Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Torment Torment: Tides of Numenera Thread

Harold

Arcane
Joined
May 10, 2007
Messages
785
Location
a shack in the hub
MRY I'm not expecting every single quest to have hard choices, but there should be present where it makes sense and not skewed towards one side or another. Now I know there's the issue of how best to allocate resources when it comes to quest resolutions, but I think it would be best if we avoid the resource allocation discussion altogether when it comes to TToN, for obvious reasons. :lol:

Whilst I agree PST favours WIS/INT/CHA, I strongly disagree on the paladin part. It's more difficult to be evil, due to the afore-mentioned companion attachment yadda yadda yadda, but the game provides plenty of strong arguments why lawfullness + good can end up doing more harm than good: Morte recalling one such incarnation wanting to put him back on the Pillar because that's where he belongs, Vhailor's extremism, Dak'kon being easily fooled into practically becoming TNO's slave, despite all the gitzherai history of overcoming slavery, and I'm sure I'm forgetting quite a few. It's also more difficult to be super LG or hardcore evil due to it running contrary to the game's strong theme of redeeming past wrongs, breaking the cycle of suffering, not making the same practical, but bad-for-the-soul mistakes etc. and MCA's running argument (present in other games) that paladin-type behaviour can lead to short-sightedness, and (unintended) crueler evils down the road, sort of like the crystal-dragon example you mentioned.

I don't think those choices were intended as 2nd playthrough gimmicks, at least, I didn't view them as such, but yes, they are weaker mechanically and stronger narratively, though nowhere near as hard as they could be due to, ironically, the companions being too well written.

It is evident early on that Kingkiller Chronicle is narrated by a man who has lost everything and took the opportunity to momentarily escape his pathetic existence through a self-glorified retelling of his best years. His unreliable narration is pointed out several times throughout the books.

Kingkiller Chronicle is not undeserving of criticism, but that one always struck me as something aped by people who have never actually read the books. I agree with the rest of your post though.

Oh, I'll freely admit I haven't read it, though I'm not aping anyone, I'm aware of the structure of the novels. Thing is, does it really make that big of a difference? You know the narrator is unreliable, but, and correct me if I'm wrong, the majority of the book is still centered on this wish-fulfillment story he's telling, exagerated or not, the reader still gets his fix. Now, I'm not judging (well, maybe a little): all sorts of people get their wish fulfillment from different things, watching porn, smoking crack, reading tripe fantasy, whatever gets you off - my problem comes when one of these things tries to pass itself off as more than it is, as having some greater artistic merit. What good is wish fulfillment if it is done within one degree of separation - that lying narrator is saying all this, not the author, yet the bulk of what you're reading is said Mary Sue/Gary Stu doing cool things, is it not? What good does it do that once every 50 pages you get a line that goes 'btw this dude is lying his pants off because he's in pain/dying whatevs'? Is this meant to ellicit even more simpathy from the reader towards the poor guy? Why use such a cheap trick, then? For 2 entire books? Will the 3rd one, to be released as soon as Winds of Winter, I expect, expose the narrator completely for the fraud he is, twist your reading of him completely, or make you cry even more tears as he ultimately dies, the saga ends, and you've read 3 books of cool dude doing cool stuff, but not really, he was just trying to rewrite his wasted life as he was dying, the poor guy? That may be a nice message to communicate, life goes by fast, don't waste it or you'll be swallowed by regrets, but essentially what you as the author have written, and what your readers have read were 2 or 3 books of mostly tripe wish-fulfillment.

(I realise the above may come off as me being a rhetorical smartass, but that's not my intent at all, I'm genuinely curious what people get from this sort of thing, so please illuminate me; also I promise I have a bigger point I'm trying to get to with all this, though nobody asked me for it, but it seems that's the way my bi-polar brian has decided to spend today, so please bear with me a little longer.)

