Torment: Tides of Numenera

Может быть вы знаете, а может быть и нет. Если не знаете, то знайте - официально планируется продолжение культовой RPG Planescape: Torment (@ MagSpace). От кого? От inXile Entertainment, разработчиков Wasteland 2 (@ MagSpace).

Есть, правда, деталь. Wizard of the Coast отказалась лицензировать мир, поэтому Planescape в новом Torment не будет. Будет новый сеттинг - Numenera. Земля на миллиард лет в будущем... Разработал сеттинг один из авторов настольной Planescape - Монте Кук. Четыре месяца назад он вышел с ним на Kickstarter, пообещал сюжеты в стиле Муркока и картинки, как у Мебиуса, а посетители сайта отсыпали ему полмиллиона долларов (на настольную RPG!).

Называться игра будет Torment: Tides of Numenera. Музыка - от небезызвестного Марка Моргана, автора саундтрека оригинального Planescape: Torment.

В inXile не отрицают, что после успеха Wasteland 2 на Kickstarter финансирование новой ролевой игры пройдет тем же путем, однако когда начнется компания по сбору средств - неизвестно. Неизвестны так же и хоть какие-то подробности будущего проекта, кроме тех, что у нас будет совершенно новый герой, а местом действия будет не город Сигил. Дата выхода и платформы, разумеется, так же неизвестны.

Как обычно - обновления будут в комментах. Не пропустите!

Напоследок, немного концептов...





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Интервью с Dagon's Lair о Torment: Tides of Numenera

Привет, Брайан! Очень мило с твоей стороны было согласиться дать несколько ответов на вопросы Dagon’s Lair! Спасибо!

Давайте начнем.

Вы уже сказали, что будете работать с Монте Куком и Numenera. Numenera — совершенно иной сеттинг далёкого будущего. Как вы собираетесь адаптировать интеллектуальную собственность Torment? Будете пользоваться только правилами Numenera или же приспосабливать «философию» Torment полностью к новому сеттингу?

Колин МакКомб: Как мы это видим, Torment — характерное повествование, не обязательно привязанное к определённому сеттингу. Это чрезвычайно личная история, не эпическая — но каждая история кажется грандиозной для человека, проживающего её. Мы хотим рассказать о борьбе, трагедии и возможности искупления. Сеттинг Numenera — естественный, и даже неизбежный выбор для рода истории, которую мы хотим донести, концентрируясь на мистике, ощущениях заброшенности и тайнах, которые могут быть так никогда и не раскрыты.

Мы собираемся адаптировать правила Numenera для игры — Монте создал фантастический настольный сеттинг, и мы планируем использовать этот сеттинг в качестве основы. Однако у нас есть присущие Torment элементы, которые Монте не встроил (оправданно) в свою систему, но их необходимо определить и рассмотреть.

Что насчёт людей во главе сценария? Уже подобраны «избранные»? Будет ли Крис Авеллон принимать участие в проекте? Можете ли вы немного рассказать о сюжете игры?

Брайан Фарго: Колин МакКомб — креативный руководитель со своим опытом в создании мира и написании сюжета как краеугольного камня истории и тематических элементов. Он принимал участие в разработке сеттинга Planescape и был дизайнером Planescape: Torment. Руководитель проекта Torment — Кевин Сандерс, который был ведущим дизайнером и продюсером Mask of the Betrayer (некоторые хардкорные фанаты RPG считают, что это самая близкая к PS:T игра на сегодняшний день). Также у нас есть несколько отличных концепт-художников, включая Нильса Хамма, Андри Валлина, Чанг Юаня и Дэйны Натсона (последний работал как главный художник по концептам над сеттингом Planescape). Марк Морган пишет музыку к игре — он уже написал и полностью отшлифовал один фрагмент к Torment. Множество талантливых людей принимают участие в разработке.

Крис Авеллон не будет работать над проектом, но он оказывает поддержку всему, что мы делам. Он также направил ко мне Колина и Кевина, что тоже было помощью для проекта.

Сейчас слишком рано, но мы ещё поделимся деталями сюжета.

Будет ли история совершенно отлична от Planescape: Torment? Будут ли множество планов существования как в Planescape, или игра будет разворачиваться вокруг «философского приключения персонажа, ищущего смысл, в глубоко личной истории саморефлексии и самореализации» (цитата из вашего интервью порталу NowGamer)? Не могли бы вы конкретизировать?

Колин МакКомб: История будет совершенно другой, хоть и сохранит некоторые тематические элементы. Мы не собираемся делать непосредственно «планы», но введём сверхпространственные путешествия и места, достаточно удалённые от того, что принято считать реальностью. Философское путешествие будет отражено в путешествии физическом, и, как в Planescape, представит локации, которые не похожи ни на что виденное нами в фэнтезийных ролевых играх.

Какие у вас планы насчёт движка игры? Мы увидим изометрическое 2D как в первой игре, или это будет выглядеть как в Wasteland 2?

Кевин Сандерс: Unity показал себя очень хорошо в Wasteland 2, и мы используем его для Torment, применив наш опыт и личные наработки. Мы всё ещё изучаем подход к окружению и виду в Torment. Аарон Мейерс — бывший художник Planescape: Torment — обладает многолетним опытом и помогает нам разрабатывать внешний вид игры.

На чём сфокусируется игра? Больше открытого мира? Больший упор на диалоги? Сюжетно-ориентированный подход, как в Planescape? Линейность или много способов завершить игру? Неограниченный временем игровой мир? Не могли бы вы пояснить?

Кевин Сандерс: В подаче сюжета Torment будет похож на Planescape: Torment с сюжетно-ориентированным подходом. Будет множество вероятных результатов, дополнительные области и квесты, упор на реакцию на решения игрока, но это не будет открытым миром.

Что заставило вас разрабатывать игру по интеллектуальной собственности Torment, вместо того, чтобы создать совершенно новую? Непросто делать игру на старом-добром IP — фанаты первой части могут быть не в восторге от неизбежных изменений, которые вам придётся внести.

Кевин Сандерс: Planescape: Torment оказал глубокое влияние на игроков, но, несмотря на большое число фанатов, было очень мало попыток воссоздать подобный ролевой опыт. Мы понимаем, что сделало PS:T потрясающей, и хотим создать игру, раскрывающие аналогичные темы схожим образом. Уникальность — часть того, что делает PS:T, поэтому Torment: Tides of Numenera должна также проложить собственный путь. Я верю, что фанаты это понимают и хотят чего-то нового. Марка Torment задаёт высокую планку и мы принимаем вызов.

Вы говорили, что сейчас находитесь на ранней стадии препродакшена. Воспользуетесь ли вы Кикстартером? Вы ждёте, пока закончится производство Wasteland 2? Насчёт Wasteland 2, как идёт разработка? Есть риски большей отсрочки?

Брайан Фарго: В идеальном мире мы бы хотели начать препродакшен Torment задолго до того, как Wasteland 2 будет завершён. Длительная подготовка к производству — ключевое для RPG, если вы хотите выверить каждую мелочь, прежде чем производственная команда начнёт работу. Было бы замечательно позволить команде Wasteland 2 закончить, взять перерыв и уже после вернуться к 1000 страниц дизайн документа, готового к осуществлению. Как бы то ни было, нужно больше проявить себя на проекте Wasteland 2, прежде чем допускать такие вещи. Разработка Wasteland 2 идёт прекрасно, и в скором времени мы поделимся прогрессом.

Хотите добавить что-нибудь насчёт Torment?

Брайан Фарго: Некоторые любопытствуют насчёт названия. «Приливы» — часть системы выборов и последствий, которую Колин, Кевин, и особенно Адам Хейн разработали для Torment. Адам работал над сценарием для PS:T, и для нас большая удача, что он и сейчас в команде. Кевин сказал насчёт «Приливов»: «Они могут быть приблизительно сравнены с элайментами в D&D или системой устоев и добродетелей в Ultima IV. Но, в отличие от элайментов, они не являются друг другу прямыми противоположностями. А в отличие от добродетелей, вы не обязательно должны достичь их всех. Да вы и не сможете, на самом деле… вам придётся решать, что для вас наиболее важно. В «Приливах» присутствует больше нюансов и сложных моментов, учитывая то, что «лучшим» выбором для любой ситуации будет скорее то решение, которое является таковым именно для вас (или то, которое вы хотите отыграть), чем то, которое предложим мы как дизайнеры. Теперь NPC, несомненно, будут судить о вас, основываясь на своих собственных верованиях и понятиях, но мы добиваемся того, чтобы сама игра оставалась не предвзятой. Мы хотим предоставить удовлетворительную реакцию и позволить вам отыскать свои собственные ответы. Вы сможете отыграть своего героя так, как сами пожелаете и соответствующим образом раскрыть историю игры. Мы ещё поговорим о «Приливах», в дальнейшем, и у системы имеются аспекты, для которых мы будем вести поиски спонсорского вклада».

«Приливы» — хороший пример того, как мы уходим в сторону от PS:T, в то же время оставаясь верным его наследию, и того, как мы вносим философию Torment в сеттинг Numenera, что упоминалось ранее в этом интервью.

И последнее по счёту, но не по значимости — можете поделиться новым концепт-артом?

Не сейчас… Но скоро...

Источник: RPGNuke
Оригинал: Dagon's Lair

P.S. Взял на себя смелость поправить ошибки. У них там школьников для переводов набирают?
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Wizards of the Coast открыты для лицензирования Planescape



Совсем недавно мы публиковали перевод с Брайаном Фарго, в котором руководитель inXile рассказал о проблемах лицензирования сеттинга Planescape для продолжения культовой ролевой игры.

Брайан поведал, что компания-правообладатель Wizards of the Coast не изъявила желания сотрудничать. Представители гиганта, владеющего брендом Dungeons & Dragon, отвечали вяло и переговоры ни к чему не привели.

Однако ситуация изменилась и всё те же WofC в разговоре с Eurogamer заявили, что готовы лицензировать Planescape.

«Мы были абсолютно не против лицензирования Planescape или любой другой интеллектуальной собственности под брендом D&D, если бы получили такое предложение», — говорит представитель Wizards of the Coast. — «Мы частенько получаем предложения и только рады развивать D&D в электронном формате».

«Брайан Фарго предположил, что с Baldur’s Gate 3 возникли трудности из-за того, что мы только-только восстанавливали наши права в области электронных развлечений и это, вероятно, не помогло бы ситуации».

Редактор Eurogamer передал эти слова Колину МакКомбу и получил следующий ответ:

«Я уверен, что этот вопрос обсуждался напрямую, но мне кажется, что здесь имело место некоторое недопонимание. Так как мы уже присматривались к Numenera в качестве потенциального сеттинга, это сделало наше решение еще более легким. В любом случае, мы весьма рады поработать с Numenera — этот сеттинг настолько же разнообразен, как и Planescape в свое время. Он ломает стереотипы компьютерных ролевых игр и имеет глубокую, простую и интуитивно понятную механику».

«У нас есть отличная история, а концепт-арт просто потрясающий (я могу так говорить, потому что не я его рисовал), а системы, которые мы внедряем… нет, не хочу спойлерить и портить сюрпризы».

Что ж, судя по всему, проблемы с лицензированием сеттинга Planescape для Torment 2 возникли всего-навсего из-за непрофессионально проведенных переговоров, которые зашли в тупик из-за недопонимания. Весьма постыдно для бизнесменов, зарабатывающих на этом деньги. Впрочем, сеттинг Numenera действительно выглядит более чем интересно.

RPGNuke
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О боги! Да это же шикарная новость!
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Я уже вторую неделю порывался пост сделать (новости-то уже больше месяца). Добрался. И видимо не зря :)
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Немного про сам сеттинг, в котором будут разворачиваться события игры, с официального сайта. Рекомендую к ознакомлению. Ну и иллюстрации оттуда же.

Overview

Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.

Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.



Setting

With the science fantasy setting, things are intentionally set up so that science fiction fans will enjoy the technology, and fantasy fans will enjoy the flavor of how it is handled, because as Arthur C. Clarke stated, “Any sufficiently advanced technology is indistinguishable from magic.” As I have written previously, science fantasy allows for all sorts of wild, imaginative ideas. Making things vaguely post-apocalyptic ensures that the GM maintains as much control as he or she needs over the amount of crazy technology the PCs get their hands on. In other words, there’s a lot of wonderful stuff for characters to use, but they need to go on adventures to acquire it–they can’t buy it in the corner shop.

I will provide many, many more previews of setting (and system) in coming weeks and months, but for now let it suffice to say that the setting is extremely usable while allowing really imaginative, creative material, the combination of which allows for fun, challenging adventures.



Character Creation

The game system itself is designed to be quick and easy for beginners, while offering additional complexity for those who desire it. To start with, character creation involves making three basic choices. The three features you choose combine to create a unique, well-rounded character. Players wanting the ability to configure their character more completely have that option as well.

