HeatEXTEND
Prophet
"""""roleplaying"""""
"""""roleplaying"""""
Back in 1999, I was honored to be part of the team that delivered Planescape: Torment, a game that PC Gamer magazine called the best RPG of all time. It was a philosophical game that asked its players, “What can change the nature of a man?” For years, people have been asking for a follow-up, and for years... nothing. But in 2012, inXile CEO Brian Fargo asked me to help him make it a reality. The idea of writing a companion game to one of the most adored RPGs of all time was daunting, if I may understate the case. But after a bit of frantic soul-searching, I agreed. We assembled our initial team and started planning our Kickstarter. We went live in March 2013, asking initially for $900,000. We honestly weren’t sure we’d even make that goal. So it came as a bit of a surprise to us when we reached that in a mere six hours, and wound up becoming the most-funded videogame in history at that point.
We’ve never wanted to take PST’s place, nor to create a cookie-cutter experience that mimicked the exact flow of the original. We just wanted to create a worthy successor. So how did we go about that? Well.
We replayed the game, analyzed what made it so effective, and used that analysis to create the pillars on which we rested our vision of a Torment game. First, we needed to set it in a world unlike any other, and fortunately our pal Monte Cook happened to have launched his own successful Kickstarter a short time before ours - his amazing Numenera setting. Second, our goal has always been to create another thoughtful game with a deep, thematically engaging narrative. We didn’t want to write a “save the world, save the princess” story – a Torment story must be deeply personal, and while it can certainly scale epic heights, it must always, always remain focused on the personal experience of the protagonist. Third, we wanted to make sure that the choices in the game mattered. That’s a core tenet of inXile’s design philosophy, too – that the world must react to your choices, to change with your decisions, and that the consequences will be more than merely cosmetic. We wanted to create an experience that is different on every playthrough.
So if anyone asks you, here’s what you can tell them. Torment: Tides of Numenera is a single player, story-driven, sci-fi/fantasy game set on Earth, one billion years in the future. You should definitely emphasize those last words for maximum effect.
We hope we’ve succeeded in our goals. We think it’s a really neat game. We hope you will too. And if you do, you should thank the Kickstarter backers who made all this a possibility, and then a reality.
I’m confident that I can speak for everyone at inXile when I say this: Thank you so much for giving us this opportunity. We truly appreciate the chance to make this game for you.
and used that analysis to create the pillars on which we rested our vision of a Torment game
We replayed the game, analyzed what made it so effective, and used that analysis to create the pillars on which we rested our vision of a Torment game.
We replayed the game, analyzed what made it so effective, and used that analysis to create the pillars on which we rested our vision of a Torment game.
Funny, after playing this game I was absolutely certain that the developers had never played Planescape: Torment...
And suddenly, through the torrent of regrets, you feel the first incarnation again. His hand, invisible and weightless, is upon your shoulder, steadying you. He doesn't speak, but with his touch, you suddenly remember your name... and it is such a simple thing, not at all what you thought it might be, and you feel yourself suddenly comforted. In knowing your name, your true name, you know that you have gained back perhaps the most important part of yourself. In knowing your name, you know yourself, and you know, now, there is very little you cannot do.
So they sold something like 42 thousand copies on Steam. I estimate that is somewhere around 1 million dollars in revenue.... Inxile will probably still make money on this game, just not very much.Considering that there were 74k Kickstarter backers and a fair bunch of slackers, that's... not great. As in, no-good. Bad. Terrible.
Indeed. While playing I consistently had the feeling that the game just has a lot of dialogue simply for the sake of having a lot of dialogue. It also almost seems like the devs were afraid of editing it, because a spiritual successor to PST must allegedly have a lot of text and writing quality is only second-rate.What these retards today don't seem to understand is that it's not the word count that set PST apart, it was the quality of what was written.
I've also noticed that you can no longer see the number of people in-game on the Steam Community Hub for Tides of Numenera. About a weeks or two ago, I compared the Community Hub for Tides of Numenera and Pillars of Eternity, and was going to make a post about it, but I never did. There were several hundreds more listed for Pillars of Eternity, despite it being shortly after release for Tides of Numenera, and literally years later for Pillars of Eternity. And now they've even turned it off, so that people can't make the comparison in order to gauge the number of active players.http://steamspy.com/app/272270
Considering that there were 74k Kickstarter backers and a fair bunch of slackers, that's... not great. As in, no-good. Bad. Terrible.
Edit: also, the review score is still dropping, now at 66% positive. Ai yi yi...
I've also noticed that you can no longer see the number of people in-game on the Steam Community Hub for Tides of Numenera. About a weeks or two ago, I compared the Community Hub for Tides of Numenera and Pillars of Eternity, and was going to make a post about it, but I never did. There were several hundreds more listed for Pillars of Eternity, despite it being shortly after release for Tides of Numenera, and literally years later for Pillars of Eternity. And now they've even turned it off, so that people can't make the comparison in order to gauge the number of active players.http://steamspy.com/app/272270
Considering that there were 74k Kickstarter backers and a fair bunch of slackers, that's... not great. As in, no-good. Bad. Terrible.
Edit: also, the review score is still dropping, now at 66% positive. Ai yi yi...
Yes, popularity does not equate to quality, but it was pretty damning.
Edit: As for the review score dropping, so much for the conspiracy theory that it was the RPG Codex (I swear, the weight of public opinion some people attribute this wonderful cesspit is astonishing) pulling down the numbers and trashing the game out of spite (for some reason).
So they sold something like 42 thousand copies on Steam. I estimate that is somewhere around 1 million dollars in revenue.... Inxile will probably still make money on this game, just not very much.
I'm not hoping for bankruptcy. I'm hoping they see the error of their ways and start making the kind of games they keep promising.
Game seems like a failure, but don't hold your breath for a bankruptcy. Siege of Dragonspear must have sold even worse and that didn't kill Beamdog. And they didn't have a warchest of two additional crowdfunding campaigns either. As I said, like a certain RPG protagonist, small game studios can be surprisingly resilient.
Well either they've been telling the truth, meaning that the state of the game is even more unforgivable as it's been in development for over 4 years and with a budget of at least 7 millions, or they're lying piece of shit that not only lied about giving the game additional funding, but also likely diverted funds to other projects, thinking they'd make up the difference by means of new kickstarters.So they sold something like 42 thousand copies on Steam. I estimate that is somewhere around 1 million dollars in revenue.... Inxile will probably still make money on this game, just not very much.
Won't add up if they've been telling the truth about the "millions" of their own money they've supposedly put into it.
they're lying piece of shit that not only lied about giving the game additional funding, but also likely diverted funds to other projects, thinking they'd make up the difference by means of new kickstarters.