You see, the thing is, Rhin in 2rment is also an unreliable narrator of her own backstory (1trickpony much?). She's an imaginative child that talks to her pet rock, has a big head wound, all this is meant to make you question her veracity. Again, the word-smithing part of it is much more effective than with other companions - Rothfuss achieves, no doubt, with most players, the emotional manipulation that he was aiming for - it's the character development part and what he's trying to communicate through that character that I'm questioning. Even worse than perhaps his novels, in the game she actually is a cool Mary Sue, there's no doubt about it, you can make her a p. powerful cypher... storage-container, I guess?, very early on, and it's already been spoiled to me that she becomes completely OP/broken later on. So while she might seem like a subversion of RPG companion tropes in her first dialogue, is she really? Ultimately, is she not just a more badass Clementine, your very own Arya Stark to pet and be loved by? Does this sort of blatant emotional ego-stroking not bother people? You were a nice guy/gal and decided to take care of this poor orphan, but not really-an orphan (see, that ol' fake degree of separation rearing it's ugly head again) and so you are rewarded with loli love and an OP mechanics-wise companion. I know I've bitched a lot about lack of emotional impact when it comes to the other companions, but going to the other extreme is not really helping. Because to me that reads as: you're being manipulative for the sake of being manipulative, well aren't you just so fucking clever, mister writer?

It does not help that, about a dozen pages or so back, someone linked to a stream where Rothfuss was playing the game, and curiosity got the better of me, and I scrolled through it, and what did my eyes see?, what did my ears hear? Rothfuss tearing up at his own dialogue when he first met Rhin and going 'Oh, Rothfuss, you're an asshole to have written this', and a few minutes later adding 'Yes, I wrote Rhin to break your heart'. Now, I don't know about you, but to me that is absolute classles ham behaviour and why I wish authors (in any field) were forced to play dead, but of course they can't do that if they want to sell their novel/game/movie, they have to blog and stream and go to cons and show forced positivity and dumb down their work to reach more retards a wider audience, and all that 'going down the toilet stuff' that the Codex has been going on about since its inception, and why it is truly a refuge from modernity. Ugh...

Now, to get back on track to the point I'm so desperately trying to get at, and, there's no doubt in my mind, failing spectacularly to do so, I would like you, whoever you are reading this, to imagine the following scenario: you're playing PST for the first time, having a fucking blast, and when you get to the area where the Smoldering Corpse Bar is located, outside the bar, you see this little kid called Dak'kon, and - Lady bless his little heart - he's fending off a bunch of hive thugs that want to take his lunch money with a toy wooden sword. You save him from the thugs like the hero you are, you take him under your wing, even though he's kinda shit in combat with his stupid little sowrd that gives -5 thaco, but some hours and a few emotionally-manipulative dialogue nodes later, it turns out the little fucker is a time-travelling space-bending alien priest of a long-forgotten race and his sword becomes a +15 thaco mega-enchanted shiny superkatana that slays everything that moves. Imagine further, if you will, that, a few days after PST's release, someone links you to a MCA stream (yes, in this alternate universe, everybody is streaming like it's 1999), and MCA, our beloved senpai and savior, he's crying his eyes out when he meets little Dak'kon and his toy wooden sword, saying he wrote him to break your heart (and that there was this other companion, some ridiculous skull he ultimately decided to cut, because the team felt the comments he made towards female zombies were inappropriate, and everyone in stream chat agrees and they all brofist eachother, happy at the development team's foresight and sound reasoning). Well? Is that a better companion, a better PST, a better MCA, a better alternate reality?