First you choose one of three types:

Glaives are the warriors of the Ninth World. Glaives can wear heavy armor and wield massive weapons, or they can fight with light weapons and armor so they can move quickly.
Nanos are wizard-like characters who harness the numenera to work miracles. These miracles, called esoteries, walk the line somewhere between machine and magic, depending on the Nano’s particular skillset.
Jacks are named after jacks-of-all-trades. They have a lot of tricks in their bags, which makes them skilled at a little bit of everything.

Second, you choose from a number of descriptors like clever, tough, strong-willed, or mystical.

Third you choose a focus, which really distinguishes your character. These can vary from crafting illusions to becoming a master of a single weapon, from wielding magnetism to being a great leader.

These three choices help shape your character, providing not only abilities and skills but also possibilities for interesting backgrounds and unique bonds with the other player characters. In other words, at every step of the way, the story is as important as the mechanics.







www.numenera.com

Cyphers, Oddities, Artifacts, and Discoveries

Since I keep calling Numenera a post-apocalyptic game, it’s probably worth talking about the effect that has on gameplay. Specifically, the fact that there are all these amazing technological remnants fill the world around the PCs. Now, obviously, it helps define the setting, but it also affects the mechanics.

From the point of view of the people of the Ninth World, technology and its remnants (lumped together with the term “numenera”) can be broadly classified in four categories: cyphers, oddities, artifacts, and discoveries.

Cyphers

In many ways, cyphers are the most important aspect of the numenera. So much so, that the working title of the game system itself is the Cypher System. Cyphers are one-use, cobbled together bits of technology that characters frequently discover and use. When the PCs come upon an old device, defeat some artificially enhanced or designed creature, or simply sift through the ruins of the past, they can scavenge a handful of new cyphers.

Because the technology of the past is unknowable, cyphers are often determined randomly. A GM, however, can place them intentionally as well. They’re one-use cool powers that can heal, make attacks, or produce effects like nullify gravity or make something invisible. The sky’s the limit. But they’re always consumed when used. And they cannot be hoarded. Collecting cyphers together in one place, or carrying many on your person can potentially have a detrimental effect – from the long term (illness) to the short (explosion!). So essentially, characters only carry a few at a time. However, they are found with such regularity that players can be pretty free with their use. There will always be more. And they’ll have different benefits.

This means that in gameplay, they’re less like magic items and more like character abilities that the players don’t choose. Which leads to really fun game situations where a player gets to say, “well, I’ve got an X that might help in this situation,” and X is always different. X might be a bomb, a short range teleporter, or a force field. It might be a powerful magnet or an injection that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can develop the know-how to be able to safely carry more and more of these, so they really do end up seeming more like character abilities and less like gear.

Oddities

Sometimes you find things that are interesting but have no real game value. By that, I mean, they don’t help in combat. They don’t give you amazing powers. They don’t protect you. Not everything the ancients created was a combat device. In Numenera these things are called oddities and they serve a number of purposes.

First, they’re just there for verisimilitude. Not everything is suited for an adventurer. Second, they’re there to be interesting. Weird little things that can be sold or used for barter or gifts. They’re the 100 gp gems of Numenera. Third, and perhaps most importantly, they add more mystery and feelings of the unknown to the game. Because oddities are really odd.

A glass plate that shows an aerial view of a city that no one’s ever seen.
A egg-shaped metallic bauble that occasionally spins and speaks in a language no one knows.
An aerosol can that sprays sparkling paint that hangs in the air.
A device that emits a projection of a human face that changes expression depending on what direction it is facing.

What did their creators make these things for? Were they once a part of a larger device with a more understandable function? No one knows, or likely ever will.

Artifacts

Artifacts are the tech devices that you probably expect in the game. These are devices of a more permanent nature (unless they run out of power) with more straightforward applications. Weapons, armor, utility items, and so on. Still, rarely are they straightforward. It’s far less likely to find a “gun” than it might be to find some item that can be used effectively as a ranged weapon, but might have originally been some kind of power conduit that has been modified and adapted as best as Ninth World understanding could manage. Some characters, given the right tools and parts, will be able to construct these on their own.

I suppose you could call artifacts the “magic items” of Numenera, but since they’re science based, anyone can use them.

Discoveries

Discoveries are a sort of catch-all of stuff that doesn’t fit into the other categories. In the playtest, the PCs recently came upon what they figured out was a sort of underground hovertrain. Getting it to function (sort of) was the subject of most of a session, and turned out to be interesting and even thrilling all by itself. This was a discovery. It’s not an artifact they’ll be able to claim as their own, and while it’s useful it doesn’t make their characters more powerful, necessarily, but it’s cool.

Last week I posted about experience points coming from discoveries and this is the kind of thing I was talking about. Not every bit of prior-world tech equates to an XP reward, but often they will, if they’re interesting.

I suppose technically, “creatures” might be a fifth type of technology, but they are really their own thing. I’ll talk about monsters/NPCs and the role of the GM in coming columns, and this will help show some of the ways that Numenera is meant to make life easier on the GM and overall be a quick and easy game with a strong narrative focus.

www.numenera.com/cyphers-oddities-artifacts-and-discoveries

More On the Ninth World

The Ninth World is the setting for my new Numenera roleplaying game. I’ve described it as a far future post-apocalyptic setting. Basically, it’s the backdrop of a young civilization that has grown up amid the ruins of very old, very advanced civilizations. A billion years from now, we are long gone, as are the civilizations that evolve and rise (and fall… or leave… or transcend) after us. And the one after them. A billion years is a long, long time. It’s far more time than there is between us today and the dinosaurs.

In the time of the Ninth World, the land masses of the planet have returned to form a vast supercontinent surrounded by seemingly endless seas with extremely dangerous storms. But is the Earth in the configuration it is because of natural forces and simply the march of time or did some prior civilization design it to be so? Certainly the ancient inhabitants of the so-called “prior worlds” had the ability to shape their planet–and likely other planets–as they saw fit. Proof of this is everywhere. “Impossible” landscapes are a normal part of the Ninth World’s topography. Islands of crystal float in the sky. Inverted mountains rise up above plains of broken glass. Abandoned structures the size of kingdoms stretch across distances so great that they affect the weather. Massive machines, some still active, churn and hum. But for what purpose?

Along the southeastern coast lies The Steadfast, a collection of kingdoms and principalities with little in common except for a unifying religion. This religion, called by its adherents The Order of Truth (and by all else as the Amber Papacy), reveres the past and the knowledge of the ancients as understood by the enigmatic Aeon Priests. By decree of the Amber Pope, The Steadfast and The Order of Truth wage war with the lands to the north, believed by many to be enthralled by a secretive and mysterious cult called the Gaeans. Nobles amid The Steadfast are called to the Crusades, making war against the infidels with ever stranger weapons discovered or devised by the priesthood.

Beyond the bounds of The Steadfast, however, lies The Beyond, a vast wilderness punctuated by very occasional, very isolated communities. The Beyond also has its Aeon Priests, but these are not linked by any kind of organized network. They do not answer to the Amber Pope. Instead, they dwell in sequestered claves. Around these claves, small villages and communities known as aldeia have arisen. Each clave has discovered and mastered various bits of numenera, giving every aldeia its own distinct identity. In one, the inhabitants might raise unique bio-engineered beasts for food. In another, people may pilot gravity-defying gliders and race along the rooftops of ancient ruins. In still another aldeia, the priests in the clave may have developed the means to stop aging almost entirely, making the residents immortal and willing to sell their secret–for an incredibly high price. Because the villages are remote and separated by dangerous distances, trade of these discoveries is occasional and haphazard.

But not every village or tribe in The Beyond has a clave to help guide them amid the dangers of the past. Some of these have discovered the numenera to their peril, unleashing terrible horrors, plagues, or mysteries beyond comprehension. Travelers might find a village where all the residents have been transformed into flesh-eating monstrosities, or another that whose populace works as slaves for some machine intelligence left over from an earlier era.

Outside the aldeia and other settlements, the dangers multiply. Amid the ruins of the past lie tribes of vicious abhumans, as likely to kill and eat an explorer as talk to her. Clouds of tiny invisible machines called the Iron Wind scour the wilderness, altering everything they touch. Monstrous predators, ancient death machines, and stranded extraterrestrial or transdimensional beings also all pose a threat in the uncharted reaches of The Beyond. But so too can a careful and capable explorer find awe-inspiring numenera that can accomplish anything one can imagine.

In the Ninth World, numenera is both the risk and the reward.

www.numenera.com/more-on-the-ninth-world
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Разработчики опубликовали логотип Torment: Tides of Numenera



На официальной страничке Torment: Tides of Numenera в социальной сети Facebook был опубликован концепт-арт, демонстрирующий логотип грядущей игры.

Напомним, что духовный наследник культового Planescape будет финансироваться через Kickstarter, также, как и Wasteland 2, а кампания по сбору средств будет запущена до релиза постапокалиптической RPG. В данный момент разработчики из inXile под руководством Кевина Сандерса и Колина МакКомба занимаются предпродакшеном.

www.rpgnuke.ru/2013/02/18/razrabotchiki_opublikovali_logotip_torment_tides_of_numenera.html
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А можете в двух словах объяснить — в чем всё таки культовость Плэнскейпа, я час в неё поиграл, вышел из этого морга в начале и что-то как-то не воодушевился. Может дальше интереснее будет?
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В этой игре одно из самых сложных и комплексных древо диалога, которое влияет на развитие сюжета и последующие диалоговые опции. Настолько глубокой проработки не было, пожалуй, ни в одной из RPG.
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Как бы они это чудо в интерактивное кинцо не превратили.
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Не-не, ты чо.
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По описанию некоторыми частями похоже скорее на арканум, чем на плейнскейп.
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эхх, кто б ремейк арканума бы замутил — игруха уникальная в своем роде.
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Сейчас в неё режусь. Первый раз, кстати :)
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некромант жжет =)
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кст советую перед миссией, когда тебя мать пошлет искать сына изобретателя сохраниться и запастись зельями, патронами и всем остальным. По этому квесту пока кое-что не сделаешь можно хорошо качнуться =)
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Квест в Таранте?
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не Тарант это точно.
Забыл город, но в этом городе кузнец не человек, вроде полуорк.
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Ну значит я ещё далеко. Завис в Библиотеке.
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Кстати, только что выложил первую часть летс-плея Арканума от Криса Авеллона. Ржака :)
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хреново так себе он играет. Он даже в пещеру не зашел!
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Он первый раз в неё режется :)
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он там по первой локе почти 40 мин бегал — за это время можно все было исследовать и найти пещерку.
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inXile Entertainment запустила официальный сайт Torment: Tides of Numenera:

torment.inxile-entertainment.com


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Официальный сайт Torment: Tides of Numenera раскрыл немного деталей о сюжете

На страничках, помимо обоев с тем самым логотипом, материалов практически нет, однако описание проекта немного приоткрывает завесу тайны. Ниже представлен его перевод.

Torment: Tides of Numenera продолжает тематическое наследие обласканного критиками Planescape: Torment. Игра, действие которой разворачивается в новом сеттинге Numenera, созданном Монте Куком, задает очередной вопрос: «Что значит одна жизнь?»

Девять Миров Нуменеры (ну точно школоло для переводов набрали: Ninth World — девятый мир, а не девять! — прим. MechMessiah) — это фантастическое видение вселенной, в которой колоссальные цивилизации поднялись и низверглись — исчезли, были превзойдены, переполнены или уничтожены — оставив позади себя свои города, памятники и артефакты. Каждая из цивилизаций взлетала и падала, их достижения становились частью всё скапливающихся обломков вечности… Но многие из них не распадаются. И сейчас эти осколки древней мощи валяются повсюду под ногами, их можно просто подобрать. Люди Девяти Миров берут их и используют, как только могут. Они называют эти чудеса (и ужасы) нуменерой.

Один из таких людей нашел способ использовать нуменеру для увеличения мощи и обмана смерти, для проскальзывания сквозь целые века, меняя вереницы тел. Но он обнаружил неожиданный побочный эффект: Вас.

www.rpgnuke.ru/2013/02/20/otkrylsya_oficialnyi_sait_torment_tides_of_numenera.html
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Итак, свеженькое.

Завтра откроется Кикстартер-проект Torment: Tides of Numenera!

Все подробности, разумеется, будут оперативно освещены тут. Почему стоит ждать эту игру, спросите вы? Помимо всего вышеперечисленного за проект подписывается Крис Авеллон:

Скачать



Ну и на десерт несколько линков на интервью и предпревью:

www.polygon.com/2013/3/4/4060378/torment-tides-of-numenera-kickstarter-inxile-entertainment
venturebeat.com/2013/03/04/inxile-launches-kickstarter-campaign-for-revival-of-classic-role-playing-game-torment
www.rockpapershotgun.com/2013/03/04/out-of-exile-torment-officially-going-to-kickstarter
www.ign.com/articles/2013/03/04/the-strange-new-world-of-torment-tides-of-numenera
www.rpgnuke.ru/2013/03/04/stala_izvestna_data_zapuska_kickstarter_kampanii_torment_tides_of.html
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Перезалил ролик:

Скачать

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ему на палец поезд наступил:)
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Ну. Я попробовал сам так сделать — не вышло :)
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Я как обычно всё проспал: открытый ночью сбор средств на Кикстартере закончился за 6 часов — собран уже миллон долларов! Игра профинансирована, дальше только расширение проекта, о чём тут будет обязательно рассказано.

