Irenaeus
Self-Ejected
Coming soon, from Black Isle Studios, Planescape: Affliction
Coming soon, from Black Isle Studios, Planescape: Affliction
I bet they licenses it to Bioware.Eurogamer.net @eurogamer
Wizards of the Coast declares that it is open to licensing Planescape - Bit late for inXile's Torment game now: http://bit.ly/12GqYjb
>catering to 1 or 2 oldfags who want turnbased combat or bust vs. the proven donator fanbase of the IE games.If it doesn't involve proper turn based tactical combat, it is dead to me. The one Realms of Arkania have. All Infinity engine based games are crap.
Think about a game where ALL dialogue encounters with near-hostiles are like the NWN2 trial.Harg Harfardarssen I'll show that to him.
Yeah if it's not a continuation of the brand, story, ruleset or characters, it basically can't have anything to do with Planescape other than maybe some thematic similarities. Anyone want to ask inXile exactly how they plan to pull that off?
Project continues to underwhelm. DX:HR is just a fancy win/loss thing where saying the "right" thing can end up conflicting with the kind of character concept you'd want to play, why would anyone want to be influenced by that? Once again Josh Sawyer proves he's ahead of the curve with his Do (Say) The Right Thing presentation.
Project continues to underwhelm. DX:HR is just a fancy win/loss thing where saying the "right" thing can end up conflicting with the kind of character concept you'd want to play, why would anyone want to be influenced by that? Once again Josh Sawyer proves he's ahead of the curve with his Do (Say) The Right Thing presentation.
Kevin Saunders said:(though it seemed more linear than I would prefer)
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.
>catering to 1 or 2 oldfags who want turnbased combat or bust vs. the proven donator fanbase of the IE games.
Some have been curious about the title. The “Tides” are part of a choices and consequences system that Colin, Kevin, and particularly Adam Heine have been designing for Torment. Adam was a scripter on PS:T and we were fortunate to bring him aboard the team, too. Kevin has said this about the Tides: “They could be loosely compared to D&D’s alignments or Ultima IV’s principles and virtues. But unlike alignments, they are not in direct opposition to each other and unlike the virtues, you won’t necessarily want to achieve them all. Nor can you, really… you’ll have to decide what’s most important to you.
The Tides are more nuanced and complex, with the “best” choice for any situation being a personal decision for you (or how you want to play) rather than a decision that we as designers judge. Now, NPCs in the game will certainly judge you based upon their own beliefs and agendas, but we will strive for the game itself to be impartial. We want to provide satisfying reactivity and allow you to explore your own answers, for you to play as you wish and have the game’s story unfold accordingly. We’ll talk more about the Tides down the road and there are aspects of the system for which we’ll be seeking backer input.”
The Tides are a good example of a way in which we are deviating from PS:T while being true to its legacy and also how we are injecting the Torment philosophy, as you mentioned, into the Numenera setting.
Colin McComb is the creative lead, with his experience in world-building and fiction writing as the cornerstone of the story and thematic elements. He worked on both developing the Planescape setting and as a designer on Planescape: Torment. Torment’s project director is Kevin Saunders, who was the lead designer and producer for Mask of the Betrayer, which some of the hardcore RPG fans feel was the game closest to PS:T yet. We have several great concept artists involved, including Nils Hamm, Andree Wallin, Chang Yuan, and Dana Knutson, who was the primary concept artist of the Planescape setting. Mark Morgan is creating the game’s soundtrack – he’s already created a piece for Torment and completely nailed it. A lot of great talent is involved.
Chris Avellone won’t be working on the project, but is very supportive of what we’re doing. He also referred both Colin and Kevin to me, so in that way he helped Torment form.
In a perfect world we would want to start pre-production on Torment long before Wasteland 2 is complete. Long pre-production is key for RPGs and you like to have every little detail hammered out before the production team starts implementing. To have the Wasteland 2 team finish up, take a break and then return to a 1000 page+ design ready to be implemented would be ideal. However, we need to show more on Wasteland 2 first before we propose such things. The development of Wasteland 2 is going excellent and we will be showing our progress shortly.
>catering to 1 or 2 oldfags who want turnbased combat or bust vs. the proven donator fanbase of the IE games.If it doesn't involve proper turn based tactical combat, it is dead to me. The one Realms of Arkania have. All Infinity engine based games are crap.
yep, they're gonna miss your20$$40 KS contributions alright...I guess they'll just have to cry into their pillows stuffed with cash about how they lostthat onethose two guys out there that held off on playing because it wasn't turnbased.
