hexer
Guest
So they started handling this the right way. Finally!
Fingers crossed for a properly voiced version one day.
Fingers crossed for a properly voiced version one day.
MCA said here in that he didn't want to be Lead Writer at Obsidian anymore, and we don't know why he ended up only doing 2 companions.Avellone made two companions, but the only thing he tried to implement (a mental dungeon) was cut.
He's never criticized Obsidian as a whole, only management. In fact, he's praised the developers and PoE's team several times.He leaved Obsidian, criticized them many times,
Are you talking about the presentation on team hierarchy? MCA did criticize something Sawyer likes to do, but he wasn't called out or anything. The presentation was simply about how he believes things should be run.including giving passive agressive talks about the type of role that Sawyer had in PoE, and stopped following most of them (including Sawyer) on social media.
Sawyer and MCA working together did end poorly for MCA's content almost every time, but it's a lot more likely that the partners were the main factor. After all, if Sawyer was the only problem and MCA wanted to stay, all he had to do was avoid Sawyer's projects.You don’t need a conspiracy theory to conclude that he is one the main factors in Avellone’s departure.
I guess I should put the game on pause for few months and play the Ultimate GoTY Enhanced Edition when it is out.http://steamcommunity.com/games/272270/announcements/detail/630906986336404150
What Comes Next?
Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks.
But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.
Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a production trade-off where we reduced the number slightly. Not only does a single companion take many months of work from writers, scripters, designers, and artists, but because we wanted companions to interact and react to the game world and conversations in a deep way. Their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game.
But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve.
To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:
- Oom ("The Toy" companion).
- Voluminous Codex.
- Crisis system improvements.
Our initial updates to the game will focused on bug fixes, optimizations, and other improvements, while the content additions will come later down the line. Both the patches and content updates will, of course, be completely free for all Torment owners. We will have more news on these in the coming weeks and months!
It's your incredible support that allows us to continue making the games we love. We can't stress to you enough how amazing a journey working on this new Torment game has been, and we are excited to see how we can continue to improve it even further.
I guess I should put the game on pause for few months and play the Ultimate GoTY Enhanced Edition when it is out.
Once again the people who backed it and played early miss out on the best experience. Why can't devs just fucking finish the game
Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks.
New PR manager seems to be competent. Tier 1 PR stuff right there, lemme tell ya!
Wow, I honestly didn't expect them to commit to large content updates despite T:TON sales tanking so badly, Better late than never, I guess. Although I kind of wonder if announcing that a week after launch won't kill the sales even more, with people holding out for inevitable DC/GOTY.
Still, I can respect that. InXile may do a lot things wrong, but their the post-release support so far is always excellent.
I actually really liked the clerk. No joke. He's actually well written, non-cringy, and would've fitted well into a Tormentesque game.Finally someone notices the Clerk.
Incline for Age of Decadence.
You can tell the Council that you created him, also you can wait very long for the Council to have time for you and the hole party gets demoralized
Wow, I honestly didn't expect them to commit to large content updates despite T:TON sales tanking so badly, Better late than never, I guess. Although I kind of wonder if announcing that a week after launch won't kill the sales even more, with people holding out for inevitable DC/GOTY.
Still, I can respect that. InXile may do a lot things wrong, but their the post-release support so far is always excellent.
Nah, it's just out of desperation, and "throwing something small to the backers", like Lacrymas said, they were probably already 80% done. I imagine The Toy was pretty much written already but they didn't finish just some animations, it's pretty much "Damage Control 101 doing as little as possible", only reason they're doing this is to try to pacify pissed off buyers and backers.
No, he is based on the recurrent clerk characters in Jack Vance novels, particularly the clerk from Araminta Station. It probably helps (?) that I spent a decade working in government.I actually really liked the clerk. No joke. He's actually well written, non-cringy, and would've fitted well into a Tormentesque game.Finally someone notices the Clerk.
Incline for Age of Decadence.
You can tell the Council that you created him, also you can wait very long for the Council to have time for you and the hole party gets demoralized
My theory is the idea for this character came from a real life clerk that Brian Fargo had to deal with when filing for his Gamer Shoes™ patent.
No shit Sherlock, I wouldn't expect to receive stuff when it actually ships.Keenan said:Provided you gave us your correct shipping address by January 27th, 2017, you will be ready to receive all your physical goods when they ship.
Wow, I honestly didn't expect them to commit to large content updates despite T:TON sales tanking so badly, Better late than never, I guess. Although I kind of wonder if announcing that a week after launch won't kill the sales even more, with people holding out for inevitable DC/GOTY.
