Ivan
Arcane
*smiles conspiratorially*
![200.gif](https://media3.giphy.com/media/S3Ot3hZ5bcy8o/200.gif#7)
The RPG Codex, Colin.Some of our players and community members recently pointed out
You didn't just talk about it, it was the $4 million stretch goal.Some of you have been asking about the Oasis, an area we talked about during the campaign as our second major city.
Though we fully intended that the Oasis would be our second city, story changes, plus our growing fascination with the Bloom, turned that location into our second major hub instead. In fact, the Bloom and surrounding areas are much larger than we originally discussed building for the Oasis.
It's funny because Fargo said the biggest perk of having a publisher would be their help with localization.One other topic: the Italian localization. When we set out to create Torment, our planned size was significantly smaller. Torment in its final form grew to a much bigger, deeper RPG, and has over 1.2 million words. When we chose our planned localizations for the game, that word count and expanded scope for the game didn't exist yet. Unfortunately, it turns out that localization a game script of such a magnitude to a good standard of quality is extremely costly.
WL2 was not released in Italian, and similar games don't support it either. Also, as I pointed out earlier, it wouldn't take much for the italian sales to pay that back, unless they're no expecting the game to do well.Unfortunately, during this process, we made the difficult decision to drop support for Italian - both our backer numbers and the sales of our prior RPGs in Italy meant it was unlikely we'd be able to field the very high costs.
"Hey folks, we don't want to pay for the italian localization, but maybe you'd like to do it for free?". The balls on these guys.We’re looking into ways to bring you Italian in a post-release capacity, such as community translations.
Wait ... so you're saying the game is good but noncombat solutions are viable?However...I got through the whole beta with only two combats and I could've skipped one of them.
Wasn't it anonymous6059 who kind of led the charge on this? Are you saying that anonymous6059 speaks for RPG Codex?The RPG Codex, Colin.Some of our players and community members recently pointed out
Anonymous6059 was the one claiming we were trolling and I was "inflaming" other users. I posted my findings here, and Infinitron posted the threads in the InXile forums. It was all Codex.Wasn't it anonymous6059 who kind of led the charge on this? Are you saying that anonymous6059 speaks for RPG Codex?The RPG Codex, Colin.Some of our players and community members recently pointed out![]()
Colin McComb said:You totally have a right to be disappointed with inXile's communication. I'm not here to argue with that, and if it's a dealbreaker for future crowdfunding for you, that's something inXile will have to live with.
In the meantime, here's an explanation - not an excuse - if it helps you understand how these things happened.
We've been heads-down for about a year and a half now. Once we were content-complete, we moved immediately into polish and iteration (and press/publicity). This involved not only coordinating and overseeing programmers, designers (level, narrative, system, etc), and artists, but also coordinating with our publisher, manufacturers for physical goods, and running the extensive testing necessary for a game of this depth and complexity. I can't speak for the producers' mindset, but from the design side, we were so focused on delivering a game for the backers that we weren't thinking about, you know, communicating with them.
I don't have access to the KS account to provide a backer update on my own recognizance. The producers guard that access closely, and frankly they were probably wise not to give it to me (KICKSTARTER UPDATE #WHO KNOWS: "Hey, backers! Colin here! It's midnight and I'm drunk! Let me tell you some stories!..."). However, I do know that they've been working their butts off too. Eric Daily is laboring extraordinarily hard to keep all these moving pieces going smoothly. Eric Schwarz is wearing, oh, let's call it FIVE different hats. Thomas Beekers largely transitioned off Torment and onto preproduction for WL3. In between all their other responsibilities, it just wasn't foremost on their minds.
But hell, it probably should have been.
Like I said, this is an explanation. Not an excuse. Just so you can see where our heads were. We'll have a KS update out later today.
In the meantime, like all of you, I was bummed out about some of our cuts, most especially about the CNPCs. We had some neat stories planned, and I'm still hopeful we can add them back in. Nothing* would make me happier.
*I can actually think of a few things that would make me happier.
Was TTON ever going to be a six-character party? Yeah, last I heard it's 1+3 companions.Has anyone compiled a COMPLETE list of changes/dropped features? I heard they went from 6 to 4 party members. That's the only one I heard about that I care about.
Was TTON ever going to be a six-character party? Yeah, last I heard it's 1+3 companions.Has anyone compiled a COMPLETE list of changes/dropped features? I heard they went from 6 to 4 party members. That's the only one I heard about that I care about.
Nice the Labyrinth at least made it in (to whatever extent), and what little I played of the beta was okay, but... reduced party size to a popamole foursome, dropped the one good part of the Cypher System, i.e. the health mechanic, focused on edgy Bloom over marvelous Oasis (to the point we'll probably barely see ten square - or rather cubic as it were - feet of what is supposed to be a major metropolis encircled by leagues and leagues of desert), cut The Toy which was the companion I was by far looking forward to the most,... (Don't care one way or the other about crafting, though.)
Add to that the console cash grab and the ungrateful asshattery in recentish months, and, well, at this point I'm caught betweenand
. No more excitement, no more disappointment. I already payed for it, so I guess I'll play the director's cut someday, but this clusterfuck has certainly cemented me never backing a game by inXile (or whatever Fargo's next video game company may be) again.
I'm pretty sure it was going to be 6 at first, but in the middle of the KS campaign they announced it would be 4. In addition to the cut stretch goals, they cut:Has anyone compiled a COMPLETE list of changes/dropped features? I heard they went from 6 to 4 party members. That's the only one I heard about that I care about.
inXile entertainment, Inc sent you $85.00 USD
Note from inXile entertainment, Inc:
Torment pledge refund request.
dont be a fag![]()
inXile entertainment, Inc sent you $85.00 USD
Note from inXile entertainment, Inc:
Torment pledge refund request.
dont be a fag![]()
can confirm
I'm increasingly bitter about the removal of the interesting, non-humanoid companions.
The rest of the cut content I can live with, but having only humanoids in a game called "Torment" is a disgrace.