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Game News Torment Kickstarter Update #15: Animated Second Screenshot, Colin McComb Q&A

crawlkill

Kill all boxed game owners. Kill! Kill!
Joined
May 9, 2012
Messages
674
Colin's reply to party size sounds almost like the BioWare developer who said complexity is evil and advocated constantly asking oneself what can be removed. :eek:

Although, the difference would be (I hope so, anyway) that while TToN puts limitations to try and maintain high complexity in the existing content with the available resources, BioWare makes the entire thing more and more shallow.

In theory, having a smaller party can make each combination of characters more unique. With six, it's hard to have convesations that're fully variable around every character present; with four, it's a little easier. Whether that's what's really gonna happen, who can say. If NPCs relate to one another less and the PC more, I guess I like bigger parties better, just because they let me experience more NPC arcs within a single playthrough. But meh. It's just an arbitrary number. What matters is that what's been decided on is used right, not what the decision was.
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
3 NPC is enough.
A party if 4 max would be fine. You will have to consider who you really want and that's great.
6 is too hard to manage unless the focus of the game is strategic combat.
 

hiver

Guest
5 is the perfect max number. A PC and 4 companions more.
Optimal amount of diversity and interaction.
While still not being a crowd.
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
The most notable new detail revealed in it is that the maximum party size in Torment will probably be four members, including the player character. That's smaller than the original Planescape: Torment, but then, I'm not sure that having a Baldur's Gate-sized party in PS:T really added much to that game.

Having 4 NPCs in team says that it won't add anything to this game too. This implies that combat is going to suck and that there isn't going to be much interaction between party members despite deeper, much deeper, loco deeper interaction with party members/story/game world and etc.
 

Coboney

Scholar
Joined
Oct 27, 2010
Messages
143
Dead State Torment: Tides of Numenera
BloodAngel the reason they want the limit is to increase that reactivity - that way there's less different contingencies to plan for and its easier to have them interact as the set of companions and choices that have shaped them is less. Every companion spot you add increases that exponentially.

Regarding combat - lets see what they do. They've said though that they want combat to be less grindy and just coming up when it matters.
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
BloodAngel the reason they want the limit is to increase that reactivity - that way there's less different contingencies to plan for and its easier to have them interact as the set of companions and choices that have shaped them is less. Every companion spot you add increases that exponentially.

It's true only when all companions react to reactions of others, but I hardly believe that its going to be the case here. And even if it's going to be the case, having 5 companions is the same as having 3 companions as you have to script their actions anyway. So I don't get your point.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
BloodAngel the reason they want the limit is to increase that reactivity - that way there's less different contingencies to plan for and its easier to have them interact as the set of companions and choices that have shaped them is less. Every companion spot you add increases that exponentially.

It's true only when all companions react to reactions of others, but I hardly believe that its going to be the case here
Even though Colin specifically said he hopes to do that in the video?
 

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