To enable the members of the design team to work independently, the game’s creators are dividing Torment‘s gameplay into “zones,” collections of areas that occupy a chunk of the story, and farming them out to individual writers to fill out within the constraints of McComb’s roadmap. The zones essentially function as modules with a limited degree of independence, enabling writers to tweak their zone’s story without setting off a chain of consequences through the rest of the plot.
“[McComb] is defining the box, and the writer will create the design for the zone within that box,” says Saunders. “There’s a lot of flexibility as to what they do in the end. Some areas are more tightly connected to the story, others are more open. This way not each of these people have to be fully versed on every detail of the story at all times.”
I mentioned a few times i would like to see some world travel, over a world map going on, even if without all the gameplay that has in Fallouts or W2, but, reading this ... i have to say, it wouldnt make much sense.
I guess i was thinking more about the new world of Numenera and all...
But, of course, PsT had that great "world map" of its own, while the game led you from specific location to location - based on the story and lore. And whats best about it is - it did feel like we traveled very, very far sometimes.
Besides that, i think this design and usage of different writers for zones might work very fine, creating really different feeling of locations on a more fundamental level then we usually have opportunity to see, if it all comes together, which actually doesnt seem difficult with a setup like that.
Must be great fun working like that, for Colin. Game writer wet dream.
![Smile :) :)](/forums/smiles/icon_smile.gif)
One of the best jobs in the world currently, i would say.
and, of course,
h -
-edit-
- no common decency left in the world...