А пока закопипасчу страничку с Кикстартера:

Torment: Tides of Numenera by inXile entertainment

A story-driven CRPG crafted in the tradition of Planescape™: Torment & set in the world of Monte Cook's Numenera.

Скачать


«Planescape: Torment is one of the games that I am the most proud to have worked on, and it is great to see the talented team at inXile going back and re-creating a great new game that tips its hat to the original Torment. Having it based on Monte Cook's Numenera makes me want to play it even sooner—so make it now, guys!»

Feargus Urquhart, CEO, Obsidian Entertainment; formerly president of Black Isle Studios

«I have a lot of respect for the folks [on the Torment team] and I’ve worked with many of them, including Kevin, Brian, Colin, Adam, and more, across several projects and across several companies, including Interplay, Obsidian, and more recently inXile on Wasteland 2. I believe they’ll do Torment with the right aesthetic and justice it deserves.”

Chris Avellone, Creative Director, Obsidian Entertainment; lead designer of Planescape: Torment

»This is better news than the PS4."



Torment: Tides of Numenera is a game set in the world of Monte Cook’s new tabletop RPG setting, Numenera. Torment continues the thematic legacy of Planescape: Torment, a critically acclaimed role-playing game from 1999 that's considered by many to be a hallmark for storytelling in computer RPGs. With Torment, we're striving to create a rich role-playing experience that explores similar deep, personal themes. Here's the scoop:

— Torment is a single-player, isometric role-playing game.
— You will play a single, specific character, though you will encounter optional NPC companions you may choose to include in your party.
— The story-driven game will have a rich dialogue system and approach similar to that of Planescape: Torment.
— The game will be developed in the Unity engine for PC (Windows), Mac, and Linux platforms.
— The game will be available in English, French, German, Italian, Polish, Russian, Spanish.
— The game will be distributed DRM-free. (You’ll be able to get it from Steam, and other DRM-free download options will be made available.)


The Cold, Calculating Jack (by Nils Hamm)

How Is Torment: Tides of Numenera Similar to Planescape: Torment?

We're crafting Torment with the goal of creating a gameplay experience like that evoked by Planescape: Torment (or PS:T). We want Torment to challenge, reward, surprise, and entertain you in ways that PS:T did. To do that, we examined PS:T carefully, and took these four pillars as our foundation:

A Deep, Thematically Satisfying Story. The philosophical underpinnings of Torment drive the game, both mechanically and narratively. Your words, choices, and actions will be your primary weapons.
A World Unlike Any Other. The game has a fantastic, original setting, with awe-inspiring painterly visuals, imaginative locations, truly offbeat items, and massive feats of magic. In Numenera, however, «magic» is actually something surprisingly different.
A Rich, Personal Narrative. The story is thoughtful and character-driven—epic in feel but a deeply personal narrative, with nontraditional characters and companions who have their own motivations and desires that drive them throughout the game.
Reactivity, Choice, and Real Consequences. The game emphasizes replayability and reactivity, and your choices will make a real difference. You can play the game with a different approach and discover entirely new pathways. Most important, we won't tell you how to play. The best ending is the one you choose, flowing naturally from your actions throughout the game.

These pillars reach through all aspects of the game design, including characters and dialogue, the overarching story, gameplay systems and combat, and aesthetics.

Team. If you were looking for team continuity, you've got it. Many key members who played a role in the Planescape setting and Planescape: Torment are involved in Torment: Tides of Numenera. Colin McComb and Monte Cook were two of the three primary writers for TSR’s Planescape setting. Colin was also a key designer on PS:T, where he worked closely with lead designer Chris Avellone. For Torment: Tides of Numenera, Colin is leading the creative vision in the setting that Monte has crafted. The two are also joined by their long-time partner Ray Vallese, who edited and wrote for the Planescape setting and who'll be editing Torment content. (That’s right – the quality of writing for Torment is so important that we have a professional editor on the team.)

We have the honor to work again with Mark Morgan, who composed PS:T’s music. You can hear his first piece in our Kickstarter launch video. Other contributors to Torment in this preproduction period have included Adam Heine (a scripter on PS:T) and Aaron Meyers (an artist on PS:T). And, of course, it was Brian Fargo who originally saw the potential of Planescape: Torment at Interplay and who greenlit the project so that it could be made in the first place. And we're going to bring on a lot more people — some of the Wasteland 2 team, or course, and other high-profile writers who can provide their own inimitable voice to the game. We're excited to be working with them.

Details. While we aren't focusing on a direct story or setting connection between the PS:T story and Torment, we’ll include elements reminiscent of PS:T. That’s not to say that Torment will be overflowing with inside jokes, but players familiar with PS:T will notice some nods to the original. But just as PS:T strove to defy RPG tropes, so too will Torment – including some tropes that were established by PS:T. So expect a lot of surprises.



How Is Torment Different From Planescape: Torment?

— Torment is not a sequel to PS:T. It does not continue the stories of PS:T or its characters.
— Torment is set in Numenera’s Ninth World, a new tabletop RPG setting created by renowned designer Monte Cook (he and Colin wrote much of the material for the Planescape tabletop setting).
— Torment will use a new rules system that's based on the Numenera system but adapted specifically for a computer RPG.
— We'll strive to make Torment's combat system and encounters an engaging and entertaining part of the gameplay. We'll connect them narratively to the overall story. And, continuing the Torment tradition, we'll make most if not all combat avoidable.



The original Torment was a novel experience, a genre-defying game that helped redefine what was possible in RPG storytelling. We mentioned our Four Pillars above, and here they are in greater detail:

A Deep, Thematically Satisfying Story

What does one life matter? Do our lives matter at all, or are they meaningless? What legacy do we leave behind? These are age-old questions, and they’re not easily answered — especially in a setting like Numenera’s Ninth World, where the inhabitants wander through the rubble of forgotten ancients who must have felt that their lives mattered, too.

That’s our primary theme: What does one life matter? We're going to help you tell a story, and in the end you’ll have explored your answer to this question. You might decide that one life is the most important thing in the world, if it’s the right life. You might decide that a life means nothing, though Life itself has meaning. You might decide that Life has no value at all. We won’t force you toward a specific answer in your search. But we will force you to think.

Torment’s second theme also rises naturally from Numenera's setting: abandonment. Whether the abandonment of place, of life, of children, or of will, we'll explore what abandonment really means and how it affects the unfortunates in its wake. You can help those you encounter (including your companions) make that choice, and you’ll also make it for yourself. That choice will be part of your legacy.

And last, we come to mystery. You enter the game as you enter the world: newborn and ignorant, and you must find your truths, the answers that fit your journey best. Those around you might help you, hinder you, or hurt you. But why? What drives them? What drives you? It is this search for meaning that leads you into the deeper questions, and you’ll uncover even stranger mysteries as you delve into the heart of your being.


Sagus Cliffs at Dawn (by Chang Yuan)

A World Unlike Any Other

If you want to see a setting that turns the usual rules of role-playing games on their heads, you’ve found it: the Ninth World of Numenera.

Numenera is a brand-new game created by celebrated tabletop game designer Monte Cook. On its surface, the setting is a medieval world, but it has seen a billion years’ worth of civilizations rise and fall. The learned of the time call it the Ninth World, claiming that eight great ages have come and gone before it. We do not know what happened to those ages of glory or why they fell: some declined, some disappeared under the boots and blades of invaders, and some saw their citizens transcend to new spheres of consciousness. It is enough for us to know that they are gone, but they have left the world a far different place. The mysteries of their presence are as great a riddle as their absence, and it is in the discovery and use of their works that the great deeds of the day are done.

Each prior world has left some trace of its passing, whether small oddities and tools, great machines, vast and floating cities, or moons of living flesh and cunningly worked metals. The curious devices left by the ancients are called the numenera, and many of them still hold power that is wondrous and deadly. Once the hub of a vast empire that reached through time and space, once a waypoint for dimensional travelers, the world has become a very, very different place.

Magic, they say, is just science we do not understand yet. So it is in Numenera: the world is filled with mysteries beyond human comprehension, relics of bygone ages. They shaped the world to their liking, carving strange channels across the single continent that now spans the Earth, surrounded by a vast and nearly trackless ocean. Mountains stand as monuments to long-forgotten rulers, their faces and bodies carved miles-high into the enduring, living stone. Some who dwell in the Ninth World call it magic. Who are we to say they’re wrong?


Sojourner of Worlds (by Chang Yuan)

A Rich, Personal Narrative

Here’s a brief summary of our story:

You are the Last Castoff, the final link in the chain of the lives of the being they call the Changing God. He once was a man who discovered a way to use the relics of the ancients to cheat death and skip across the face of centuries in a succession of bodies. But he never knew that his bodies lived on as his consciousness fled, a new consciousness arising in each. Now he has awakened an age-old enemy, the Angel of Entropy, and his days of change are gone as the Angel hunts him and all his works. That includes… you.

With the ever-present threat of oblivion looming over you, you must find your sire before he — and you — are eradicated by the avenging Angel. You will find allies and enemies among the other castoffs. You might inhabit their minds for a time through the devices called “the Meres,” turning their lives to your advantage. You will travel across the face of the Ninth World, and above and below it, with your companions at your side — or alone, if you wish. Your quest will take you to alternate dimensions and distant worlds under strange suns; particular Meres might afford you even more bizarre experiences, such as folding time itself. And you will build your legacy as you find your answer to the question:

What does one life matter?


The nature of your character is such that you attract others—powerful but fundamentally broken people who seek out your presence. They might hold some of your answers, and they may be some of your closest allies… or they might be among your most dangerous enemies. They need your help, and you can make them whole or exploit them for your mission, even if it means their ultimate doom.

Reactivity, Choice, and Real Consequences

You want your games to treat you like you’ve actually done something in that world. You want to see rewards equal to your actions, and you want to see the world’s reaction change based on what you’ve done. An RPG should offer you many ways to reach its many endings, and each should honestly reflect the choices you’ve made. Each ending should be equally valid and important.

We’ll do that.

Your choices start right away. Even as you crawl from the rubble at the start of the game, you’ll be offered choices. Whatever you decide, you’ve taken your first steps in the game, and they’ll echo throughout your play. You’ll make choices based on how you want to handle each situation, not on the basis of an external scale of good and evil. We've got a different scale (see «What are the Tides?» below) that allows us to track your choices without moralizing about them; you can do what you like without a higher judgment awaiting you. And when you make your choices, the people around you will judge you based not on your motivations but on the consequences of your actions.

What’s more, the choices you make will determine your legacy, the history you leave behind as example… or warning. You might choose to spend your life helping others, trying to alleviate their suffering or to create a better life for them with the numenera you find. You might lead them to reason, creating a knowledge base to help lift them from the darkness of the new age. You might accumulate power and become a force for fear or justice. This isn’t destiny. This isn’t fate. This is your life, and you can coast on its tides toward whatever horizons await, or you can fight its currents to reach a better land.



Torment will have a strong emphasis on story and character development, which will permeate other facets of gameplay, such as combat and exploration. The Ninth World is a place of great mystery and wonder, all waiting to be discovered.

Torment will emphasize the quality of combat encounters over quantity. We have different combat systems in mind to reach this goal and will engage backers on this topic throughout the process. The game will be a more cerebral RPG than most, with less hack-and-slash and accumulation of items and more NPC interaction, problem solving, and reflection. Torment will have thrilling combat and fantastic items, of course, but the game isn’t an action RPG. The items you find will be awe-inspiring, not just through the powers they provide but through their rich histories and their relevance to the narrative.

As in Planescape: Torment, you'll play the role of a specific individual. At the game’s start, however, you are a blank slate and have control over the path you take through the story, and you will also make choices to customize your abilities and skills. We’re taking the approach of having you role-play a specific individual so that we can focus on telling a very personal tale – yours.


The First Castoff Statuette (with detachable mask) from the $2000 reward tier (Statuette by www.imaginerick.com)

How Will Torment Handle Dialogue and Companions?

Compelling dialogue and intriguing companions are at the core of the Torment experience. We intend to maintain that tradition. We'll use dialogue trees for conversation because they work well for what we want to do. You'll choose the line you speak or the action you take from a list of options, defining your character by what you say and do.

The deeply developed companions will add to and affect how your story unfolds. But which companions you travel with (if any) is your decision, and how you interact with them will matter. Some companions might choose to leave you in extreme situations, but as long as they’re in your party, they'll go where you direct and do what you tell them.

What Are the Tides?

There are unseen forces in the Ninth World, forces that have profound and lasting effects for those attuned to their motions. Like gravity or magnetism, the Tides are invisible, powerful, and with the right tools, perhaps controllable.