What this ultimately boils down to is this: what are these writers trying to communicate to the players through all these endlessly tauted 1 bazillion words? Something to do with legacies, I suspect, living a life you won't regret, not being a shitty dad/mom/sire, and it tries to achieve this by putting you in the shoes of what is, essentially, the equivalent of one of the Shadows TNO left behind in PST, and asking you to confront the careless bastard. His dark materials basically, a source that Ziets drew from before in MotB, with far greater success imo, since, up till where I am now (finished Sagus, at the Valley/Necropolis)
- the theme has no emotional punch - except when going for blatant manipulation, i.e. Rhin, the orphans whose house is about to fall from the cliffs -, or is clumsily handled - the ghost woman
- it has very little to no philosophical coherence because there are many stand-alone sidequests that don't really tie in with the main theme, a problem which i think stems from the setting's 'anything that's weird goes' kitchen sink design
- your castoff is a blank/d slate, which on its own, or in a different game, would not be a problem, but you also don't get any companions that are significantly tied to your plight at the beginning and the 2 other castoffs that you meet are: a slaver that, through her very existence contradicts the sense of urgency the main quest tries to instill: she's been happily trading slaves with no fucks to give towards the Sorrow that's supposedly out to get you, and, aside for a few headaches tidal surges, shee seems fine; the other is the wasted opportunity known as Matkina. The trope of fellow lost sibling, abandoned by an inattentive father-figure, with whom you form a bond, grow, and learn from eachother would've been interesting, a chance to do an Imoen-type right, but what she comes off as is... edgy quiet badass assassin #72. Her mere should've been the place where the writing sank it's emotional hooks in you and made you care about her, because her function is to be a mirror of what you could be, a way to somewhat circumvent the blank-slate nature of the PC; instead you get something about saving the lives of some proud villagers from her past so you can unscrew her memory. Huh. O...kay, I guess. And you find that the castoff who knows about your broken PSU is in another castle. Well, I'm fucking hooked, I'll tell ya. Plot beat wise, this is supposed to be the place where the game takes it up a notch, you get a small revelation that hooks you further on. In PST the equivalent moment is getting inside your tomb and reading Don't trust the skull. What is this game's Don't trust the skull? It doesn't seem to have one, maybe it's further down the road, I really really hope so, but ending your game's act one on a flat narrative note seems like a very weird decision.

Holy shit, I'm still not done writing? Are you still reading? What fucking point was I trying to get at? Let's wrap this shit up, brain, it's getting late.

Oh, I 'member! That elusive thing the writing/design team is trying to convey to the players, emotions they're trying to instill, questions they want us to ask ourselves. PR says it has something to do with 'What does one life matter?', but I dunno, men. The game so far is too much of a mish mash of disparate things for that to read clearly (and from what other people have been saying in this thread, later on, it jumps to the other extreme, with everybody and their cousin twice-removed talking about muh legacy), the companions could just as well not be there for the most part, and whenever the game tries to engage me emotionally, it does it so blatantly, so without class, it just pisses me off, which isn't the emotion they were going for, I think. So far, what I'm hearing most clearly from what the writing is trying to communicate is that slavery is bad, helping little orphan kids is good, #levylivesmatter, Blue Oyster Cult is the shit and gay pirates can get into fights and break up with their lovers just like straight pirates can. Well, I guess I should be grateful to all the people who contributed all those moneys to the kickstarter, so that I can now learn all these important lessons. Otherwise, I might still be going around punching kids and selling faggots into slavery.

If I were Ravel, the question I'd ask is: What is it, o writer, that you are ultimately a-tryin' to a-say to your readers through your walls o' text?

Don't worry, the irony is not lost on me.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
It depends - if you use every kind of trick available to you, the Ultimate should be possible with several classes, if not all of them. The way POE works, almost all classes can get themselves to a stage where they can handily survive 80-90% of fights, as long as you're canny about the mechanics. After that, it's a question of whether you, say, go Ranger to corner cheese the dragons, and whether say a Wizard has a way of carving out some strategy.

I'm not a great player or hardcore munchkin by any means, but I feel like if you can do BG2 in insane, you can at least do TCS with most characters.

