Some of our Russian fans have recently launched a Russian wiki on wikia for Torment: Tides of Numenera. We encourage all our Russian fans to join in and help ‘em grow!
IGN interviews Kevin, Colin and Adam
In western RPGs, every time we’re asked to choose between options, it’s inevitable to choose between either “good” or “evil”. In Tides of Numenéra, you are using the Tides and Legacy. What can you tell us about them?
Adam: From the beginning, we have intentionally veered away from limiting the player’s choices to good vs. evil. Life is rarely so black and white, so TTON is about difficult choices and ambiguous heroes and villains. So the Tides have nothing to do with good or evil, nor with the player’s motivations. They judge what the player does, only venturing into motivation when the player explicitly voices it.
The Tides encompass five broad concepts. Blue represents reason, wisdom, and enlightenment. Red represents passion, emotion, and zeal. Indigo represents justice, a global worldview, and actions that benefit the greater good. Gold represents empathy, compassion, and sacrifice. Silver represents influence, respect, and power. Many of the player’s actions and words will increase different Tides, until one or two Tides are considered “dominant.”
The player’s dominant Tides, then, determine their Legacy, influence some of the people around them, serve as a reputation for the player, and have some gameplay effects. They will rarely define a major branching of the game, but they should provide subtle reactivity throughout.
How many different stories will we live as the Last Castoff? How long will Tides of Numenéra be?
Colin: The player will inhabit several different bodies in this game – but keep in mind that those experiences are more in the nature of vignettes or short stories, with a curtailed playing time, so they won’t make up the bulk of the game. They will, however, drive a number of choices and deliver specific information, and we hope that they’ll create a cool counterpoint to the main part of the game. It’s impossible to talk about length right now. Torment will be as long as it needs to be to tell the Last Castoff’s story. We will favor polishing the experience over adding filler content, because a shorter, more intense-but-fulfilling game is more in the spirit of Planescape: Torment. It’s also worth noting that the reactivity we are implementing increases the replayability of the game, rather than making it longer. We want this game to be something you can play again and again, and find delight in each time.
Updated our Journal (30): George Ziets Joins Full Time
TL;DR: George Ziets returning to California to join Torment full time; Jesse Farrell joins; area implementation progress
Hello, all. It’s been a while (almost exactly a year, in fact) since I last spoke on Kickstarter. Last time, I was announcing that I’d be working as a contractor on Torment. This time, I’m announcing that I’m joining the team full time. Or at least, I will be joining the team full time, just as soon as I move back out to Orange County.
My new role on Torment will be Lead Area Designer. Until now, this position hasn’t really been necessary, but with production starting soon, area creation will become a major focus for our team. We’re in the midst of detailing our plans for area design in Torment (including aspects of pacing, layout, and reactivity). I’ll be making our approach more concrete, establishing standards for our area designers to follow, and then leading the area design team for the remainder of the project.
Updated our Journal (29): Cliffs Notes
TL;DR: Sagus Cliffs Lore, adapting tabletop rules for CRPG gameplay, web developer position at inXile
Thomas here. I hope that Spring is breaking on all of our Tormented backers, much as I hope it will break for Colin soon so he can finally be free of the Land Of Eternal Winter – as he likes to describe it. It’s an exciting time for us; not only is the Torment pre-production making great progress, we have steadily expanded our ranks as well (more news for you on this very soon). On top of that, we will soon be meeting again at inXile’s offices, with Adam flying in from Thailand, Colin from the Land That Knows No Sun this April and me coming in from the Netherlands. We have figured out how to work well together over the internet, and it has been a pretty seamless process all things considered, but it is always nice seeing each other and talking in person.
On to the juicy bits…
Torment composer Mark Morgan will be at PAX East in Boston to speak at the Maestros of Video Games panel, followed by an autograph session.
Reading through @gziets area design for the Bloom for Torment: Tides of Numenera. Holy crap. Good stuff. Creepy stuff. Stuff.
Italian Torment blog interviews Adam Heine
The Italian Torment: Tides of Numenera fan-run blog asked five questions of design lead Adam Heine, and got indepth, lengthy answers on foci, item-based progression, XP, tasks, save-scumming and combat.
In related news, you can now head to Adam’s blog and ask questions directly of him, be it related to Torment or anything else.
GamesBeat: Status Update on Torment
GamesBeat checked in with 10 large Kickstarters on their current status, Torment included. Brian Fargo comments:
Update: Torment is still in heavy preproduction, inXile CEO Brian Fargo told GamesBeat. The team has generated about 800 pages of design documents and a prototype for one of the crisis areas. “We are working on some beautiful new screens, which we hope to show in the next 90 days or so,” he said. “We are thankful for the long design stage we were given thanks to crowdfunding.”