World, and he’s given us ideas about how to even better embrace the concept within the story and setting. As another example, we intend for Torment’s combat system to include more complexity than the core Numenera rules. One of the reasons we chose the Ninth World setting, and the Numenera rules, is because it provides an excellent foundation for Torment, with the freedom to adapt them for the best Torment computer role-playing experience we can devise.
But that's not all. The update also has a bit to say about the nature of the dialogue and companions in Torment. Here's a snippet that is relevant to the Codex's interests:
We’ve been asked some questions about what types of relationships the PC might have with their companions. Our position is this: adhering to our four pillars, we are going to craft nontraditional, complex, and believable characters. We are going to develop the companions with enough depth that we understand their motivations and personality. And then we will write them to respond appropriately to the situations they encounter. Love, which comes in many forms, is certainly relevant when exploring themes of legacy, abandonment, and mystery – and we expect to explore this emotion in ways that fits the story and characters. Meaningful friendships, even feelings of affection, will be possible, but relationships of the flesh would be inconsistent with our narrative. (Though we must admit we were amused by the Romance with Ball of Goo suggestion by billyboy. =) )
Oh boy, I can't wait to read the reactions to that in the Kickstarter comments.
Besides these two topics, the update also explains a bit about the nature of the Kickstarter's stretch goals and about the game's "modular" structure. It also reports that logo-less versions of the Torment wallpapers have been uploaded to the game's website.
Update: The crowdfunding campaign hit its 2.5 million dollar stretch goal today, and as promised, Colin McComb has uploaded an apology for his notorious Complete Book of Elves:
We feel your pain, Colin. Those plebs just didn't understand your awesomeness.