Back to Torment, in the Valley now and now I've seen a decent chunk of the game, definitely feels like there's decent stuff in there that's been mismanaged and mispackaged to high heaven. It increases the loredump fatigue by the design decision (i.e. the lack of design brain) to just dump random numenera and characters in each map like they're in a waiting lounge for a train. The Endless Battle, the Sorrow and the identity of the Changing God, as well as your own predicament, are all good ways to build momentum and add tension and tie in your travels with a wider story, but instead everything comes in piecemeal in ways that doesn't seem to add up.

Sometimes I come across characters who are totally random, but that I really like - stories that are just really interesting even self-contained. But usually you're coming across thoem after talking to 6 other dudes all with nonrelated stories with entirely new dump of names, so the game's actually structured to make its content less interesting.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
Can we take a moment to appreciate just how terrible the entire transition from Miel Avest to The Bloom is?
How about the way they setup the twist? People that say this is a great story worthy of PST must be using drugs, if they were doing a comedy story it would be a great pun but this thing just killed me. This happens all of sudden that you wonder if you were on Discworld or The Hitchiker's guide to the galaxy all of sudden and the writer decided to troll you.:lol:
Specter: LOL, I'm the Changing God, bitch, gimme your body naow!

The secret twist was so poorly planned I knew the answer from the very moment the Specter said he's not actually part of your mind. I mean, yeah if you're not part of my mind I wonder who else you might be, Mr. Mysterious Specter

Vaguely reminds me of the ploy Kreia pulled on the main character in KotOR2.
At least on Kotor 2 you feel as soon as you meet Kreia: "Man, this creepy granny is up to no good." on NumaNuma it is like all of sudden "Hi, I'm your long lost genius brother, Steven, heard about me? Good, now gimme all you have if you wanna live!"
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Since I haven't played TTON, I'm the wrong person to debate that point with you.

Then play it, man.

Well, I don't know what your reason is, but I'm thinking that if I was in your place I'd avoid playing it as much as possible for fear of being disappointed.

I did replay PST -- though I think I quit my first time just after Trias, and the third time I tried to play, I gave up pretty quickly. I don't think it's a game that lends itself much to replaying, though, because there's pretty clearly an optimal path and the divergences (that I recall?) seem more like short blind alleys than long highways with their own off-ramps and interchanges.

As I said in another topic, I think the most important factor in replayability is quality content.
If the content is bad or boring then I really don't care how many equally optimal paths there are, I won't bother to play it just to see shit forking out into more shit.
In contrast if the content if of high quality, which is the case with PST, then I will want to replay it even if there are only small differences, because I want to experience quality content be it in short doses or not.

Then there's hidden content. And by that I mean content that is harder to come by, not choosing "yes" instead of "no" in a conversation and then being presented with the result. For example, in PST it's very easy to miss stuff like being mazed, the modron cube, Nordom or Vhailor off the top of my head. All those provide quite a lot of quality content.
Now I understand there is some hidden content in TTON but I don't know to what degree and unfortunately the game didn't have enough quality content to make me try to look for more. I certainly don't want to bother only to find out more humans who touched the wrong Numenera, more "strange" and "alien" scripts or more stuff that "feels like an eternity". No, thanks.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,719
Location
California
Well, I don't know what your reason is, but I'm thinking that if I was in your place I'd avoid playing it as much as possible for fear of being disappointed.
In order:

(1) No time.
(2) Computer too old.
(3) I more or less stopped liking RPGs and fantasy in general a while ago, possibly as a function of #1, but I think also as an indirect consequence of law school. AOD is a rare exception, but basically I couldn't make it through Dragon Age: Origins (which I also worked on, and which the Codex generally liked a lot) or Jade Empire (which Bioware had wanted me to check out), and while I made it through MOTB, I basically hated everything about it other than the dialogues and a few of the scene compositions. I did make it through Mass Effect, but mostly because it's not really very RPG-like. And even AOD, I didn't bother to learn the combat system and just played it as talking characters.
(4) Playing Primordia, which I could fix if I saw something broken, was an excruciating experience. The whole time I was looking for rough spots to try to buff them away. With TTON, it would be even harder because I'd feel responsible for doing the same thing, even though I'd know that I couldn't address the rough spots I saw.
(5) If I played the game and loved it, I'd feel obliged to argue with people who didn't in defense of my colleagues. If I played the game and didn't love it, I'd feel like scum for not having played the game and given feedback when it could've been incorporated.
(6) I know the basic plot so there aren't going to be any surprises.

