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RPGCodex Interviews Colin McComb

RPG Codex interviews Colin McComb, digging deep into storytelling, combat, being hunted, factions, evil playthroughs and more.

During T:ToN, the player will be hunted by the ‘Angel of Entropy’. Many games settle for conveying a sense of urgency by faking an antagonist’s pursuit via scripted sequences - no matter how tardy the Nameless One is, he’s never going to be caught by the Shadows in the Mortuary or in the Buried Village - but you’ve stated on Reddit that “there will be some pressure from behind”. Should we expect time-limits, a la Fallout, or do you have other plans for giving the game’s adversaries a sense of involvement in the story?

We’re still talking about how exactly to implement this, and I don’t want to give away too much too early, but we’re designing at a system in which you’ll know that it’s time to move on. It’s not that you’ll always be looking over your shoulder, but if you spend too much time in an area without forward progression, the sense of menace increases until the menace actually arrives.

Again, I want to stress that we do want to keep the pressure on without making you feel like you’ve lost agency or that you have to save at critical junctures so you can go back and experience the game. We intend for this game to be deep and heavily replayable. We understand the tension between providing a sense of realism and urgency, and the desire not to create a frustrating, over-tense game experience. Developing this is part of our early process, and it’s an issue we’re looking at closely.

It’s possible that others you’ve managed to antagonize or cross in some other way pursue you or lay traps for you. It’s a dangerous world, and you’re most definitely not the most dangerous thing in it. We’ve had many new ideas since the Kickstarter and we may have played up our depiction of the Angel, but we will try to achieve that sense of urgency, yes. It won’t be faked urgency – we have no qualms about the outcome of the player’s choices resulting in Game Over. We’re not going to push you into game-ending states at every opportunity, but we’re not going to go out of our way to make sure they never happen, either.

    • #Colin McComb
    • #Press Interview
  • 2 days ago
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Colin McComb “talks” dialogue system in the third Ask Torment video.

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    • #Ask Torment
  • 4 days ago
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GameFront Interviews Colin McComb

Colin McComb talks combat, character system & creation, and companions with GameFront.

This requirement of a pre-generated character doesn’t mean player-choice is removed. Having this choice and the resulting reactivity was one of the team’s earliest stretch goals. From a gameplay systems perspective, players will have many choices regarding how their character evolves, and though the game’s reactivity means that the selection of hair color, body type and other appearance-based attributes won’t be provided, players will be allowed to create both male and female characters. The primary difference is that players will choose a specific individual to role-play.

“We’ll have some reactivity based around the character’s sex (for instance, you may be able to join a secret society of female assassins),” McComb says. “[A]nd there will be isolated communities that may have different reactions based on males or females possessing certain types of powers or items. The Ninth World (the setting in which Numenera is based) is a far different place societally speaking, though, so seeing outright sexism–at least in the form we know it–will be a deep exception, rather than the rule.”

“Planescape is about belief, spirit, and will,” McComb says. “Numenera is about exploring, understanding, and developing knowledge. Or as (Numenera creator) Monte [Cook] said, “Planescape is about what you believe. Numenera is about what you do.” Planescape dealt with the nature of faith, with souls and spirits, and with mythology in its many forms. Numenera is about abandonment, about the unknown, about finding cool things and discovering awesome secrets; it draws from a more futuristic vision, and generally doesn’t approach the issue of soul and mortality. They both share the sense of awe and wonder and the idea that there’s something bigger and cooler around us if we just take the time to learn how to see it.”

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    • #Colin McComb
  • 4 days ago
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PCPP#216 On Sale May 22: Torment Cover Story

If you’re in Australia, PC PowerPlay #216 will have a multi-page article on Torment: Tides of Numenera, with an interview with Kevin Saunders and Brian Fargo, and quotes from others.

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  • 1 week ago
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Numenera Sneak Peek: Nihliesh

Monte Cook & co are offering sneak peeks of the content of the Numenera pen and paper RPG core book. Today, an example of a location in the Beyond, Nihliesh, a mobile city of 20,000 with a complex social hierarchy. Torment takes place even further from the Steadfast, but this location illustrates some of the possibilities of the Ninth World in the tabletop game.

An ancient machine, likely once a mobile vehicle-city of some kind, lies half buried in the caked earth. More than two hundred years ago, nomads explored its interior and found—among other things—a pair of massive devices that they brought back to life. These resurrected mechanisms produce a thick, orange-brown fluid now called churn. Churn can be shaped and molded easily, and once dry, it’s harder than stone but fairly light. The nomads began to build atop the half-buried vehicle, raising curving towers, impossible spans, and shapely domes of churn painted in vibrant colors. They named their new city Nihliesh, after a word in their language meaning “tiers.”