The Tides represent complicated concepts that aren't entirely definable by language. Those who acknowledge the Tides have given them symbolic colors based on how they appear to correspond with emotional and psychological reactions. For example:


The Tides reflect your choices, the subtle currents of motivation that ripple through your life.

The colors are important, because a word like «justice» (for example) is too simplistic. The Indigo Tide represents not only justice and fairness; it might also mean a desire for the greater good or an «end justifies the means» mentality. The Gold Tide can represent false philanthropy as well as martyrdom — it's the actions that matter, not the motivations. In the game, the Tides serve as a kind of alignment system — but a more nuanced one, and one that does not judge actions based on whether they are good or evil. You'll learn more about the Tides as you explore Torment. And the Tides will gradually change based on your actions and decisions, ultimately determining your Legacy.

What Do You Mean by My Legacy?

There's your legacy, the stories others tell about you and the inspirations they find in your life, and your Legacy, which we're systematizing here. Your Legacy is determined by which Tides you manipulate the most. Do you use your wisdom to help others? Do you seek power for the greater good? Maybe you're an avenger, taking whatever action is necessary to aid those around you. Perhaps you're just in it for the prestige. (Or money. People are always in it for the money.) As your choices move the Tides, your Legacy will be revealed.

Your Legacy also influences the world around you. Weapons and relics may have different bonuses for characters with certain Legacies. Some of them might respond positively if you've revealed yourself to be a thinker or an artist, while others might help you only if you're moved by passion and power.

Your Legacy opens new potential abilities. Some Legacies can change the very structure of your body, giving you superhuman powers: the ability to read the past in the minds of the dead, for instance, or a nearly supernatural affinity with weapons.



Torment is being developed by inXile entertainment, a mid-sized independent game developer located in Newport Beach, CA. inXile was founded by Brian Fargo in 2002 and is best known for its action-RPG The Bard’s Tale. The Android version of that game was released in fall 2012, topping the charts and winning several awards.

With inXile, Brian has embraced the crowdfunding approach. He is a vocal advocate of circumventing the traditional publisher-developer business model, with developers instead communicating and working directly with the players.

With Torment, if we reach the $900,000 goal but fall short of a million, Brian will personally fund the remaining amount to reach $1 million total for development. If funding beats $1 million, he will instead contribute 10 cents from every $1 pledged from the $1 million to $2 million mark.

He launched the Kicking It Forward initiative – a pledge to donate 5% of a crowdfunded project’s profits (to be clear, this is post launch profits, not money pledged towards development of this product) to support other crowdfunding efforts. Over 200 other successfully funded Kickstarter projects have embraced Brian’s Kicking It Forward promise. In February, inXile revealed a first look at Wasteland 2’s gameplay to a very positive response by the project’s backers.

Brian Fargo (Executive Producer) has worked in the video game industry since its infancy, having founded Interplay Entertainment in 1983. Interplay became a top five PC games publisher in the mid-1990s, producing some of the biggest RPGs. These include the classic The Bard’s Tale series, Wasteland, Fallout and Fallout 2, Baldur’s Gate, and Planescape: Torment. Interplay also helped to launch some of the biggest developers, such as Blizzard, Bioware, and Treyarch. Brian founded inXile in 2002 and is the executive producer for Wasteland 2.

Colin McComb (Creative Lead) was a key designer for TSR’s Planescape setting and wrote many products for the Dungeons & Dragons franchise (including the award-winning Birthright Campaign Setting) and Paizo's Pathfinder setting. He worked as a designer on Fallout 2 and Planescape: Torment and was a writer for Wasteland 2. Colin’s self-published work includes the first two books in his Oathbreaker series.

Monte Cook (Numenera Creator) has been a tabletop RPG designer since 1988, with his many works including D&D 3rd Edition, Ptolus, and Arcana Evolved. With Colin, he was responsible for much of the Planescape setting. His newest creation, Numenera, was crowdfunded through Kickstarter in September 2012, raising more than 2,500% of its target funding goal.

Kevin Saunders (Project Director) has been developing video games since 1998 and worked for five years on RPGs at Obsidian Entertainment. He was the lead designer and producer for Shattered Galaxy, the critically acclaimed massively multiplayer online real-time strategy game, as well as Mask of the Betrayer, considered by many RPG fans to be the game closest to Planescape: Torment (so far). One of Kevin’s specialties is game interface design, and last year he published the second edition of his book on the topic.

Mark Morgan (Composer) has composed music for film, television, and video games, including Planescape: Torment, Fallout, Fallout 2, Fallout: New Vegas, and Wasteland 2. He is composing at least 40 minutes of music for Torment, and he composed the music for Torment’s Kickstarter video.

The skilled concept artists involved in Torment include Nils Hamm, Dana Knutson (concept artist for TSR’s Planescape setting), Andree Wallin, and Chang Yuan.

The passion and love for Planescape: Torment runs deep among many in the game development industry. Because of their excitement about the project and their faith in the assembled team, they have worked hard on preproduction, though the level of their involvement in Torment during production will depend on the success of this campaign. These devoted experts include Adam Heine (scripter and designer for Planescape: Torment), Aaron Meyers (artist on Planescape: Torment and lead artist for Star Wars: Knights of the Old Republic 2 and Alpha Protocol), and Ray Vallese (editor for the Planescape setting).

The skilled production team of artists, animators, scripters, and programmers at inXile will bring their decades of game development experience to Torment. They will also bring all of their experience working together on Wasteland 2 (and in previous projects) as well as with Unity. Torment will benefit from their individual skills, their experience, and their team cohesion (and in many cases, their direct work for Wasteland 2). We’ll introduce you to more of these stars over the course of the campaign.

Other key members of the team will be revealed later in the campaign.

www.kickstarter.com/projects/inxile/torment-tides-of-numenera

Ну, дальше был очередной рассказ о том, почему именно Кикстартер, награды за взносы и прочее. Я решил это опустить.

Не заставил себя долго ждать и Брайан Фарго — слегка очешуевший от такого рекордно быстрого сбора денег и выпустил первый апдейт:

Update #1: Updated our Journal...

You’ve got to be freaking kidding me!!! We just funded in six hours!?!?!

Our heads are still spinning at the incredible response we have had from today's support of our Kickstarter campaign. We had plans to roll out our stretch goals and to write our Kickstarter updates but never in our wildest dreams did we think we would fund this quickly!!! We are joyfully scrambling right now to get a longer update and some stretch goals in front of you as soon as we can. We should have more to say later today.

You are all unbelievably awesome and we could not be happier about receiving your trust in us. For many years we have wanted to get back to making this style of RPG but it appeared that the market was going everywhere but that direction. Almost every article and new game was focused on being an MMO, multi-player or micro-transition based. This wasn’t our style and we couldn’t generate interest in the classical narrative type of RPG that we all grew up making and playing. Thank you for backing our vision once again and we will not let you down. We will continue to communicate and and make sure we solicit input such that the game is hitting all the right notes.

Our goal is to make great RPGs for you all for the rest of our careers.

Thank you,

Brian Fargo and the team at inXile

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/421386

В заключение остаётся добавить пару русскоязычных постов. Понятно, они не покрывают всю ту информацию, что озвучена выше. Так что рекомендую обязательно прочитать в оригинале, дабы не упустить какую-нить интересную деталь, потерянную нашими доблестными надмозгами.

Студия inXile под предводительством Брайана Фарго начала сбор средств на свою новую RPG, рискнувшую назваться идейным наследником Planescape: Torment.

Фарго просит $900,000 долларов, и, учитывая темпы, довольно скоро сумма будет набрана, несмотря на то, что игроков не стали сильно баловать новой информацией о самой игре.

Как и оригинальный Torment, игра от inXile будет партийной изометрической игрой, которая ставит перед собой задачу перевернуть с ног на голову весь жанр компьютерных RPG.

Среди ведущих разработчиков были названы такие знаменитости, как Брайан Фарго, Колин МакКомб, Монте Кук, Кевин Сандерс и Марк Морган.

Приятная новость для русских игроков — Torment: Tides of Numenera в любом случае выйдет на великом и могучем. inXile собирается выпустить Torment: Tides of Numenera уже в декабре следующего года. Игра выйдет на Windows, Mac OS и Linux.

www.rpgnuke.ru/2013/03/06/torment_tides_of_numenera_na_kickstarter.html

Torment: Tides of Numenera — деньги собраны за 6 часов

Прошло всего лишь 6 часов, а духовный наследник Planescape: Torment уже набрал минимальную требуемую сумму в 900,000 долларов. Напоминаем, что заявленная сумма была аналогична планке, поставленной для предыдущего проекта inXile — Wasteland 2.

На данный момент разработчики получили уже более $930.000 от 17 тысяч человек по всему миру.

В первом обновлении Брайан Фарго лично поблагодарил фанатов, признался, что не ожидал, с какой скоростью к ним начнут поступать средства, и пообещал регулярно публиковать обновления по игре.

У inXile в запасе ещё 30 дней, чтобы побить на Kickstarter рекорд Project: Eternity, которая в общей сумме собрала 4 млн. долларов, или превысить сборы за Wasteland 2, которые на данный момент составляют около 3 млн. долларов.

www.rpgnuke.ru/2013/03/07/torment_tides_of_numenera_sobrano_900000.html

Разработчики Torment: Tides of Numenera о сюжете и системе мировоззрения

Перед запуском краудфандинговой кампании на Kickstarter, портал VG247 решил взять интервью у ведущих разработчиков проекта — Кевина Сандерса и Колина МакКомба. Полная версия интервью ожидает вас на следующей неделе, но его часть, где представители inXile рассказывают о сюжетной основе грядущей игры и больше раскрывают концепции системы мировоззрения, можно прочесть уже сейчас в продолжении новости.

Первым делом мы спросили inXile о сюжетной основе игры, и как она связана со множеством миров и их наполнением. Колин МакКомб сообщил, что это расширение идеалов, заложенных в Planescape: Torment, но с большим количеством переплетений, сфокусированных на том, как игрок влияет на мир:

«Основным вопросом Planescape: Torment было „Что может изменить сущность человека?“ Это заставило задуматься многих, поэтому мы решили, что должны сделать что-то подобное в плане цепляющего игрового опыта и способа раскрытия сюжета, но при этом хотели посмотреть на это с другой точки зрения.

Используя Numenera, мы можем спросить „Что значит одна жизнь?“ Вы — некто, ищущий свои собственные ответы, но при этом окружены свидетельствами людей, творивших невероятные вещи с миром, со вселенной и с самой реальностью.

Все эти свидетельства доказывают, что люди считали свои жизни действительно значимыми. Поэтому, оказавшись среди тех, кто может подчинять себе время, гравитацию и электромагнетизм, или тех, кто способен изменять саму форму мира, чего будет стоить ваша жизнь?»

Выбор играет огромную роль, помогая игроку достичь ценности жизни своего персонажа и воздействия, оказываемого на мир. Мы спросили команду, как они надеются заставить выборы и последствия ощущаться значимыми. Ответ нас поразил.

«Мы не стремимся сделать дешёвый эмоциональный крючок», — ответил Колин МакКомб. «Мы хотим построить взаимоотношения с нашими NPC, мы хотим создать возможность отследить выборы, которые будут сделаны в игре.

Чтобы это осуществить, мы разработали систему „Потоков“ (Tides — приливы и отливы — прим.), которая, в сущности, является нашей системой мировоззрения. Она более комплексная, более наполнена нюансами, нежели традиционное „Закон против Хаоса“. Это сокровенная вещь, проявляющая себя через внешние силы.»

Кевин Сандерс дополнил ответ: «Глядя на „Потоки“, мы смотрим на вещи, мотивирующие людей, мы смотрим на результаты их действий и концепцию их наследия. Мы даже осознали, что на самом деле в английском языке нет верных слов для наших представлений.

Затем мы решили отразить „Потоки“ через отличительные знаки, представляющие различные грани комплексных сил, действующих в нашем мире. В отличие от системы мировоззрений в D&D — где было добро и зло — „Потоки“ не противопоставлены друг другу.

Игра отслеживает решения, которым вы благоволите, и это влияет как и на непосредственно геймплей, так и на реакцию людей на вас. Мы не хотим объяснять игроку ответ на вопрос. У нас просто нет ответа, что значит одна жизнь.»

«Наши игроки должны найти свой ответ сами», — добавил МакКомб. «Мы собираемся провести их, испытать и заставить думать, но просто так не скажем: „Вот что значит одна жизнь“, потому что ответ будет разный, зависящий от того, как именно вы будете играть.»

Чтобы помочь различать мораль каждого Потока, inXile дали им цвета. Такие игровые параметры, как выбор или реакция NPC, могут изменить их, если у вас, например, десять единиц синего и пять — красного. Поток цвета индиго может олицетворять справедливость, даже может быть цвет для единения или принципа «цель оправдывает средства».