Kevin Saunders said:That depends on how you define magic. =) Turning the question around, I can imagine a typical fantasy wizard believing his spells to be perfectly scientific, following the “laws of magic.”In Numenera : there is a sense of mystery in most technology featured. But aren't we pretty sure that they were engineered by a sentient specie using plain old rationality and science? Any potential for more supernatural (dimensions, magic...) stuff?
But you are right in that we, as players, know that everything has a scientific explanation. But that doesn’t mean we actually (or even often) know that explanation. In Numenera, we don’t have the burden of having to explain (or know) the details. And we, as characters, do not know there’s always science somewhere behind what we observe. Some in the Ninth World might believe this to be true – just as in our world – while others believe in the supernatural.
From a game development perspective, if we want to treat something as magic, if we want to think of something as magic, we can. If we do want to explain, we can do that, too. As storytellers, we have ultimate freedom (though we have to use that freedom wisely!). Our intent with Torment is to embrace the mysterious atmosphere that permeates Numenera. How you explore that mystery is up to you. It will feel magical if you let it. =)
Kevin Saunders said:Yes – we want to do this and have talked about this topic explicitly. There are some complications, though. I agree with you that meaningful and appropriate reactivity would not be a major effort. But for some of the languages for which we hope to localize the game, this is no longer true because gender of the speaker or listener affects the word forms used. So localization would require much more work -- we’d need to have both male-PC and female-PC versions for all PC and NPC lines.How about a Female PC in TToN - with some relatively small but appropriate differences in the NPC reactions and dialogue C&C? In PST it couldnt be done because it wasnt in design from the start. Time to correct that unintentional oversight?
And if we allowed both genders, we’d want to do it properly. We really want Torment to be of high quality and will sacrifice feature scope as necessary to increase the quality of the features we do have. So if we had both genders, we’d want them to use different animation skeletons and animation sets. Of course, we need this anyway for the companions and other characters, as we aren’t planning to have a monogender world =) (I made that word up). But because you will play as a specific individual, we would like to do more with custom animations for the player. (By “specific individual” I don’t mean to imply that we will impose a personality on you. That specific individual is what you make of them. But we can give them a little more “physical personality” if you know what I mean.) Allowing choice of gender would magnify any extra animation work we want to do. And maybe we’ll want some unique equipment for the player and these too might require more work if we have both genders.
So if we’re going to do all of that work anyway, we’ll also want to take the dialog reactivity a little further than the minimum required, as reactivity is one of the pillars of Torment. Thus, what could have been a slight amount of work blossoms into a significant undertaking. =) For this reason, we plan to have the option to choose your gender be a stretch goal.
(As an aside: the way I view our target funding goal is that it’s the resources we need for Torment to be worth making. At our target funding, I will be confident that we can make a satisfying role-playing game that delivers on our promises to our backers. We have no way to predict how the Kickstarter will go, but I can’t afford to assume it will do as well as Wasteland 2 or Project Eternity. This is one of the tricky parts of planning the game’s design and the Kickstarter. We need to be fully confident that we can at least meet our backers’ expectations. Since I’m confident we can make Torment great even if the PC’s gender is fixed, I have to relegate supporting both genders to being a stretch goal.
Incidentally, this is yet another reason to have the Kickstarter while in preproduction – we can be most efficient with the resources available if we know what they are before we’ve committed to too much of the design. If we have enough support and interest, we’d love to be more ambitious with Torment. But my priority is ensuring that we don’t set our sights so high as to preclude being able to make Torment in the first place. Unlike some other possibilities, this particular decision is, as you note, one we have to commit to early. So we can’t for example, wait to see how Wasteland 2 sells to see if we can afford to add this feature to Torment.)
Anyway. =) So both genders – yes, absolutely in our plans, but it depends how the crowd funding goes. If we do end up only being able to support a single gender, we intend to let the backers vote on which one they’d prefer. =)
In before tranny & eunuch stretch goalsKevinn Saunders said:=)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =)) =))
Female PC will be a stretch goal, INB4 FEMINIST BUTTHURT Roguey
@HiverZ: You’re right in that I gave the animation mention more text than deserved.=) It’s just an example – I agree that it’s not that important.
For localization, it is more complicated than using a title for the PC because other words in the sentence (adjectives, verbs) can vary based upon a noun’s gender. Again, just an example of a complication. =) It’s all solvable, just not trivial.
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Your point about appealing to more players is also a good one. This is true of many things, though, and we need to draw a line to keep the target budget realistic. But you may be right that both genders could be better on the other side of the line.