There is literally no possible way I could play the game without being disappointed since: (a) I have never looked at anything I've had a role in writing without being disappointed; (b) I love PS:T more than any other cRPG and there was never any chance of another game living up to it, just like there's no chance of any friendships being quite as intense as childhood friendships or any fantasy novel having the same impact as the one you really liked at 13; (c) I'd be playing it with most of the twists and turns spoiled. The real question is just how disappointed I'd be, on a scale of Codex to Cobbett.

Anyway, I might play it in a couple years when I have a new computer, I've forgotten some of the details, the debate has died down, and patches have polished things up.

As I said in another topic, I think the most important factor in replayability is quality content.
Well, maybe. Sometimes there's content that's fun to do over and over and over again (good old console games are like that). And sometimes there's content that's fun to do once, and not again. (Adventure games tend to fall into this category, in my opinion.) Sometimes there's content that even gets better each time. All I know is that when I tried to replay PS:T, the immensity of the text in front of me, most of which I'd already read and much of which I could still remember (especially the best parts) was enough to make me not want to play. The idea of spending all that time (40 hours? something like a month of all my leisure time?) mostly retreading the same territory is totally unappealing. In fact, listening to that most recent Avellone interview re: PS:T, he talks about how most of the dialogue choices are Biowarean in that they curve back to the same point, and it's just not that exciting to do that (at least not for me any more).

By contrast, AOD lets you go off in new directions very quickly, and the game is much brisker than PS:T.

Now I understand there is some hidden content in TTON
I don't know either, but I do know that there are lots of different (and interlocking) ways to resolve quest lines. Or so I gather from second-hand sources.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Well, maybe. Sometimes there's content that's fun to do over and over and over again (good old console games are like that). And sometimes there's content that's fun to do once, and not again. (Adventure games tend to fall into this category, in my opinion.)

Maybe I'm autistic, or I forget easily but there are also completely linear adventure games I replayed only because I enjoyed the content so much.

I don't know either, but I do know that there are lots of different (and interlocking) ways to resolve quest lines.

Yeah, that on its own doesn't excite me enough. If I'm terribly curious what happens if I choose "a" instead of "b" I can just ask or google. The game needs to give me much more than that. But it's much harder, I think, to make a storyfag game work than a combatfag one which is why I generally said fuck you to storyfaggotry. There will always be more value in trying different builds than in trying different dialogue choices.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
I think the kind of reactivity that they are doing, despite technically adding a lot of depth, doesn't really resonate with players. Makes me question what's even a point of doing it at all. Seems like they were so convinced that it will become an instant classic, that they were more worried about designing it for people who will replay it 5 years from now, than for people who will play on release.

It was the same with Pillars. I think I posted somewhere on the Codex the excerpts from Raedrik quest. He gets additional guard if you barge through the fortress head-on, and one less guard if you get to the throne room by stealth. Well, that's cool reactivity bro, but here's the thing: I beat the game twice and only noticed this reactivity while reading about Raedrik on a wiki.

No idea why they insist on doing stuff like this, it obviously takes a lot of work, for something 99% of players will never notice, and 1% that notices will go "meh, whatever".

Wasteland's reactivity was a lot more in the front, ironically. I remember I left Diamonta in middle of a mission to explore on the global map a little bit, and suddenly the guy on the radio starts raging at me that I left them all to get buttfucked by robots. I come back and indeed, everybody was dead. And that was actually cool and something I could get excited about, or talk about with other players. In all my years of gaming I have never seen anyone brag how they've got "a separate dialogue node with slightly different flavor text based on my gender".