«Отчасти мы решили обозначить для выборов цвета, потому что, как уже было сказано, в английском языке отсутствуют словесные аналоги», — продолжил МакКомб. «Что-то вроде золотого потока может представлять эмпатию, щедрость или жертвенность, но если бы мы просто сказали „Поток Эмпатии“, то люди могли связать это с предубеждёнными представлениями об эмпатии.»

«Игроки узнают об этом двойном дне через исходы своих действий в игре и через мифы и легенды, рассказываемые самим миром», — подытожил Кевин Сандерс.

www.rpgnuke.ru/2013/03/06/torment_2_plot_and_worldview.html

Опять-таки, рекомендую исключительно оригинал, поскольку на сайте RPGNuke переводом занимаются, почему-то, неграмотные дети.

Кстати, за этот час, что я клепал этот коммент сумма взносов увеличилась на 160 тысяч долларов и сейчас составляет $1,182,487. Такие дела.

Следите за обновлениями!
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Update #2: Updated our Journal: A Gift, Stretch Goals Past & Present, Pay Pal

Hello! I hope you all have had/are having a great day.

TL;DR: A gift for everyone; Stretch Goals, including some new talent joining the team and bonus rewards; Pay Pal coming tomorrow.

Our Sincerest Appreciation

We are deeply appreciative of your support of both Torment and role-playing games in general. Some of you are here, and supporting us, because of your love for Planescape: Torment, a game that inspired us as well. With this common interest in mind, we want to acknowledge your faith in us with a small token of our appreciation.

The friendly relationship between inXile and Obsidian Entertainment is no secret. In collaboration with our colleagues at Obsidian, we are going to create a special pledge reward that will be given to all backers of both Torment and Obsidian’s Project Eternity – a Planescape: Torment Developer Retrospective (digitally distributed). This idea was suggested by community member Dema on our UserVoice forums and has been one of the most highly favored suggestions.

We’ve talked with many of the original developers of Planescape: Torment and they will generously contribute developer diaries/blogs in a compilation of their thoughts about the project. Learn about their experiences working on the game, behind-the-scenes stories, and how the game influenced their later work. This Retrospective will be made available before Torment launches next December.

Our requests to Planescape: Torment team members have been met with great enthusiasm and we’re thrilled to announce that contributors to this Retrospective will include:

— Chris Avellone, Lead Designer
— Eric Campanella, Artist
— Tim Donley, Lead Artist
— Scott Everts, Technical Designer
— Brian Fargo, Leader in Exile
— Adam Heine, Scripter
— Dave Maldonado, Designer
— Colin McComb, Designer
— Brian Menze, Artist
— Aaron Meyers, Artist
— Mark Morgan, Composer
— Dennis Presnell, Artist
— Dan Spitzley, Lead Programmer
— Feargus Urquhart, President, Black Isle Studios
— Scott Warner, Scripter

We at inXile would like to also thank the PS:T team members who will be contributing as well as to Dema for making this suggestion!

Stretch Goals

Every dollar we receive from the Kickstarter (outside of expenses for reward fulfillment) will be invested in making Torment a better game, while retaining the focus on the pillars we’ve described. That is, the game will be improving in various ways all along the way. That said, we will also be describing explicit Stretch Goals so that you can see how we plan to enhance the game and also what we’re hoping to achieve. Thanks to your enthusiasm and support, we have already passed what would have been our first Stretch Goal and are excited to announce that, though you will play Torment as a specific character, we will provide you with the choice to choose your character’s gender when you begin a playthrough.

Besides the obvious impacts of PC gender (e.g., character model, animations, increased localization work for languages for which gender matters, etc.), there will be appropriate reactivity from NPCs in the game world. This doesn’t mean that the overarching story will depend on your gender, but the level of reactivity will be significant and noticeable. Shown below is a concept piece for the female PC, drawn by Nils Hamm. Nils is still working on the male PC and we’ll show you him in a later update. (Again, this isn't all that occurs by going from $0.9m through $1.2m, just a major element we want to call out.)

$1.5 Million: Richer Story – Writer Mur Lafferty and Designer Tony Evans join the Writing Team, plus a Bonus Novella)

Upon reaching $1.5M, we will expand the richness and reactivity of the story through adding two new writers to our team. We have designed the game’s storyline to be highly scalable and modular, and this allows us to bring in additional writing talent to enhance Torment’s story through deeper content and new areas and characters – both optional ones and on the critical path.

At $1.5 Million, two excellent writers, Tony Evans and Mur Lafferty will be contributing to the game. In case you aren’t yet familiar with their past work, here’s a little information on each:

Tony has been a game writer and designer since the late 1990s and has worked on more role-playing games than any sane designer should, with time served at both Obsidian and Bioware. Tony worked on Star Wars: Knights of the Old Republic 2, Dragon Age 2, Neverwinter Nights 2, and Mask of the Betrayer (he designed the Skein and wrote One of Many, among other things). Tony was also the lead designer on Storm of Zehir.

Mur is an author from Durham, NC. She’s written for several role-playing games including Vampire, Mage, Exalted, and World of Warcraft the RPG. She started podcasting in 2004 with her show Geek Fu Action Grip, and in 2005 began producing the award-winning podcast I Should Be Writing. She's published several audiobooks via podcast, and her debut novel, The Shambling Guide to New York City, is coming out in May. She was a 2012 nominee for the John W. Campbell Award for Best New Writer in Science Fiction or Fantasy.

Additionally, Torment (and Wasteland 2) writer Nathan Long will be writing a novella for Torment. Nathan’s novella will be included in the Novella Compilation, and all backers receiving that reward will automatically receive this fourth novella, too.

We haven’t talked much about Nathan in the past and it’s high time to correct that. Nathan has been a superstar on the Wasteland 2 team and we are honored to have him as part of our team. Nathan is a screen and prose writer, with two movies, one Saturday-morning adventure series, and a handful of live-action and animated TV episodes to his name, as well as eleven fantasy novels and several award-winning short stories. He hails from Pennsylvania, where he grew up, went to school, and played in various punk and rock-a-billy bands, before following his dreams to Hollywood — where he now writes full time — and still occasionally plays in bands. His latest novel is Swords of Waar, the sequel to 2012's Jane Carver of Waar, and he realized his life-long dream when he began working as a game writer for inXile Entertainment.

$2.0 Million: Monte Writes, Mark Composes, and Goo Oozes

We will continue to increase Torment’s story depth and reactivity as Monte Cook also joins our writing team, contributing directly to in-game content. Monte is focused on Numenera, but we’ve been working directly with him already, seeking his guidance on how to best explore Numenera’s Ninth World. Later in the project, we will also be collaborating with Monte on the adaptation of Numenera’s tabletop rules to best suit a computer role-playing game. But at this Stretch Goal, Monte will become even more involved in Torment team and will add his writing talents as well. (Fortunately, Torment’s schedule allows for his creative work to begin later so that it won’t interfere with Numenera.)

At this Stretch Goal, Mark Morgan will write more music for Torment to complement the additional game areas and content we will be adding. Furthermore, he will incorporate a live orchestra into his work. Of course, all of this new music will be automatically including in the soundtrack (digital or CD) for backers who are receiving that reward. We will also provide the soundtrack reward in the lossless FLAC format for those who desire it.

Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ;) ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires. Its ultimate secrets are… well, you'll have to find out.

Housekeeping (including Pay Pal)

A couple other notes: First, it may be a while before we update the main Kickstarter page to reflect the content of this (and upcoming updates). You see, while finalizing our Kickstarter page, we reached the character limit allowed for a Kickstarter page (see below). So we are going to have to reorganize some of the content on our page to allow us to add new information. It might be a bit before we get to that, so please excuse any outdated content.

Second, we know that some would like to pledge through Pay Pal. Fortunately, our masterful developer Joby Bednar had already constructed the foundation necessary through our Wasteland 2 campaign. Unfortunately, we had some additional work to do for it and weren't expecting it to be necessary quite so soon. Joby, who also came in during the wee hours this morning to update our Torment website expects to have our Pay Pal store up tomorrow – we’re sorry for the delay.

When the Pay Pal store is available, any Tier that has not sold out on Kickstarter will be available through Pay Pal for those who choose. Any Tier that sells out will then also be closed on Pay Pal. This isn’t an automated process, so the Pay Pal option may be available for a short time after the Kickstarter one closes.

What’s Next?

Over the next days, we have more updates planned in which, besides any news related to the Kickstarter, will be providing some more details about our plans for Torment, building upon the information from our initial Kickstarter page. Some of these details will be explained through video updates from members of the Torment team, so you’ll get to learn both about the game and about the people who are (or will be) working on it.

Thank you all so much for an exciting first day.

Sincerely,
Kevin Saunders
Project Director




www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/421842

Torment: Tides of Numenera собрал $1,500,000, объявлены целевые суммы

С начала сборов прошло всего 15 часов, но проект уже успел собрать полтора миллиона долларов. Директор проекта, Кевин Сандерс, анонсировал целевые суммы, при достижении которых игра будет улучшена и расширена.

Кевин сразу же предупредил, что здесь не будет говориться ни о каких новых локациях и новом оружии — каждый дополнительный доллар и так будет потрачен на расширение игры.

1.2 млн. долларов — появится возможность выбрать пол своего персонажа. Достигнуто!

Кевин Сандерс отмечает, что пол персонажа значительно повлияет на игровой процесс и сюжет игры.

1.5 млн. долларов — к армии сценаристов проекта присоединятся писатель Мур Лафферти и дизайнер Тони Эванс. Достигнуто!

Тони Эванс работает писателем и геймдизайнером уже более 15 лет. Ранее он работал в Obsidian и Bioware. В его длинном послужном списке такие RPG, как Star Wars: Knights of the Old Republic 2, Dragon Age 2 и Neverwinter Nights 2.

Мур Лафферти работал в White Wolf и принимал участие в создании настольной RPG Exalted, а также двух «линеек» Мира Тьмы — Vampire и Mage. Номинант прошлогодней премии Джона Кэмпбэлла в номинации «лучший автор фэнтези и научной фантастики».

2.0 млн. долларов — Монте Кук присоединяется к сценаристам, Марк Морган пишет больше музыки.

Монте Кук, до этого участвующий в разработке лишь как создатель сеттинга Numenera, присоединяется к сценаристам, а Марк Морган напишет больше музыки для новых локаций.

Кроме того, здесь было решено добавить ещё одного, пятого спутника для игрока. Разработчики уже дали ему прозвище «игрушка». Спутник представляет из себя шар из слизи. Никто не знает, что это: чей-то питомец, брошенная игрушка или опасное оружие. Это ещё предстоит выяснить. «Игрушка» меняет свой внешний вид и способности в зависимости от действий игрока. У неё даже есть свои секреты… Которые ещё предстоит выяснить.

www.rpgnuke.ru/2013/03/07/torment_2_stretch_goals.html
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Мур Лафферти работал в White Wolf и принимал участие в создании...

Ещё раз напоминаю о необходимости критического восприятия информации с RPGNuke и их команды школьников: Мур Лафферти — женщина.


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Update #3: Updated our Journal for the 3rd Time: Video on Themes, New True Believer Tier Coming, Strategy Guide, More Stretch Goals, PayPal

(Gosh, that's quite a long Update title, isn't it? It doesn't seem to hit the character limit, though!)

Hello again!

As much as we were prepared for this Kickstarter to be somewhat overwhelming, we’re still recovering from the unexpected flurry of activity and are working hard to get back on top of things. Rejuvenated by adrenaline, caffeine, and a couple hours rest, I’m happy to send to you this Update 3.

TL;DR: A video from Colin about Torment’s themes. New Limited Tier @ $28 arrives tomorrow @ 1 PM PST. Digital Strategy Guide added to $28+ Tiers. Details about Stretch Goals. PayPal ready.

Torment Video Series Begins

Here is Colin to introduce to you the series of videos we’ve prepared to give you more information about Torment as well as to meet many of our talented team (the “talented” part comes with the second video – Colin is exempt from that adjective). Colin will explain more about what we have planned for you over the coming weeks and will also talk about Torment’s themes.

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Digital Strategy Guide Added to $28+ Tiers

We will create a digital strategy guide for Torment, and this reward will be added to all Tiers $28 or higher (But there is no $28 Tier, you say? Read on! =) ). The digital strategy guide is also available as an add-on for $7.

New True Believer Tier Coming!

Tomorrow, March 8th at 1 PM PST, we will be opening up a new $28 True Believer Tier. Our initial $20 Tier sold out more quickly than we expected, which meant that many people missed out on the opportunity to be a True Believer of Torment. Some of our international audience, as well as those who wanted to pay with PayPal had no such opportunity.

This Tier will include the following:

1. DRM-free Digital Game (PC, Mac, or Linux)
2. Planescape: Torment Developer Retrospective
3. Access to the Official Torment Community
4. Digital Strategy Guide
5. Digital copy of Colin McComb’s novella (not the entire Novella Compilation)

This new True Believe Tier will be limited to 20,000 backers. It will also be available through Pay Pal until it sells out on Kickstarter. Of course, $20 True Believers, and those who joined us “late” at $25 can change to this Tier as well, gaining the digital strategy guide and Colin’s novella.

