Kalin
Unwanted
You guys won't say who did the interview?
His request.
Ha-HA! Now we know it's not a girl!
Not a man either.
You guys won't say who did the interview?
His request.
Ha-HA! Now we know it's not a girl!
That includes the investors and customers of Wasteland 2, which is what inXile worked on during those two years.
Just go ahead and admit it, folks - Torment should not have been Kickstarted in 2013 in the first place.
inXile-as-ponzi-scheme people will say they needed to do that to fund Wasteland 2 through 2014.
Why did InXile decide to pursue a sequel to Planescape: Torment, which didn’t sell very well, without the Planescape setting, the Planescape: Torment license, or perhaps most importantly, Chris Avellone as lead designer?
Brian: We knew we wanted to kick off another project, so I thought there was this really unique moment in time during which Colin was available, Adam was available, Monte Cook had just done the Numenera setting – we couldn’t get the Planescape license, we tried, they said no – but the guy who helped invent Planescape had invented another world which we thought was kind of unique. We hoped we could get Chris Avellone involved, and we ended up doing so. I thought it was a one-time opportunity to give that creative team another shot at building a product which was similar – and by similar I mean a game that relied on reading and which was strange and otherworldly, and to give them an opportunity to create a game that was very different from your standard RPG experience.
Ha-HA! Now we know it's not a girl!
I'm quite skeptical about the whole premise of the article, as I don't think the opportunity for the interview came from a genuine place, maybe it's the tone of the summary that set me up so.
Either way, I'm still in the process of reading it, but this segment filled me with unironic rage and resentment:
Why did InXile decide to pursue a sequel to Planescape: Torment, which didn’t sell very well, without the Planescape setting, the Planescape: Torment license, or perhaps most importantly, Chris Avellone as lead designer?
Brian: We knew we wanted to kick off another project, so I thought there was this really unique moment in time during which Colin was available, Adam was available, Monte Cook had just done the Numenera setting – we couldn’t get the Planescape license, we tried, they said no – but the guy who helped invent Planescape had invented another world which we thought was kind of unique. We hoped we could get Chris Avellone involved, and we ended up doing so. I thought it was a one-time opportunity to give that creative team another shot at building a product which was similar – and by similar I mean a game that relied on reading and which was strange and otherworldly, and to give them an opportunity to create a game that was very different from your standard RPG experience.
Is this seriously ALL that Fargo sees in Planscape? I can't help but feel this exact simplified, clueless and directionless perception of "classics" is the reason why W2 turned out so insultingly mediocre, by-the-numbers, generic and uninspired.
Nice interview, Codex. Congrats!
I think Codex should take the opportunity and really reconcile with Inxile. In the end, Brian apologized and is doing his part. It does not make sense for Codex, as a portal of content and news, to be away from one of the companies that produces the games that are the theme of the site. Seize the opportunity and move on.
Bethesda and BioWare claim they're also doing cRPGs - should we reconcile with them as well?
Yes and the writing and characters were by far the best things about it. Havent played it much though, tons of slow, monotones and boring combat and glitches killed the game for me.LOL the work of Brain Mitozda, one of the best writers in the industry never even made it in the final release.
Did you play Dead State?
Because he or she doesn't want to be called Faggot, Retarded, Cockold or etc.By the way, why does the interviewer want to be anonymous?
And thank you for validating my point above.What kind of assfuckery is this?
"Secret agent?" What happened to transparency and the balls to be yourself, say your piece? Here of all places, not like anyone's disallowed to express their opinion, is it. Some special faggot is too sensitive, so O.K.? Anonymously? Are we gonna be like SHIT sites, where "guest writers" shill or write at their whim? No consequences? What the fuck is this guys? We are like, so not like that.
I understand why you'd all want this article up in the front page, why you wouldn't wish to let such an opportunity slip by the Codex. With you; but we do things a certain way here. This is a bad kind of a first. Men have names and the balls to stand by their words.
DarkUnderlord Boss sorry for tagging you but for the love of God, don't let them do this again. It's a slippery slope and content/context depending, it can lead to even more assfuckery.
edit: because someone's bound to mention this. Yes, i know it's our questions. It's setting the precedent that bugs me. And come to think of it, since it's our questions, not theguestwriter's, why would this sensitive faggot feel the need to post anonymously and why would we allow it? After all he's just a "representative", right?
As for the interview itself, I really enjoyed it, as it seems the Inxile guys were quite honest. It is regrettable that the sales of the game are disappointing. I do think it is more because of unfortunate timing (Horizon Zero Dawn, Mass Effect etc.) and the whole kickstarter goals scandal than because of the actual quality of the game.
I do think that you are somehow correct on this matter, despite the influence of groups like RPG Codex and preview experience provided by Youtube and etc.I think PoE2 and DoS2 will sell reasonably; the failure of T:TON was due to more specific elements of the game's design. For example, there has been a trend towards more of a focus on gameplay (vs. story) over the last ~5 years, and T:TON doesn't fit inI think the uncomfortable truth is that T:ToN's poor sales have little to do with the Steam reviews or angry Codexians and more to do with broader trends. I don't expect future isometric RPGs to sell much beyond their backer numbers, as Obsidian is likely to discover next year.
You know, one thing I like in the interview is that when they talk about Wasteland 3, Torment and Bard's Tale 4 you see that they know they're 3 different kinds of games, with different approaches.Is this seriously ALL that Fargo sees in Planscape? I can't help but feel this exact simplified, clueless and directionless perception of "classics" is the reason why W2 turned out so insultingly mediocre, by-the-numbers, generic and uninspired.
Anyway, nice of InXile to let the Codex talk to their PR manager. I laughed at the way he was trying to win the Codex over with "You guys really are tier 1!" bullshit - they can't possibly think such a stupid ploy would work, can they? But looking at some of the responses here it seems it did, so hats off to them.
Has Chris Avellone really regressed to the mentality of a teenager, or am I reading too much into this?
It is regrettable that the sales of the game are disappointing. I do think it is more because of unfortunate timing (Horizon Zero Dawn, Mass Effect etc.) and the whole kickstarter goals scandal than because of the actual quality of the game.
Has Chris Avellone really regressed to the mentality of a teenager, or am I reading too much into this?
He's just more open to shitting on Obsidian. If anything, the mentality of a teenager is being afraid to speak your mind.
The premise for the setting is good, but it fails on rules of engagement department in storywise and combatwise. Monte wanted a system that is free for storytelling, but he has forgotten the basic build up premise: Restrain everything and then create free spaces for story and combat activities. David Wesely gave freedom only with in the story and setting, and punished hard everything that was not within ( the first major lore for any Game Master), and if he didn't then the game was meh.Am I the only one who thinks it is mainly because of the Numenera setting that it failed? Wasn't it a flop? I remember people I knew being very excited to try out the pen and paper game, and ending up finding it too absurd, pretentious and simplistic and giving up on it.Nobody except those who made it like Numenera. Are there seriously still people making regular campaigns of Numenera continuously, that have lasted for years, like is the case for countless other settings like D&D, Cthulhu or GURPS? I know guys who basically played the same Cthulhu or GURPS campaign for ten years.
The second reason why it failed IMO echoes the comment someone made in another thread about the gaming industry: game developers nowadays are game nerds who have few life experiences and have no frame of reference or ability to create good culture.
Millennials have lived very sheltered, controlled lives in safe environments, and due to growing up on the Internet, they haven't gone outside that much and had the experiences required to draw from and create good content. They also read useless web pages, Facebook posts, Twitter videos... whereas for those of us who knew life pre-Internet, we had to read classic novels and comics or films.