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Torment Torment: Tides of Numenera Pre-Release Thread [ALPHA RELEASED, GO TO NEW THREAD]

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

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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
Kevin Saunders on "epicness": http://www.formspring.me/ksaun/q/417174633066821638


When the game story explores themes like "What can change the nature of a man", it's got to be more internal, more introspective-focused. In such case, the epicness of any sort sometimes can get in the way, due to its "external" nature. What do you think?
I don’t think that’s necessarily true. For example, I felt that despite its epic overarching plot, at the core of the Lord of the Rings (the books more so than the movie) were personal stories – Frodo and Sam's in particular. The Dragonlance Legends trilogy is another example of a very personal tale embedded within an epic plot.

That said, I do think it’s a matter of focus (as is true of many aspects in game development). The more you focus what’s most important to the game, the higher you can ensure the quality will be – not only is the game more cohesive, but you’ve concentrated your development resources. Defining and holding to strong pillars for a game (or a game story), will result in a richer experience. This potentially risks appealing to a smaller audience, but depending upon the game, this may not matter. Torment and Wasteland 2, for example, aren’t being made for the mass market.

Returning to your question: in exploring introspective themes, I’d err on the side of a less epic story to reduce the risk of watering down the personal nature of the game. I’ll add something Colin has said, which is that even the most personal story is epic to the one it’s happening to. =)
 

fizzelopeguss

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Hang on a tick. I thought these were thirteen pages of extremely bored Codexians arguing and making wild predictions with almost no concrete information available, but I see that the Numenera setting has been chosen for Torment: Successor. Post-apocalyptic sci-fi/fantasy hybrid? I might be able to conjure up some fucks to give about this project, after all.

Read the news forum dammit


it'd be easier if you just redirect to kotaku.

:troll:
 

suejak

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I don't read kotaku because I don't care about 99% of the things they post.

This is literally my only secondary source for crpg news. :patriot:
 

Borelli

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I must say i am very worried about this being marketed as a successor to Planescape: Torment, first it feels like cheap marketing throwing words torment and spiritual successor around, second i'm not sure if people know what the spirit of Torment IS, this will be in new setting with new characters so ... it will have introspective journey about the main char, lots of text and unique companions? All fine and well but inXile could have simply said "we are making an rpg with people who made Torment! woo hoo" but no they just had to say "also it will be a successor to Torment", as i said marketing.
And Planescape: Torment already has a spiritual successor it is called Mask of the Betrayer.:smug:
 

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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 must say i am very worried about this being marketed as a successor to Planescape: Torment, first it feels like cheap marketing throwing words torment and spiritual successor around, second i'm not sure if people know what the spirit of Torment IS, this will be in new setting with new characters so ... it will have introspective journey about the main char, lots of text and unique companions? All fine and well but inXile could have simply said "we are making an rpg with people who made Torment! woo hoo" but no they just had to say "also it will be a successor to Torment", as i said marketing.
And Planescope: Torment already has a spiritual successor it is called Mask of the Betrayer.:smug:

Yes, well, Kickstarter is not a panacea. Marketing matters here too.

The only way to make a completely "pure" game is to fund it yourself.
 

hiver

Guest
Why being "very worried"? What could you possibly loose?
Oh wait i get it... you just had a revelation about a marketing angle and you want to present yourself as a concerned well meaning citizen with our and the original game welfare at mind. Why thank you dear sir. How generous of you.
And youre not sure people know what the spirit of PT is? You dont say...

Its not just about marketing anyway. That is a part of it, of course - but not everything. PT represented a specific angle of design of cRPG games and at the moment this is the only way another game of that kind can be made.
Plus, involving so many original devs speaks for itself. If the only goal was to "cash" (ahaha) on the amazing success of the original dont you think we would be seeing something like that crap bethesda did with Fallout?
 

Silva

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I still stand by that Planescape was a great source of ideas for the project, and that the mechanics in AD&D 2e helped the game. Not in the combat part, but by giving them material to work with. Sure, a lot of that work was subverting the material, or by building on it, but still, I saw Torment as very related to Planescape. Of course, maybe MCA doesn't need it to make a good game, but to say Planescape or AD&D 2e weren't an important part of that game is just wrong, I think..

Nope. AD&D is not a good fit for the Planescpe setting in the first place. No D&D edition is.

Planescape needs a system that supports its gonzo and metaphysical pillars, not a tactical combat-centered one that models all characters acording to martial roles like it was a fucking mini/boardgame.
 

Moribund

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But all that stuff came from DnD. As far as the rules, whatever. Excidium hates combat in games, how is he qualified to judge the rules?

Rules are simple and pretty flexible but have a bit of depth and are interesting. Something like GURPs is simply overgeneric and boring. So far everything else I ever see is kinda crap, or really out there unbelievable crap, unless you want to dust off those gamma world modules in which case :bounce:
 
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Excidium hates combat in games, how is he qualified to judge the rules
How did you reach that conclusion, buddy? I like combat a lot. If I didn't, I'd be in an adventure forums.

What I don't like is the shitty combat most CRPGs have.
 

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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
http://www.formspring.me/ksaun/q/419753781492736387

Kevin Saunders said:
If the new Torment is successful, is the plan to move on to a different setting if the series continues or will Numenera be the continuing setting,in your opinion??
An interesting question. As you might guess, for the foreseeable future, I’m concentrating on making sure that first “if” becomes a “when.” =) It’s far too early to say, but you gave me an out by saying “in your opinion.” =) Therefore, so as to not completely evade your question, I’ll offer my opinion: It could be either – or both!

As Brian has mentioned, our long term vision is to develop Torment as a thematic franchise. This could be done either across various settings or by continuing to explore Numenera, which is certainly rich enough. One thing I like about the latter is that it would allow for appropriate tie-ins between different Torment titles. While Colin is focused most on this present game, as he is crafting the creative vision, story, and characters, he is keeping in mind possible extensions. (That said, this game will tell a complete story with a satisfying conclusion, much as Planescape: Torment or Mask of the Betrayer did.) Additionally, I’m excited about Numenera and Monte has been great to work with, so for those reasons, too, my current thought is that I’d like to continue in this setting.

But I would venture that our decision for a future Torment would be based upon what speaks best to the players. We’ll be learning more about what this Torment’s backers want throughout the course of development, and we’ll be listening to their (and latecomers’) feedback after they’ve played the final game. Work on the next one probably wouldn’t begin until some time after launch and we’d craft the next Torment in the direction the players crave. The ability to do so is one of the most appealing aspects of creating games as an independent developer.
 

Lancehead

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I don't even expect a future Torment to carry much of the Theme of Torment (tm).

Changing settings doesn't make much sense if the game is successful. If the game fails, well, there's no future Torment.
 

Brother None

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Changing settings doesn't. If it's a success, there's likely to be a Numenera: Torment 2. Makes sense, right? But there could also be an Eternity: Torment.

Pathfinder: Torment?

Age of Decadence: Torment?

...

Mass Effect: Torment?

My dream game, obviously, is Bunnies & Burrows: Torment.
 

Stinger

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A series of Torment games that jump from setting to setting would actually make sense.

And be pretty cool.
 

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