Out of fairness to our $35, $45, and $65 Tier backers, we will add Colin’s novella to these Tiers as well. We aren’t adding anything else extra to the $50 and higher Tiers at this time, but hope that Nathan’s novella and the additional novellas we hope to add to the compilation, plus the strategy guide, compensate for Colin’s novella being given out to the $28 and $35 Tiers. (Note: Colin's novella is still included in the Novella Compilation. But that single novella is also a reward for the $28, $35, and $45 Tiers.)

More Stretch Goals

(See the bottom of this Update for the new Stretch Goal table.)

We reached our $1.5m Stretch Goal soon after I sent out Update 2 last night, which means that Mur and Tony both join our writing team. Yay! (And welcome!)

We’ve received requests for a little more detail in terms of how we’ll be expanding the game as we surpass various Stretch Goals, so we want to further define the impact of adding these writers by noting that a new area, the Crystal Dimension, will also be added to the game due to reaching this milestone. Here’s a brief description:

In strange and distant worlds, life flickers toward awareness even amid the most brutal landscapes. For instance: massive mountains of crystal heave from the land and pierce the sky under pale suns, their light refracting and bending around cunning spires never touched by human hands. The infants of this land are giants, vaguely humanoid crystalline monsters torn from the land itself and given shape and purpose by the elders, who share the light and heat from their ever-diminishing bodies, chipped and worn by age.

$2.0 Million: Monte Writes, Mark Composes, Ruins of Ossiphagan, and Goo Oozes, +2 Novellas

In my fatigued state last night, I forgot to mention that at this Stretch Goal, Mur and Tony will each also be writing novellas that will be added to the compilation for all Tiers that receive it (or for those who purchase it as an add-on). Also, at the $2m mark, we will be adding the Ruins of Ossiphagan to the game:

The erupting volcanoes and surging lava fill the air with acrid smoke and choking fumes. The bones of an enormous beast lie sprawled across the obsidian fields, its ribs splayed open as if it had been torn open by some unimaginable predator. The ossified bones have been hollowed out as homes by some intrepid or foolish citizens, and the wind howls through the openings in a mournful whistle like a giant flute. In the wastes beyond, creatures of flame and focused minds trawl the lava and skim its valuable nutrients.

Also, as a surprise addition to all (including our dear colleague Colin who is learning about this commitment right now as you are) after the Kickstarter ends, Colin’s going to be doing a play through of Planescape: Torment for you all, providing his developer commentary as he goes. Which areas and characters did he write? And what was he thinking when he wrote them? How fast of a reader is he? Does he have anything good to say about the combat? What is his answer to the question: “What can change the nature of a man?” Learn all of this and more!

$2.5 Million: George Ziets, Death Mechanics – The Castoff’s Labyrinth, Monte’s Novella, New Companion, Colin’s Apology (Part 1)

Ziets!

We are thrilled to announce that George will be joining Torment as a writer at this Stretch Goal. This is a personally meaningful addition to me. You may know George from his role as Creative Lead on Mask of the Betrayer, where he led the story and character design for the game. Working on that game was one of the highlights of my career and I have George to thank for much of that. His creative aesthetics are perfect for the themes we are exploring in Torment and I’m very much looking forward to collaborating with George again.

New Novella

Monte will be writing a Torment novella at this mark as well. For a sample of Monte’s creative writing for Numenera, you might check out his short story, The Amber Monolith. www.numenera.com/the-amber-monolith

Companion

This Stretch Goal will also bring the 6th companion. Some noted to us that maybe I said too much in describing “The Toy” in Update 2, so we’ll leave this one mysterious for now.

Castoff's Labyrinth

We’ll also be adding the Castoff’s Labyrinth, an area that will play into our treatment of death in Torment at $2.5M. Expanding upon this “labyrinth of the mind” will also serve as an ongoing Stretch Goal for us from this point on. We’ll be providing more detail about this area, and Death Mechanics soon, but here’s a piece that Colin wrote describing it:

«Death is the end. That's what they say. But that's not entirely true, is it? When Death crashes over you like a looming wave, you don't die. Your body knits up fast and your eyes stare off. You move and twitch. So what is it you're seeing? Where do you go when you die?»

When you open your eyes, you're in a chamber with four… no, six… make it five walls. Call it five. It's almost definitely five walls. Each of them has a door of different material, each of them wavers before you, but they become more distinct the closer you approach. The chamber is dark and dripping, a faint tremor like a slow pulse shaking the floor on a long timeline. You put your hand to the door and it opens for you, and before you lies a crumbling stone walkway over fathomless mists. You can see no roof above you, nor stars nor moon. The mists curl and lap at your feet, broken occasionally by stray eddies of wind.

There is a feeling of recognition deep inside you. You know this place. And ahead, across the span, you see a familiar face.

«What are you doing here?» you ask

«You're dead,» she says. «What I mean is that you're not dead. You're coming back to life. And now you've got fragments of us in your head. Every time you take our suffering, we get stronger. In here, I mean. But if you want to come back to the world, you need to find your way out of here.»


Colin's Apology (Part 1)

Last, but most certainly not least: Upon reaching $2.5m, we will send out a special video from Colin. Those of you familiar with Colin’s very early work may recall that he wrote the Complete Book of Elves for 2nd Edition AD&D. You AD&D players may remember how dreadful this work was, making elves so incredibly powerful and unbalanced that all of our AD&D games were henceforth ruined until 3rd Edition D&D came to save us. (This is a slight overstatement. We could just pretend the book never existed, after all. That’s what I did…) Fortunately, Colin wrote that over 20 years ago and he’s learned much since then. =) Plus he’s the creative guy on Torment and Adam and I aren’t going to let him get too close to the gameplay systems. Just kidding. (Mostly. ;) )

But we’ve always felt that he owes us for polluting our campaigns with his bizarre passion for elves. Thankfully, Colin seems to have gotten through his elf-fetish years. But his penance isn’t yet complete. He has apologized before, but somehow I find it lacking. I don't know about you, but I want to see him say it. So as part of our update celebrating this Stretch Goal, Colin will apologize publicly for this sin of his youth through a special video.

PayPal Ready

Finally, we launched the PayPal store earlier today (thanks, Joby!). You can reach it through clicking “Pledge” at tormentrpg.com. Thank you for your patience.

Thank you for your time and support! Hope you are all having a terrific day. See you again soon!

Kevin




www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/422515

Torment: Tides of Numenera собрал $2,000,000, объявлены новые цели

До окончания сборов ещё 28 дней, а новый проект от inXile уже собрал два миллиона долларов. В первом видео-обновлении Колин МакКомб рассказывает о трёх темах Нуменеры и концепции Наследия, а непосредственно в самом третьем обновлении поставлены новые цели, включающие в себя, в числе прочего, описание трёх новых местностей: Кристального Измерения, Руин Оссифагана и Лабиринта Отречённых. Подробнее читайте в продолжении новости.

Разработчики, получившие множество просьб рассказать подробнее о том, как будет расширена игра, решили добавить в описание достигнутой цели в 1.5 млн. долларов новую область — Руины Оссифагана:

«Извержения вулканов и пульсирующая лава наполняют воздух дымом и удушающей копотью. Кости огромного зверя разбросаны на полях из вулканического стекла. Его рёбра расходятся, будто разорванные невообразимым хищником. Очерствевшие кости пусты внутри, словно дома для отважных или глупых жителей, ветер завывает среди останков в скорбном пении гигантской флейты. В пустошах за этой панорамой существа из пламени и сосредоточенного разума рассекают лаву, поглощая её питательное вещество».

По достижении планки в 2.0 млн. долларов не только Монте Кук присоединяется к сценаристам, а Марк Морган пишет больше музыки, но и в игру, помимо пятого сопартийца, добавляется новая местность — Руины Оссифагана (школьники из RPGNuke уже не в состоянии концентрировать внимание — тут речь не про Руины Оссифагана, а про «Кристальное измерение», о котором они же сами писали выше — прим. MechMessiah). (Достигнуто!)

«В странных и далёких мирах жизнь вздымается к разуму даже среди самых суровых пейзажей. Массивные горы из кристального дыхания земли пронзают небеса под тусклыми солнцами, преломляя и оборачивая их свет вокруг своих острых вершин, не тронутых рукой человека. Детища этих земель — гиганты, кристальные монстры, смутно напоминающие гуманоидов. Они вышли из самой земли, получили форму и цель от старейшин, которые разделяют свет и тепло своих убывающих тел, обломанных и изношенных годами».

Также, в виде сюрприза для всех (включая Колина МакКомба, который узнал о сюрпризе только сейчас), после окончания кампании на Kickstarter Колин засядет за видео-прохождение Planescape: Torment, сопровождая его своими комментариями как разработчика. Какие области и персонажи вышли из-под его пера? Что он думал, когда писал их? Как быстро они были написаны? Что он может сказать о боевой системе? Каков его ответ на вопрос «что может изменить природу человека?» Обо всём этом мы непременно узнаем!

$2.5 миллиона: Джордж Зиц, Структура Смерти — Лабиринт Отречённых, короткий рассказ от Монте Кука, новый спутник.

Джордж Зиц — креативный директор и ведущий сценарист Mask of the Betrayer для ролевой игры Neverwinter Nights 2 — может присоединиться к команде разработчиков; Монте Кук напишет новеллу, раскрывающий сеттинг подробнее (Монте так же писал рассказ Янтарный Монолит для Нуменеры); в игре появится новый, шестой спутник (однако Кевин Сандерс чувствует, что слишком многое рассказал о пятом спутнике — «Игрушке» — поэтому пока не поделился с нами деталями о шестом); будет добавлена новая местность — Лабиринт Обречённых (расширение этого «лабиринта разума» будет служить с того момента одной из целей). Описание начала Лабиринта:

«Говорят, что смерть — это конец. Не совсем верно, разве не так? Когда Смерть обрушивается на тебя словно цунами, ты не умираешь. Твоё тело сдавливается, твои глаза останавливаются. Ты движешься и дёргаешься. Так на что ты смотришь? Куда ты идёшь, когда умираешь?»

Когда ты открываешь глаза, то обнаруживаешь себя в зале с четырьмя… нет, шестью… пятью? Скажем, пятью. Это практически точно пять стен. В каждой из них есть дверь из разного материала, каждая из них приоткрывается перед тобой, но они явно захлопываются плотнее, когда ты приближаешься. Зал тёмен и что-то будто просачивается, нечёткая вибрация периодически сотрясает пол. Ты кладёшь руки над дверь — она открывается, теперь перед тобой простирается растрескавшаяся каменная дорожка через бездонный туман. Не увидеть ни потолка, ни луны, ни звёзд. Туман завивается, обвивает ноги и порой сбивается случайным завихрением ветра.

Глубоко внутри ты чувствуешь узнавание. Это место знакомо. И впереди, через промежуток, ты узнаёшь лицо.

«Что ты делаешь здесь?» — спрашиваешь ты.

«Ты мёртв», — она отвечает. «Но при этом не умер. Ты возвращён к жизни. Теперь у тебя в голове осколки нас. Каждый раз, когда ты забираешь наши страдания, мы становимся сильнее. Здесь, я имею ввиду. Но если ты хочешь вернуться в мир — ты должен найти отсюда выход».


Наконец видео-обновление, записанное Колином МакКобом, можно посмотреть чуть ниже. В нём он рассказывает, что первый концепт-арт — «Цветение» — может оказаться центром обновлений, но не будет являться центральной темой игры; немного раскрывает понимание Наследия и говорит о трёх сюжетных темах (вопрос «чего стоит одна жизнь», тема покинутости и концепция тайны).

Также открылась возможность спонсировать разработку Torment: Tides of Numenera через PayPal.

www.rpgnuke.ru/2013/03/08/torment_tides_of_numenera_obnovlenie_3.html

Рассказ Монте Кука, о котором идёт речь можно скачать тут:



magspace.ru_The_Amber_Monolith4.pdf (605 Kb)

Кстати, уже второй пост было интересно, что же это за TL;DR:. Оказалось, что это аналог «Многабукаф, не читал» — Too Long; Don't Read. Краткая версия для ленивых, в общем.
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Рассказ, кстати, очень и очень. Рекомендую.
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Новые детали Torment: Tides of Numenera

Перед открытием кампании на Kickstarter, Колин МакКомб и Кевин Сандерс ответили на вопросы пользователей сайта Formspring, огласив некоторую дополнительную информацию о духовном наследнике Planescape: Torment от компании inXile. Перевод выполнил Thain.

Formspring: Что вы чувствуете по поводу вашей работы над Torment? Каким будет философский замысел в новой игре?

