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Tags: Chris Avellone; InXile Entertainment; Kevin Saunders; Torment: Tides of Numenera
Today's Torment: Tides of Numenera Kickstarter update brings surprising news. Despite claiming earlier that it was not possible, inXile have found a way to bring Chris Avellone(!) onboard the project, albeit in a mainly supervisory role. It's a stretch goal, of course. I quote:
There's also another new stretch goal, at 3.35 million dollars, which will add yet another feature to Castoff's Labyrinth:
The update also addresses the concerns that some people have had over the game having too many writers (ie, "too many cooks spoil the broth"). I'll quote it in full:
Lastly, the update promises that the issue of graphics (prerendered vs non-prerendered) will be addressed next week.
Today's Torment: Tides of Numenera Kickstarter update brings surprising news. Despite claiming earlier that it was not possible, inXile have found a way to bring Chris Avellone(!) onboard the project, albeit in a mainly supervisory role. It's a stretch goal, of course. I quote:
At $3.5M, Chris will be joining our design team. He’ll have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World.
There's also another new stretch goal, at 3.35 million dollars, which will add yet another feature to Castoff's Labyrinth:
Not everyone in the Labyrinth has a living counterpart. Lacunae are figments of your mind that represent parts of yourself (or do they?). Through conversing with a Lacuna, you'll discover puzzles and quests, and might even enhance your own abilities. As we delve to deeper fathoms, you’ll be able to find more Lacunae with whom to interact. (The Fourth Fathom is less than 2000 backers away!)
The update also addresses the concerns that some people have had over the game having too many writers (ie, "too many cooks spoil the broth"). I'll quote it in full:
A few of you have asked whether we're bringing too many writers on the project. Will it be difficult to manage? How will they all agree? Rest assured that more writers only helps us. Colin is in charge of the overall story, and will define the constraints required for each area to connect with the larger story. Each writer will then have one or more specific areas (and/or companions in some cases) to flesh out. There will be considerable creative freedom, especially for areas that are less central to the core storyline, but the result will be a cohesive whole.
We’re also developing conventions that all writers will follow, ensuring consistency in design and also how the Ninth World setting is conveyed. These will include writing style conventions, though not any so rigid as to constrain each writer’s talents.
The result is a very modular design, with a single creative lead to make sure everything ties together (and having Chris Avellone review the creative elements will only strengthen the vision). Managing a team of writers is how many story-driven RPGs are made, including Planescape™: Torment. Chris Avellone was the lead on PS:T, but there were seven designers working with him to make the game as deep and rich as it was. We’ll be following the same approach on Torment, as well as having Ray Vallese as a dedicated editor to further bolster consistency.
Lastly, the update promises that the issue of graphics (prerendered vs non-prerendered) will be addressed next week.