Meh.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
I failed a check to persuade the Sticha leader to help the weak sticha on the garbage dump and he said he would pay me to kill him instead. I get this is kinda cool but on this same quest there was an human noble already wanting that sticha head, so it was a question is how much I gonna make of money and to whom I gonna kill him for, not a completely different outcome. I guess this can be counted as "reactivity" but that is kinda lame.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
Patron
Joined
Oct 20, 2015
Messages
1,261
Location
Uwotopia
Steve gets a Kidney but I don't even get a tag.
I just reached the Bloom and gotta be honest, so far, Tyranny - a side project from Obsidian, already has more memorable moments than this PS:T's successor.
 
Self-Ejected

an Administrator

Self-Ejected
Joined
Nov 17, 2015
Messages
4,337
Location
Where expecting basics is considered perfectionism
she's been happily trading slaves with no fucks to give towards the Sorrow that's supposedly out to get you, and, aside for a few headaches tidal surges, shee seems fine

I don't get this "emotional manipulation" thing, i gave Rhin back to the slaver once i saw her.

Slaver girl says Rhin is helping her to prevent her tides from influencing the world(thus ruining the balance) so Sorrow will have no reason to go after her.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,126
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I don't get this "emotional manipulation" thing, i gave Rhin back to the slaver once i saw her.

same

"waaaaaaaah i'm a poor innocent magical kid character from a stephen king novel please please pretty please protect me and take me with you uguu~"

aw hell no
Because there is so much more reason to keep all the other NPCs?
 

FugueLah

Scholar
Joined
Jan 3, 2016
Messages
168
If any of you would be so kind. I'd like a tldr critique on the systems, combat, c&c and story/characters or at least a link to something similar. I don't really have time to sift through all this autism about balance.
 
Unwanted

Kalin

Unwanted
Dumbfuck Zionist Agent
Joined
Sep 29, 2010
Messages
1,868,264
Location
Al Scandiya
Bros, I just wanted to point out that Carceri can be mighty rewarding on an evil playthrough. While you could do all the goodie stuff out of pure self-interest, it's not like you have to. Let the gehreleths feast on those weakling saps! Go full Brady and encourage the mob to lynch the official. Kill those anarchists and take their stuff, and best of all, spectate the execution sequence! If you have Ignus in your party, he will even shout his good old "Buuuurn!" as the crowd cries for blood. A lovely little detail that, one most players probably never notice. You do get shafted XP wise, true, but at least you get to have some fun, fight a stronger Trias and walk away with that fuzzy feeling of not having helped a single schmuck.
 

Gepeu

Savant
Patron
Joined
Oct 16, 2016
Messages
986
I like how the steam user rating is flipping from Mixed to Mostly Positive and back. Just proves the intellectually connoisseuristic nature of the game - the plebs is trying hard to bring the game down in revenge for their own ignorance that prohibits them from comprehending the game's majestic narrative quality.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
[...]

IMO main story is badly executed banal shit, while some of the side attractions show a glimmer of inspiration sometimes. But just sometimes.
Operative words here being badly executed. The story itself could've been good, but it's completely sabotaged by the shittiest exposition and storytelling known to man. It's insane that they played through this and thought to themselves "Yup, this is release-worthy. This is spot-on. I especially like the merecaster bit where you go to someone's past to find Mazzof, knowing you'll meet Mazzof because someone told us that you would, but you have to take an action within the mere that the person never would've taken, in order to speak to Mazzof; an action you couldn't possibly have known to take, but that we, clever developers, force you to take, or else you cannot leave the mere. Fucking genius."
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,737
Pathfinder: Wrath
It's obvious no editor has come within a kilometer of the development of this game. They would've cut out 75% of the word avalanche.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom