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

hiver

Guest
Sounds great to me. Personal decisions and NPCs judging you based on their own agendas and beliefs.
But there probably will be some Tormenty factions too... well, lets ask Kevin.
 

Snerf

Learned
Joined
May 24, 2012
Messages
144
Oh my fucking god. This Kevin Saunders dude is actually an intelligent human being.

Yes, he is actually really good at what he does. I've said it before and I'll say it again, Shattered Galaxy was awesome - the guy has a solid track record.
 

Captain Shrek

Guest
I wonder how they will put it in. It will require Deus Ex level of scripting. But that is what we want, don't we?
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,219
Location
Azores Islands
But why call it Tides? makes no sense whatsoever. The explication he gave is all good and well, but the name itself has no connection, he could have called it "Gravy" and make the same point.
 

Captain Shrek

Guest
But why call it Tides? makes no sense whatsoever. The explication he gave is all good and well, but the name itself has no connection, he could have called it "Gravy" and make the same point.


Probably POST-critical thinking. I am willing to digest this one little misnomer.
 

hiver

Guest
Nope. Do you guys know what the tides are? Consider the process of them for a while.
The movement. Controlled by celestial bodies. Constant ebb and flow. The slow build up. And then... they rise.
Rush in, drown, overwhelm.

Sometimes, at some places.

its perfect.
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
Nope. Do you guys know what the tides are? Consider the process of them for a while.
The movement. Controlled by celestial bodies. Constant ebb and flow. The slow build up. And then... they rise.
Rush in, drown, overwhelm.

Sometimes, at some places.

its perfect.
The tides also fall, which makes it sound even more intriguing.
 

~RAGING BONER~

Learned
Joined
May 1, 2009
Messages
420
should just be The Tides of Numenera, fuck the Torment.

Just use the Torment name to collect the JewCredz on KS, afterwards no need to add it to the title if people already know its a Torment successor.
 

hiver

Guest
Also, the strength and frequency of a tide is dependent on distance from the equator, geographical details and features, the depth of the sea, sea floor features, coastal characteristics, land masses and many other things.
Or - underlying principles.

Sounds like that familiar metaphysical gibberish to me. :love:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
Codex Year of the Donut 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
Still think it sucks. Should just be Numenera: Torment.

I think they have to move "Torment" to the beginning of the title, same as Creative Assembly did with "Total War". It's the more recognizable part of the brand.

And "Torment: Numenera" doesn't sound so good.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,677
Codex Year of the Donut 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
http://www.formspring.me/ksaun/q/425265477120455477

Kevin Saunders said:
What kind of dialogue representation you will go for? Dialogue trees, something more ugh.. next gen? What do you think about DX:HR dialogue battles system, applied only for special NPCs or creatures (but with text clues replacing graphical-visual clues)?
We plan to use dialogue trees for the conversations in Torment, much as in Planescape: Torment. You’ll choose the line you speak (or action you take) from a list of options. You’ll play a specific character, but that character is you more than you are that character. =) That is, you aren’t role-playing as a specific individual who already has a set personality – we aren’t planning to abstract your options as games such as The Bard’s Tale or Deus Ex: Human Revolution (DX:HR) have. Because of the personal nature of Torment, we want the player, not just the PC, to be the one experiencing the story. The game will be telling *your* story and we think this traditional approach to dialogue representation is a great way to accomplish that.

I’m very interested in user interface design and I hope to improve upon the standard dialog tree system/representation, but in ways that are iterative improvements or minor innovations – we’re not intending to make any revolutionary changes or reimagine dialogue. We’ll be polishing what’s already been proven to work well. That said, we’ll be interested in hearing more from our backers about what they’d like to see.

We have talked a little about expanding what you can do within the dialog system like you suggest. I think the DX:HR dialog battle system is an intriguing idea (though it seemed more linear than I would prefer) and a text-based version is worth considering for Torment. Probably not as a required event, but as an option in certain situations, and potentially an alternative to traditional combat if successful. And I don’t have any fundamental issue with decisions in dialog even potentially yielding a fatal outcome, =) so long as the player is receiving enough feedback to make informed decisions. So especially if this (or some other extensions to the dialog system) has a lot of interest from the backers, we’ll look into it further.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
http://www.formspring.me/ksaun/q/425265477120455477

Kevin Saunders said:
What kind of dialogue representation you will go for? Dialogue trees, something more ugh.. next gen? What do you think about DX:HR dialogue battles system, applied only for special NPCs or creatures (but with text clues replacing graphical-visual clues)?
We plan to use dialogue trees for the conversations in Torment, much as in Planescape: Torment. You’ll choose the line you speak (or action you take) from a list of options. You’ll play a specific character, but that character is you more than you are that character. =) That is, you aren’t role-playing as a specific individual who already has a set personality – we aren’t planning to abstract your options as games such as The Bard’s Tale or Deus Ex: Human Revolution (DX:HR) have. Because of the personal nature of Torment, we want the player, not just the PC, to be the one experiencing the story. The game will be telling *your* story and we think this traditional approach to dialogue representation is a great way to accomplish that.

I’m very interested in user interface design and I hope to improve upon the standard dialog tree system/representation, but in ways that are iterative improvements or minor innovations – we’re not intending to make any revolutionary changes or reimagine dialogue. We’ll be polishing what’s already been proven to work well. That said, we’ll be interested in hearing more from our backers about what they’d like to see.

We have talked a little about expanding what you can do within the dialog system like you suggest. I think the DX:HR dialog battle system is an intriguing idea (though it seemed more linear than I would prefer) and a text-based version is worth considering for Torment. Probably not as a required event, but as an option in certain situations, and potentially an alternative to traditional combat if successful. And I don’t have any fundamental issue with decisions in dialog even potentially yielding a fatal outcome, =) so long as the player is receiving enough feedback to make informed decisions. So especially if this (or some other extensions to the dialog system) has a lot of interest from the backers, we’ll look into it further.
:yeah: :bro:
 

hiver

Guest
:thumbsup::thumbsup::thumbsup::thumbsup::thumbsup:



uKhsg.gif
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
http://www.formspring.me/ksaun/q/425265477120455477

Kevin Saunders said:
What kind of dialogue representation you will go for? Dialogue trees, something more ugh.. next gen? What do you think about DX:HR dialogue battles system, applied only for special NPCs or creatures (but with text clues replacing graphical-visual clues)?
dialog battle system is an intriguing idea

insult.jpg



ETA: (Sidenote: I think keyword systems are underused and not mutually exclusive with dialog trees. Perhaps you could even include skill checks for whether or not you notice the keyword in a particular conversation).
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
Brother None: What do the people at inXile think about the response to the W2 update ? Will it impact the Torment Kickstarter in any way?

I assume they're pretty happy since the response has been really positive, but I haven't checked specifically, I just sent out a big thoughts 'n digest email to them, as I do.

Nothing about the video response impacts the plans for Torment or its kickstarter, no.
 

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