Колин Маккомб: Я до сих пор рад успехам Planescape: Torment, но, оглядываясь назад, могу придумать множество способов его улучшить. Мы создадим глубокий отклик и сосредоточимся на отслеживании действий игрока. Мы хотим быть уверены, что продолжим выходить за стандарты жанра, и серьёзно обсудили, как можно улучшить метагейминг без поблажек метагеймерам.

Наши основные принципы: тематические исследования; проработанный, увлекающий сюжет, сфокусированный больше на игроке, чем на эпическом противоборстве (хотя будут и элементы эпической борьбы, в зависимости то того, кем будет игрок); запоминающиеся, реагирующие спутники, которые растут и изменяются на протяжении истории под влиянием вашего взаимодействия с ними; совершенно иной сеттинг; яркое, интересное повествование, о котором мы вам немало расскажем уже очень скоро.

Formspring: Что вы думаете об используемых сейчас в играх моральных системах?

Колин Маккомб: Я считаю их несколько ограниченными. Как правило они чрезмерно упрощены и безотносительны, часто направляются так явно, что нет никаких сомнений в том, какой выбор является правильным. Проблема в том, что зачастую мораль не такая чёрно-белая, особенно для сторонних наблюдателей. Добрые действия (на ваш взгляд) в итоге могут нанести серьёзный вред кому-то другому, а злые поступки могут оказаться полезными для остальных. Частично это связано с системой мировоззрения; также есть игры, в которых сам сеттинг поощряет крайности в поведении (Planescape, например, или Star Wars). Но когда речь идёт о мире, в котором существование Добра и Зла не доказано, нужно хорошенько подумать, чтобы разработать моральную систему.

Formspring: Как насчёт систем непрямого реагирования? Таких, например, которые всё чаще стали использоваться в Obsidian.

Колин Маккомб: Я был бы не прочь сделать что-то подобное. Мы сейчас говорим о том, чтобы отслеживать некоторые ключевые действия, не разделяя их на добрые или злые (хотя мы будем отмечать, что ваши спутники о них думают). Репутация среди конкретных групп и в определённых территориях, несомненно, будет играть роль.

Formspring: Большой частью Planescape: Torment был Сигил. Будет ли новый Torment иметь этот городской вид, или будет более ориентирован на открытый мир?

Колин Маккомб: Мы планируем сделать и то, и другое. У нас будут небольшие деревни, заброшенные руины, локация, являющаяся одновременно межпространственным хищником и центром цивилизации, а так же как минимум один проработанный город со своими группировками, фракциями, сторонами и остальным.

Formspring: Зачем делать боевую систему реального времени с паузой, если у вас уже есть полностью рабочая и протестированная пошаговая система из Wasteland 2?

Кевин Сандерс: Это очко в пользу пошаговых боёв и, конечно, мы будем использовать наработки Wasteland 2 настолько, насколько позволяет здравый смысл. Боевая система — тот аспект, который открыт для обсуждений, и мы ещё не остановились на системе боя реального времени с паузой (RTwP — real-time with pause — прим.). Это правда — мы изначально склонялись к RtwP, но мы бы хотели получить больше обратной связи, узнать реакцию сообщества. Это важно для нас, мы хотим узнать мнение наших вкладчиков по вопросу.

У нас есть несколько дизайнерских целей для боевой системы, суть которых не меняется от того, будет ли бой пошаговым (TB — turn-based — прим.), в реальном времени с паузой или каким-либо ещё. Они включают такие аспекты, как значимые решения игрока как на стратегическом, так и на тактическом уровне; преобладание качества боевых столкновений над количеством (включая возможность избежать большинства сражений благодаря выборам игрока); интеграция повествовательных элементов (например, как механика поедания душ в Mask of the Betrayer).

Так как мы можем достичь этих целей с любой системой и не считаем выбор между RTwP или TB фундаментальным для игрового опыта, то это именно то дизайнерское решение, в которое мы бы хотели вовлечь вкладчиков.

Formspring: Планируете ли вы использовать пререндерный фон, как, например, в Project Eternity? Художественная часть была очень важным аспектом Planescape, так как она действительно дополняла атмосферу.

Кевин Сандерс: Это важный вопрос. Мы хотим создать стиль, напоминающий Planescape: Torment, но мы по-прежнему изучаем, какой подход лучше использовать. Ответ будет частично зависеть от того, какое финансирование получит игра — мы рассматриваем различные варианты и требуемые к ним ресурсы, чтобы можно было ставить реалистичные задачи (и делать реалистичные обещания). Несмотря на то, что мы хотим, конечно, чтобы игра выглядела настолько прекрасно (и ’торментично’), насколько это возможно, мы не собираемся откладывать проект, если не сможем позволить себе тот графический подход, которого мы бы все хотели.

www.rpgnuke.ru/2013/03/08/torment_2_little_more_details.html

Ну и на десерт небольшая зарисовка на тему «Почему мы любим Planespace: Torment» на сайте Kotaku:

Why People Love Planescape: Torment



Yesterday, a video game shattered yet another Kickstarter record: in its first 24 hours, Torment: Tides of Numenera raised $1.7 million, becoming the fastest Kickstarter to earn a million dollars.

Tides of Numenera is a spiritual successor to Planescape: Torment, a role-playing game that came out for the PC back in 1999, and it's received blessings from a chunk of the old Planescape team, including designer Chris Avellone. Maybe that's why it's made so much money.

People love Planescape. People really love Planescape—to the point where they'll dish out a whopping amount of cash just to see a new game that carries on its legacy.

You might be asking: why do people love this game so much? Here are a few reasons:

It's not fantasy… or sci-fi

It's something in between. It's set in D&D's Planescape lore, which is sort of the RPG equivalent of Internet: you can access an endless number of worlds, but some of them are sketchy and full of pedophiles. Although the isometric look feels a bit obsolete today, it's still easy to appreciate Planescape: Torment's fascinating world, which sometimes looks like it was built in a junkyard and other times looks like it came straight out of Lovecraft.

Planescape: Torment's world is sort of like a cross between Cirque Du Soleil and the Necronomicon. It's unforgettable.

The characters are all flawed and memorable

Party members in Planescape: Torment fight. They squabble. They get on your nerves. They say things that you might not agree with.

There's the ghostly suit of armor with a twisted sense of justice who only joins your team if you lie to him about who your main character really is. There's the insane wizard who spent his life setting so many things on fire that as punishment, a bunch of other wizards set him on fire. There's the succubus healer who runs a brothel—but not the kind you're thinking of.

Planescape: Torment only gives you a few playable characters, but they're all interesting. They all stick with you. When you piss them off—and you will, while playing Planescape, piss people off—you'll feel remorseful about it. Or maybe you won't. Maybe you'll get angry at their disloyalty. Maybe you'll want to kill Vhailor, and maybe you'll want to shove Morte back into the tower of skulls from whence he came. That's all part of the fun.

Your choices actually matter

In Planescape: Torment, a lie can bring a person to life. You can talk your way out of boss fights. You can even convince the final boss to kill himself.

When people talk about Planescape, they generally talk about how good the writing is, but they're not just talking about prose and flow. They're talking about how your decisions carry weight. How every bit of dialogue almost feels like a puzzle to solve, a tree full of complicated choices whose branches all lead to different possibilities.

There's a question asked frequently in Planescape: Torment. «What can change the nature of a man?» It's one of the driving themes behind the game. But the real question you'll be asking as you play is: how can you change the nature of man?

Maybe it's just the little things

In Planescape: Torment…

• You can die. You'll come back to life. This is an integral part of the game.
• You can join a cult that worships death, or a cult that believes that everybody is a god. Or you can just become an anarchist.
• You can visit a pregnant alley, then prevent it from getting an abortion. This makes even less sense than it sounds.
• You can piss off the deity-like Lady of Pain and find yourself trapped in a maze for all of eternity.
• You can kill the incarnation of your character's mortality.

Although Planescape hasn't aged super well—and you need a high-resolution mod if you plan to play it today—it's a special sort of game, and it's had a significant impact on a lot of people. No wonder so many people want to throw money at the sequel.

kotaku.com/5989197/why-people-love-planescape-torment
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И кстати, вопрос ребром — это хоть кто-нить читает? А то я тут может один…
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Читает и смотрит, не ты один такой ностальгирующий олдфаг Паша. Продолжай выкладывать инфу, ждем и Тормент и Вестлэнд 2.
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Окей, а то я уже думал просто ссылки давать :)
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Да и я читаю. Просто вопрос, при такой плодовитости они саму игру делают?
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Не понял вопроса, переформулируй.
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Они так много дают всяких интервью и прочего, что не понятно сама игра движется или нет. Что ты не понятливый такой.
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С утра сонный был. Сейчас перечитал — вроде понятно :)

На самом деле — очень просто. Достаточно одного человека, который бы собирал инфу и оформлял её. Посидел на «мозговом штурме», законспектировал, потом оформил. И всё это раз в неделю. Более чем реализуемо.
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А есть прогресс-бар какой нибудь?
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Ну ты в темах с играми отсматривай. По Wasteland 2 уже первое видео было, по Project Eternity масса внутренней инфы.
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Конечно читают! :)
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Музыка от Марка Моргана и эксклюзивный концепт-арт

Вчера на официальный канал inXile на YouTube был залит сэмпл музыки грядущей Torment: Tides of Numenera, написанный композитором Марком Морганом.

Композиция звучит под слайд-шоу из концепт-артов, два из которых оказались новыми. Напоминаем, что Марк также пишет музыку для другого проекта inXile — Wasteland 2 (@ MagSpace), а до этого работал над саундтреками таких игр, как Planescape: Torment или Fallout 1 & 2.

Концепт-арты демонстрируются в следующем порядке: «Временщик Миров», «Утёсы Сагуса на закате», «Первый Отверженный», «Последний Отверженный» (по совместительству главный герой женского пола), «Жнец стихов» и «Беспристрастно расчётливый Джек» (возможно, один из сопартийцев).

Наше внимание привлекли «Жнец стихов» и «Первый Отверженный» — первый концепт не был опубликован на страничке Kickstarter и оказался эксклюзивом портала IGN, поэтому прошёл относительно незамеченным; а второй, к сожалению, можно увидеть пока что лишь на этом видео (однако сам Первый Отверженный всё же запечатлён в виде статуи из наградного набора Kickstarter).

Скачать



www.rpgnuke.ru/2013/03/08/torment_tides_of_numenera_muzyka_ot_marka_morgana.html

А вот, кстати, трансляция из студии в момент, когда проект успешно профинансировали :)

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Забыл концепт:


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Update #4: Updated our Journal for the 4th Time: @Dracogen Superfan, Theme from Mark Morgan, Legacies, Cults

Hello,

I hope you have all are having a great morning/day/evening/night!

TL;DR: A Sample from Mark Morgan. Brian Fargo contributes $100K — Steve Dengler continues the 10% match from $2M to $3M! $3M Stretch Goal – Cults, More Legacies, Companion #7!

The Music of Torment

You heard this theme composed by Mark Morgan in our Kickstarter video, but it had to fight for your attention with Colin’s melodious voice and piercing, soulful eyes. So here is Mark’s composition with a montage of Torment art. Mark is looking forward to using a live orchestra in future pieces, thanks to your enthusiastic support!

Brian Fargo Contributes $100K. Steve Dengler Continues the Ongoing 10% Match!

Brian promised at the outset to match 10% of contributions from $1M to $2M. Having passed $2M, Brian will now be personally contributing $100K to Torment’s development budget. Torment Superfan Steve Dengler (@Dracogen) has picked up the torch and is continuing the 10% match from $2M to $3M! This means that if we hit $3M, we will actually have another $200K in our development budget to further enhance Torment's quality. Thank you, Steve, for your generosity! A world of grateful Torment fans offers you a heartfelt salute!

$3.0 Million: Increased Game Reactivity and Complexity, Cults, New Companion

As we approach our $2.5M Stretch Goal, it’s time to explore what’s next. We're looking into how we might approach having some smaller, more frequent Stretch Goals, but in the meantime, we wanted to share our broader plans for if we reach $3M.

More Legacies, Deeper and Richer Reactivity

We’ve told you a little about the Tides and Legacies already – they are a key component of three of our four pillars, and at $3M we’ll be expanding their impact, especially with respect to our fourth pillar: “Reactivity, Choice, and Real Consequences.” In the upcoming days and weeks, we’ll be elaborating more on the design of the Tides and the Legacy System, but for now I’d like to explain a bit more about how these two concepts relate to each other.

Given that Legacy is the primary theme of Torment, you can imagine that its effects will run deep. Your Legacy depends upon which of the five Tides you favor – as demonstrated through your actions and decisions within the game. At our target funding, we envisioned six Legacies: one for each Tide, and then a sixth for those who have no dominant Tide. Your Legacy (and the Tides) has a variety of impacts on both gameplay and on interactions in dialogue. For example, certain items will provide different abilities depending upon your Legacy, and your Legacy also affects what focus you master. Your Legacy might draw others to you, or make them wary of you. As your actions affect the Tides, you can choose to adopt a new Legacy and embrace your decisions or you can resist their pull – for a while, at least. Some NPCs and creatures will notice and react to the Tidal impact on your Legacy, with some reacting favorably and others… not so much.