Still, I can respect that. InXile may do a lot things wrong, but their the post-release support so far is always excellent.
Nah, it's just out of desperation, and "throwing something small to the backers", like Lacrymas said, they were probably already 80% done. I imagine The Toy was pretty much written already but they didn't finish just some animations, it's pretty much "Damage Control 101 doing as little as possible", only reason they're doing this is to try to pacify pissed off buyers and backers.
Wow, I honestly didn't expect them to commit to large content updates despite T:TON sales tanking so badly, Better late than never, I guess. Although I kind of wonder if announcing that a week after launch won't kill the sales even more, with people holding out for inevitable DC/GOTY.
Still, I can respect that. InXile may do a lot things wrong, but their the post-release support so far is always excellent.
Nah, it's just out of desperation, and "throwing something small to the backers", like Lacrymas said, they were probably already 80% done. I imagine The Toy was pretty much written already but they didn't finish just some animations, it's pretty much "Damage Control 101 doing as little as possible", only reason they're doing this is to try to pacify pissed off buyers and backers.
What boggles my mind is that they still haven't wrapped their head around the painful truth that if they want any of the damage control to bite, they need to admit that they fucked up in the first place. Instead they're going "lookit all these awesome reviews we're getting! we're awesome! you're awesome! everyone's awesome!"
Which I think may kind of be the reason they're in this situation in the first place. If CMcC or whoever had had some standards from the start, this wouldn't have happened.
Prime Junta's thesis: if they have no standards for cobblestones, why would they have standards for anything else?
FFS.http://steamcommunity.com/games/272270/announcements/detail/630906986336404150
What Comes Next?
Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks.
But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.
Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a production trade-off where we reduced the number slightly. Not only does a single companion take many months of work from writers, scripters, designers, and artists, but because we wanted companions to interact and react to the game world and conversations in a deep way. Their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game.
But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve.
To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:
- Oom ("The Toy" companion).
- Voluminous Codex.
- Crisis system improvements.
Our initial updates to the game will focused on bug fixes, optimizations, and other improvements, while the content additions will come later down the line. Both the patches and content updates will, of course, be completely free for all Torment owners. We will have more news on these in the coming weeks and months!
It's your incredible support that allows us to continue making the games we love. We can't stress to you enough how amazing a journey working on this new Torment game has been, and we are excited to see how we can continue to improve it even further.
inXile new propaganda poster:
Stupid Bullshit Propaganda said:"Did you know that... 90 fully unique cyphers"
Some work, some fuckin' don't. But nevermind, let us have our own bullshit poster:Stupid Bullshit Propaganda said:"Did you know that... 69 abilities obtained from types, foci, companions and through story events"
Yeah, it's basically the classic "We're sorry we got caught for fucking up" instead of "We're sorry we fucked up". I don't buy it for a second that they were too busy making the game and didn't think of telling the backers that they cut out content, they (IMO) intentionally stayed quiet in hopes that no one notices till after the release.
Wow, I honestly didn't expect them to commit to large content updates despite T:TON sales tanking so badly, Better late than never, I guess. Although I kind of wonder if announcing that a week after launch won't kill the sales even more, with people holding out for inevitable DC/GOTY.
Still, I can respect that. InXile may do a lot things wrong, but their the post-release support so far is always excellent.
Nah, it's just out of desperation, and "throwing something small to the backers", like Lacrymas said, they were probably already 80% done. I imagine The Toy was pretty much written already but they didn't finish just some animations, it's pretty much "Damage Control 101 doing as little as possible", only reason they're doing this is to try to pacify pissed off buyers and backers.
Of course it's all PR and damage control, same with WL2 DC, or with Witcher's 3 "free DLCs". Doesn't really matter what their motivations are, as long as we get a better game.
I'd imagine they were always going to patch it heavily, same as WL2. It's a fucking shame that it bombed so badly on the market. As much as I enjoy seeing Fargo get a kick in the nuts so hopefully they get their shit together, but had it sold well the patches would have been much more extensive I'm sure.
In time this might have been much improved game, the potential is there.
Yeah, it's basically the classic "We're sorry we got caught for fucking up" instead of "We're sorry we fucked up". I don't buy it for a second that they were too busy making the game and didn't think of telling the backers that they cut out content, they (IMO) intentionally stayed quiet in hopes that no one notices till after the release.
You know, I think it would be worse if it wasn't intentional.
That would mean they forgot completely, which means they really don't give a shit about us or the promises they made, after they got our shekels.
It would be interesting to hear which it is.