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Torment Torment: Tides of Numenera Beta Thread [GAME RELEASED, GO TO NEW THREAD]

veevoir

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Games, in the end, are skinner boxes.

The Lord have mercy on your soul.
Too late for that. Especially I consider the same sentence true for books/movies. It is all just to give you a quick fix of endorphins/adrenaline.

Unless we're talking about reading stuff like "Anna Karenina" by Tolstoj.. no fucking clue what that is supposed to give. Except cancer maybe.
 

Junmarko

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Tormento: The Holy Mountain

zBEyQOJ.png
 
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AMG

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Games, in the end, are skinner boxes.

The Lord have mercy on your soul.
Too late for that. Especially I consider the same sentence true for books/movies. It is all just to give you a quick fix of endorphins/adrenaline.

Unless we're talking about reading stuff like "Anna Karenina" by Tolstoj.. no fucking clue what that is supposed to give. Except cancer maybe.

Everything pleasant in life is about giving you endorphins/adrenaline.
Skinner box is about giving tangible rewards for repetitive tasks, i.e. conditioning people/animals to do shit over and over again.
Story driven entertainment media are nothing like that.
You don't even know what you're talking about.
 

Prime Junta

Guest
Tried to play it a bit further, but that UI is making it really difficult. It's giving me a headache. More notifications than Facebook. Every little thing is animated. Start a dialog, the screen centres on whoever you're talking to and the UI folds out. Say something, and there's an animated scroll on the text, which is just slow enough for my eyes to try to follow it, but just too fast for me to be able to actually read it. It's especially bad close up, like, you know, on a computer with a big screen.

Would probably be fine on a TV screen, from a couch, with a controller, though.
 

FeelTheRads

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Mmm, yeah, that UI designed especially for PC with no influence from console.

You know for a while I believed they would actually do that and then later fold them together in the console version for the inevitable Director's Cut, but it looks like I was wrong. Console UI on the PC right from the start. Well played, inXile.

Btw, W2 also has stupid scrolling in dialogues, for no reason at all. I thought that was just Fargo thinking it's cool because it looks like a typewriter, but it looks more and more like they're clueless about every little thing they do.

And since apparently sea is their main UI designer I'm putting it on him, all the incompetence in the usability of the their UIs (W2 included) and their Russian-shovelware look.
 
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Kem0sabe

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Inxile are filthy liers, there's a reason they were a mobile developer, and only managed to release proper games these last few years because they begged the interweb for money...
 

Infinitron

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Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think the idea that sea designs inXile's UIs is just a Codex meme that's been repeated enough times that some people now think it's true
 

FeelTheRads

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Is it? Do I remember wrong a Kickstarter update where he was bragging about being in charge of the UI in Torment?
 

Roguey

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I think the idea that sea designs inXile's UIs is just a Codex meme that's been repeated enough times that some people now think it's true


Hello Exiles,

Eric here. We're in the home stretch on Torment, and in the last few months we've been working hard to refine and improve the game. My main role has been to work with our artists and engineers to make our user experience as good as it can be. We are in that magical time when a game goes from being something simply playable but rough, to being truly enjoyable, and that's a wonderfully creative period where iteration abounds and we have the time and energy to really identify all those little things that add up to make a great game.

In addition to all the requisite bug fixes and art updates, our efforts have largely centered around putting in additional layers of polish to make the game look and play better. Many of these features are requests directly from our community, so I'd like to thank you all for writing in and giving us feedback on the improvements you wanted to see.

Additionally, remember when sea wrote an article lambasting Skyrim's UI, well it looks like the fucker deleted it http://recorder.sayforward.com/content/user-interface-analysis-skyrim-eric-schwarz :lol:
 

Infinitron

I post news
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Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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Self-Ejected

Irenaeus

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PC RPG Website of the Year, 2015 Divinity: Original Sin Torment: Tides of Numenera
Mmm, yeah, that UI designed especially for PC with no influence from console.

You know for a while I believed they would actually do that and then later fold them together in the console version for the inevitable Director's Cut, but it looks like I was wrong. Console UI on the PC right from the start. Well played, inXile.

Btw, W2 also has stupid scrolling in dialogues, for no reason at all. I thought that was just Fargo thinking it's cool because it looks like a typewriter, but it looks more and more like they're clueless about every little thing they do.

And since apparently sea is their main UI designer I'm putting it on him, all the incompetence in the usability of the their UIs (W2 included) and their Russian-shovelware look.

Agree, sea should be hanged. Double-crossing fagit
 

FeelTheRads

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Roguey

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"My main role has been to work with our artists and engineers to make our user experience as good as it can be, yet by Prime Junta's standards, I have made it significantly worse. Hire me to 'improve' your game."
 

Infinitron

I post news
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Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I wonder if he's founded his own private consultancy practice because he knows inXile have no intention of promoting him anytime soon.
 

Prime Junta

Guest
"My main role has been to work with our artists and engineers to make our user experience as good as it can be, yet by Prime Junta's standards, I have made it significantly worse. Hire me to 'improve' your game."

Oh, I have no doubt he's made it a lot better.

If you're on a couch, with a controller, looking at a TV.
 

Roguey

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Oh, I have no doubt he's made it a lot better.

If you're on a couch, with a controller, looking at a TV.

I imagine there are some console gamers who don't like the idea of a game constantly taking control away from them to show them things.
 

Prime Junta

Guest
I imagine there are some console gamers who don't like the idea of a game constantly taking control away from them to show them things.

Some, I imagine. That part is just fucking dumb, it feels more like they got feedback from retarded playtesters who whined about not knowing what they were supposed to do next. That centre-the-screen-on-whatever's-important thing is a logical solution to that problem, and one that's easy to implement across the board. As are the various notifications.

Or, put another way, they <<cough>> expanded their focus group, from Planescape: Torment fans to everybody vaguely interested in arr pee gees Numenera fans: people who want to play something that's quick and simple and forgiving and narrative-friendly, i.e. who don't like to be challenged, let alone frustrated.

The part I was bitching about just now though -- everything animated -- does appear to flow from the constraints you have when designing for a console. Text has to be big enough that it's easily legible from the couch, which means the UI takes up a lot of space, which means it has to fold out of the way when you're not in dialog, so you see more of the actual game. Give just a leetle bit of pressure to "make it look cool" and you start animating things, and there you are.
 

Infinitron

I post news
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Messages
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Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I imagine there are some console gamers who don't like the idea of a game constantly taking control away from them to show them things.

Some, I imagine. That part is just fucking dumb, it feels more like they got feedback from retarded playtesters who whined about not knowing what they were supposed to do next. That centre-the-screen-on-whatever's-important thing is a logical solution to that problem, and one that's easy to implement across the board. As are the various notifications.

Or, put another way, they <<cough>> expanded their focus group, from Planescape: Torment fans to everybody vaguely interested in arr pee gees Numenera fans: people who want to play something that's quick and simple and forgiving and narrative-friendly, i.e. who don't like to be challenged, let alone frustrated.

The part I was bitching about just now though -- everything animated -- does appear to flow from the constraints you have when designing for a console. Text has to be big enough that it's easily legible from the couch, which means the UI takes up a lot of space, which means it has to fold out of the way when you're not in dialog, so you see more of the actual game. Give just a leetle bit of pressure to "make it look cool" and you start animating things, and there you are.

I'm not sure what exactly you mean by "fold". What, the animation? Most RPGs including PS:T have a dialogue interface that goes away when you end dialogue. Is it that you want a little window at the bottom where you can still peek at it after you're done?
 
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