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

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Sure, but if the core mechanics are bad there is only so much you can do with them without overhauling the entire system, in which case why even use it in the first place.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Sure, but if the core mechanics are bad there is only so much you can do with them without overhauling the entire system, in which case why even use it in the first place.

Monte Cook: "My setting, my rules."

Anyway I'm curious to see how the Effort mechanic will shape up - I don't think something like that has ever been in a CRPG. So there's that.
 

hiver

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Sure, but if the core mechanics are bad there is only so much you can do with them without overhauling the entire system, in which case why even use it in the first place.
True, but if anyone can do it then its the A team we have on the job.
 

Lady_Error

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Sure, but if the core mechanics are bad there is only so much you can do with them without overhauling the entire system, in which case why even use it in the first place.

So what IS wrong with the core mechanics of Numenera? It's good to remember that for Excidium everything seems to be "p. shitty".
 
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http://www.pastemagazine.com/articl...ng-torment-bringing-the-immortal-back-to.html


[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

Inxile plans to use some add-ons from the store to help bring Numenera to life as well, though not to the extent that they did for their previous game.

Besides that, nothing new.
 

Roguey

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Last night Chris Avellone had a drunken twitter conversation with a 4chan bot that automatically links to new threads.
>rules and combat of Numenera PnP sucks ass>Avellone just going to rubber stamp everything they say>Wasteland 2 do...
Chris said:
I almost rubber stamped this Tweet.
But, I confess, I do like Numenera PNP. The mechanics make it easier for me to feel like a hero w/a group of heroes.
I will now go back to my Room of Shame. Because there are kittens there.

It's true that Avellone doesn't care all that much, considering there's a lot of stuff in Wasteland 2 he'd disagree with (like speech skills and randomized chance for success in stand-alone checks).

Also unsurprising that he likes streamlined mechanics.
 

hiver

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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. :) One of the best jobs in the world currently, i would say.

and, of course,

h -

-edit-


- no common decency left in the world...
 
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Roguey

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When most of you what you do involves reading text, how long it lasts depends on how quickly you can read.
 

veryalien

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When most of you what you do involves reading text, how long it lasts depends on how quickly you can read.

I agree somewhat with that sentiment, but there's a difference between getting through a game quickly because you skip text, and the lead designer telling you it's a going to be a shorter RPG than the standard length people might expect. He's using BG as the standard.

For what it's worth I was hoping for something along the lines of DA:O. Which is 60-80 hours, possibly more if you go deep into the additional content.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
For what it's worth I was hoping for something along the lines of DA:O. Which is 60-80 hours, possibly more if you go deep into the additional content.

Of which how many hours are Deep Roads trash combat?

These are very different sorts of games.
 

Roguey

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DA:O can be completed in 35 minutes.

A big chunk of its time can be spent just watching the characters speak out their lines.
 

veryalien

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Of which how many hours are Deep Roads trash combat?

These are very different sorts of games.

That's fair, about the Deep Roads. There was a lot of content though to get through though, despite the trash mobs.

DA:O can be completed in 35 minutes.

A big chunk of its time can be spent just watching the characters speak out their lines.

Are you talking about this video?



This guy really skips a LOT of content. I don't even see the mage tower in there. I'm talking about a regular play through.
 

Ravel myluv

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Correct me if I'm wrong but PST was like 30-40 hours long right?

I don't like the use of the term "quick-ish", I doubt he would have said that if the game was as long as PST.
I"m now worrying this will be a 18-20 hours game :(

Anyway there's only so much they can do with a 4 million budget. And here's to hoping Wasteland 2's not eating all these funds at this very moment :decline:
 

Roguey

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The Bioware QA speed record for completing it was 12 hours by skipping all dialogue. :P

But expecting 60-80 from a Torment successor is unlikely considering they can only write so much text, create so many areas to explore, and combat only happens on special occasions. Torment was the shortest IE game too.
 

veryalien

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Torment was the shortest IE game too.

Well you got me there. I don't have the data to really argue that it was or was not. I do remember, vividly, that I could skip an entire faction, or choose not to explore sigil and save a lot of time. I mean getting Mazed by the Lady of Pain probably ate up an hour on its own.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Sperging out about game length is usually unproductive, because the people who really savour long games always find a way to draw out the playtime of any game that they play. Thus, gameplay time estimates by developers have no accuracy for them anyway.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I expect it to be shorter than PS:T, but I'm also expecting different playthroughs to be more different.
 

Roguey

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Even after the reactivity in Wasteland 2? :)
 

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