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.