Today Nihliesh has three tiers. The first and lowest is the machine itself, where workers maintain the churn-producing devices and shape the material as it comes out. The original buildings erected atop the machine compose the Second Tier. These haphazard, squat structures are so crowded together that when you’re within and among them, you’d swear that you were underground. Atop this tier are the elegant, artistic buildings that Nihliesh is best known for, with tall spires reaching high into the sky. Residents call it the Third Tier or the Upper Tier.

    • #Monte Cook
    • #Numenera
  • 2 weeks ago
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RPG Codex Interviews George Ziets

RPG Codex interviews George Ziets on Torment: Tides of Numenera, Project: Eternity and his career and thoughts on the industry.

Your creative role working on Project Eternity includes writing on a conceptual level and laying many of the foundations of the setting. But what is your role working on Torment? You were added as a stretch goal promising to add ‘more depth and reactivity’. Will your work on Torment be more object-oriented, in that you perhaps write a character, a quest-line, or something similar?

At present, I’m an area designer on Torment. That means that I’ll be writing the high-level design document for an area, writing most or all of the dialogue for that area, and possibly writing text for examinable objects. I won’t be doing any of the actual level implementation because I’m not on site, and I probably won’t be writing any companions.

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    • #George Ziets
    • #Torment
    • #Tides of Numenera
  • 2 weeks ago
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The Numenera Corebook is now available digitally via DriveThruRPG

The physical version of the corebook of Monte Cook’s Numenera is available via his own site.

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    • #Monte Cook
  • 2 weeks ago
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Colin McComb on Interplay’s Cancelled Planescape Project

Going back to his Interplay days, Colin McComb talks with GameBanshee about the Planescape project he was working on before Planescape: Torment.

GB: Returning to the PlayStation game, you mentioned that you played a lot of King’s Field as research. Isn’t it somewhat barebones as far as RPGs are concerned, particularly in comparison to what you wrote in your vision document? What specifically did you find compelling about King’s Field that you were looking to bring forward into your game? 

Colin: King’s Field was definitely bare bones for an RPG, and I should add that that direction was handed down to me with the project: “You WILL make a Planescape game, and it WILL be like King’s Field.” One of the aspects that I was hoping to improve was the number and types of enemies, the depth of dialogue and story, and a greater reliance on non-combat to solve puzzles. Given the hardware limitations of the PSX, I don’t know that this would necessarily have been successful. That said, the puzzles, the exploration, and the real-time melee combat all seemed ideally suited to a computer D&D port, and I was very much looking forward to getting the Planescape architecture and feel implemented into an immersive visual medium. 

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  • 3 weeks ago
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Hello Forgotten Ones,

We’ve been having a good run at the final stretch goal and saw some real spikes and increased activity far beyond what we’d normally expect from our PayPal pledges at this stage. Thanks to all of you for your effort in rallying to the cause! However, it’s looking really unlikely we’ll make the $4.5M stretch goal, with our current PayPal total being $239,438, which means our total money raised so far is $4,428,365, with only two days left to reach the stretch goal.

But! Our percentage of dropped pledges was way below our estimates, proving yet again that you guys rock! As you may recall, our Lead Tormenter Brian Fargo and superfan Steven Dengler matched pledges between $1M and $3M, adding a total of $200K. That money was set aside primarily against failed pledges, but because of your dedication, we can apply enough of it toward our budget – combined with the PayPal totals – so as to have reached $4.5 million.

Which means? We made it! Because you guys are so awesome (and because Fargo and Dengler are so awesome) we can implement every single one of our stretch goals, including not just the player “stronghold” but also our ideas for expanded reactivity, length and depth, pursuing some of our crazier ideas concerning choice and consequence. As we outlined in update 19, while the classic “stronghold” concept might not fit this game the potential is there to do some really interesting things to tie it into our theme of legacy and the unique weirdness of the Ninth World. Colin’s been hard at work hashing out the overall plot as well as resurrecting and moving forward with ideas we had for features such as the stronghold, and he’s come up with some pretty great ones.

Thanks to all of you, we can now make those ideas happen. Thank you!

Thomas Beekers
Line Producer

    • #Stronghold
    • #Torment
    • #Tides of Numenera
    • #Thomas Beekers
  • 3 weeks ago
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Chris Avellone on VGS

Chris Avellone talks about a variety of games and topics with Pure Sophistry. The audio interviews open up with about 3 minutes of talking Torment: Tides of Numenera.

    • #Chris Avellone
    • #Press Interview
  • 3 weeks ago
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Torment: Tides of Numenera is inXile's upcoming story-driven, isometric role-playing game.

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