Six Legacies yields a lot of potential for reactivity and choices and consequences. But at this Stretch Goal, we take the system much further. Instead of depending only upon one Tide, your Legacy will be based upon your strongest TWO. This increases the number of Legacies to 11 (ten possible pairs, plus an eleventh for when no two reign supreme). By almost doubling the number of Legacies, we unlock many more options for gameplay and opportunities for the world and its people to respond to your choices. Your Legacy can change throughout the game, and doubling the number of Legacies doesn’t double the gameplay time. But it does have a tremendous impact on how reactive and replayable Torment will be. That makes this game a deeper, richer experience and provides you with a host more options to consider and explore as you seek your answer to Torment’s core question. Naturally, this also means that we’ll be creating even more cool, unique items and effects that respond specifically to the paths you’ve chosen.

Cults

We love you all, but it is our responsibility to torment you; that’s why you’re here in the first place. When we reach this Stretch Goal, we will add Cults to bring a little nastiness to your life. Like factions (which we had planned at our initial funding level and will discuss more later), these groups have their own interests, loyalties, and goals. Unlike factions, cults are antagonistic, roving enemies who pick up and move as they will, as the winds blow them, or as rumors of powers, enemies, or wealth summon them. Are they all being manipulated by a shadowy enemy? They might be! They might be entirely disconnected!

Should any of these cults discover who you really are, they'll seek you in accordance with their own principles. But perhaps if you are clever enough, you can discover how to manipulate them to your advantage… and you might need to, if they all descend upon you at once. They will use you as a pawn against the others, and your goals may occasionally align with theirs, with quests and opportunities potentially opening as you interact with them. Make no mistake: they are inexorably opposed to you and your ilk. But if you are persistent, sly, and creative, you might find a way to turn their strengths into yours.

We’ll begin with the following two Cults:

The Children of the Endless Gate: Death worshippers, some call them. They prefer to think of themselves as spirits trapped in flesh, and the horror of their cage pushes them to atrocity. They call themselves liberators and agents of freedom, and when they hunt the slums of the cities they leave no evidence of their passing but a tracery in blood, an ever-wet gate to a realm of pure spirit… and horror.

The Order of Flagellants and Austerities: Once a hermetic and monkish offshoot of the Order of Truth, the so-called Scourges became a mendicant order and set out into the world with the appointment of a new leader a century ago. They are a missionary sect, devoted to cleansing the world of its many sins… among which are a reliance on the numenera, of using powers not rightfully granted with birth, and of pollution of the flesh with extravagances and constructs. A single Scourge alone is no threat, for they act only in communion with their brethren. But a group of them? They feed on the rage of their kin, borrowing strength of will and thew, and run berserk if they are not stopped, laying bare the bones of those who oppose them.

Companion #7

We’ll add another surprise companion, bringing the total to 7. You want blood? You’ve got it.

Reward Tiers

I should say a few things about our reward tiers. We’ve added in several rewards so far: the Planescape: Torment Developer Retrospective (all Tiers), the Digital Strategy Guide (all Tiers $28+), Colin’s novella (for Tiers $35, $45, and $65), and three more novellas for all who are receiving either the digital or printed novella compilation. These are reflected in the tables and images in the KS page and our tumblr, but not in the sidebar on the Kickstarter page…

Next week, we’ll try to work with Kickstarter to get the sidebar Tier descriptions up to date with the extra rewards we've added, but for the time being, please trust the tables and visualizations. (Our PayPal section also still has the outdated visualizations and descriptions – all of the bonus rewards described on tumblr are valid for PayPal donations, too. Again, we should be able to refresh this on Monday.)

New Wallpapers

Last, but not least, we’ve added wallpapers based upon Chang’s concepts “Sojourner of Worlds” and “Sagus Cliffs at Dawn” to the labyrinthine wallpaper we posted a couple weeks ago.







Thank you for your time and for a very exciting and memorable first few days. We are looking forward to sharing more of our design vision with you next week. Have a great weekend!

Kevin



www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/423727
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Четвёртое обновление, новая цель и концепция Наследия

На Kickstarter-страничке вышло четвёртое обновление наследника Planescape: Torment от inXile. В нём Кевин Сандерс раскрывает новую цель, рассказывает о концепции Наследия и демонстрирует сэмпл музыки от Марка Моргана, о котором мы писали ранее.

Цель в $3.0 миллиона:

Больше Наследий, более глубокое и богатое взаимодействие

Как мы уже говорили, Наследие — одна из основных тем Torment. Ваше Наследие зависит от того, какому из пяти «Потоков» (почитать о них подробнее можно здесь — прим.) вы отдаёте предпочтение, что будет определяться вашими действиями и выборами на протяжении игры. Мы воплотим шесть Наследий: по одной для каждого Потока и шестую для тех, у кого не оказалось доминирующего. У вашего Наследия (и Потоков) предусмотрены различные влияния как на игру, так и на взаимодействия в диалоге. Например, некоторые предметы будут давать разные способности, зависящие от вашего Наследия, а оно, в свою очередь, будет влиять на то, что фокусирует ваше мастерство. Наследие может привлекать или отталкивать персонажей. Так как ваши действия затрагивают Потоки, вы можете избрать новое Наследие и принять ваши решения, или же сопротивляться их влиянию — определённое время, по крайней мере. Некоторые NPC и существа заметят и отреагируют на Поток, воздействующий на Наследие — благосклонно или… не очень.

Шесть Наследий полны потенциала для интерактивности, выборов и последствий. Но как часть цели этой кампании мы углубим систему. Теперь ваше Наследие будет основываться сразу на ДВУХ сильнейших Потоках. Это увеличивает число Наследий до 11 (10 возможных пар и 11 для тех, у кого нет двух доминирующих). Практически удваивая число Наследий, мы значительно расширяем геймплей, улучшаем реакции мира и реакции существ, его населяющих. Ваше Наследие может измениться по ходу игры и удваивание их числа не удваивает геймплейное время, но, тем не менее, серьёзно влияет на реиграбельность. Это делает игровой опыт глубже, богаче и даёт гораздо больше возможностей для обдумывания и исследования, когда вы будете искать ответ на ключевой вопрос игры. Кстати, всё это значит, что мы создадим даже больше интересных, уникальных предметов и эффектов, которые будут по-своему отвечать на выбранные вами пути.

Культы

По достижении этой цели мы добавим Культы, которые привнесут непристойности в вашу жизнь. Как и у фракций, которые мы обсудим чуть позже, у культов есть свои интересы, преданности и цели. Но в отличие от фракций, культы — антагонистичные, кочующие враги, берущие что им вздумается и движущиеся, куда хотят. Их привлекают слухи о власти, врагах или богатстве. Культами управляет таинственный враг? Возможно! Но кто знает…

Как только какой-либо из этих культов о вас прознает, они будут искать вас в настроении, соответствующем их принципам. Но если вы достаточно умны, то, возможно, сможете манипулировать недругами в свою пользу… может быть, это вам даже понадобится, если они нагрянут к вам все одновременно. Они захотят использовать вас как пешку против друг друга, а ваши цели иногда могут совпадать, что открывает новые квестов. Но будьте осторожны: они всегда настроены против вас и подобных вам. Но если вы упорны, хитры и смышлёны, то сможете сделать эту силу своей.

Мы начнём с двух культов:

Дети Бесчисленных Врат: Некоторые зовут их Поклоняющимися Смерти. Культисты предпочитают думать о себе как о духе, запертом в плоти, и ужас этой клетки толкает их на зверства. Сами себя они называют освободителями и посредниками свободы. После их охоты в трущобах городов не остаётся никаких свидетельств их пребывания, кроме рисунков кровью — никогда не просыхающих врат в пределы чистого духа… и ужаса.

Орден Самобичевателей и Аскетов: Однажды тайное, монашеское ответвление Ордена Правды, теперь так называемые Плети стали нищенствующим орденом, оказавшимися в открытом мире после назначения нового лидера век назад. Миссионерская секта, преданная идее очистить мир от грехов… в числе которых полагающиеся на Нуменеру, использование сил, не дарованных с рождения, и осквернение тела насадками и искусственными конструкциями. В одиночку Плеть — не угроза, так как они действуют лишь вместе со своим братством. Но группа? Они насыщаются яростью своего рода, получая физическую силу и силу воли. В состоянии берсерка ничто не способно остановить таких культистов, после них остаются лишь белеющие кости противников.

Седьмой спутник

Мы добавим ещё одного неожиданного компаньона, что увеличит их количество до семи. Вы хотите крови? Вы её получите.

www.rpgnuke.ru/2013/03/10/torment_tides_of_numenera_obnovlenie_4.html
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Для разнообразия предлагаю вашему вниманию нормальный перевод интервью с Колином Маккомбом и Кевином Сандерсом от сайта vg247.ru:

Превью Torment: Tides of Numenera, наследника Planescape: Torment

Kickstarter-кампания неофициального сиквела Planescape: Torment стартовала в прошлый вторник. К настоящему моменту проект собрал 2 миллиона 414 тысяч 367 долларов и грозит побить все рекорды независимого финансирования.

Разрабатывает игру inXile Entertainment (авторы Wasteland 2, другого успешного Kickstarter-начинания). VG247 пообщались с директором проекта Кевином Сандерсом и главным дизайнером Колином Маккомбом.

По словам Маккомба, сиквел Planescape: Torment никогда бы не был запущен в разработку без помощи Kickstarter и участия Криса Авеллона: «Мы с Крисом долгие годы обсуждали возможность продолжения… и после успеха Wasteland 2 мы решили использовать Kickstarter, потому что издатели не были заинтересованы в новой серии Torment».

Сначала Авеллон и Маккомб пытались выкупить у Wizards of the Coast лицензию на вселенную Planescape, но у них ничего не вышло. Тогда они приняли неожиданное решение — приобрели сеттинг у дизайнера настольных RPG Монте Кука, который тоже успешно проспонсировал свою последнюю бумажную ролевую игру Numenera на Kickstarter.

И это самый оригинальный сеттинг для ролевой игры, о котором мы когда-либо слышали (да, включая оригинальный Planescape).

Действие Numenera разворачивается ЧЕРЕЗ МИЛЛИАРД ЛЕТ, когда на Земле успели развиться и бесследно сгинуть бесчисленные цивилизации. Формально технологии на средневековом уровне, но в развалинах всех этих исчезнувших культур в лучших сталкеровских традициях сохранились артефакты (оружие, компьютерные технологии, средства передвижения) — заодно с генетически модифицированными мутантами, радиацией, занесенными с далеких звезд чудовищами и роями плотоядных наноботов!

Так что игра теперь называется Torment: Tides of Numenera — и сочетает в себе ультра-мега-постапокалиптическое окружение Монте Кука с обычными для Planescape пересечениями различных реальностей. В обычной фэнтези-RPG мы бы бродили по подземельям, сражаясь с демонами и скелетами: в Torment мы исследуем развалины разрушенных миллионы лет назад мегаполисов, населенные одичавшими ИскИнами и усеянные инопланетными аномалиями.

«Главный философский вопрос Planescape: Torment звучал так: „Можно ли изменить сущность человека?“ — рассказывает Маккомб. — В Tides of Numenera мы хотим задать не менее важный вопрос: „Что значит одна жизнь перед лицом вечности?“ Вы — всего лишь один человек, приключения которого происходят на фоне развалин цивилизаций, совершавших немыслимые вещи с миром, вселенной и самой природой реальности. Чего вы можете достичь, что не потерялось бы на фоне целых народов, свободно оперировавших временем, гравитацией и магнитными полями?»

В индустрии, где из игрока усиленно делают самого важного человека в каждом отдельно взятом мире, это крайне необычный подход к сюжету. В Tides of Numenera игроку нужно прожить свою жалкую незначительную короткую жизнь так, чтобы не потеряться на фоне вечности.

Развитие персонажа и моральные развилки в стиле оригинального Planescape построены вокруг системы Tides — нечто вроде механики Закона и Хаоса из Advanced Dungeons & Dragons, только гораздо более сложное и метафизическое. Морально-этические предпочтения игрока влияют на его набор боевых скиллов, на диалоги с NPC и общее развитие сюжета.

«Когда мы начали разрабатывать эту систему, исследовать природу человеческой мотивации и последствий индивидуальных действий, мы обнаружили, что в английском языке нет слов, которые могли бы выразить наши концепции, — говорит Сандерс. — Так что в Tides мы решили использовать не слова, а ЦВЕТА. Они обозначают различные аспекты взаимодействия влиятельных сил в нашем мире. В отличие от AD&D — где добро и зло борются друг с другом — наши цвета не противоборствуют напрямую. Различные цветовые фракции у нас — нечто вроде философских концепций, соревнующихся за внимание игрока.»

«Прямо мы ни одну из Tides не называем, — добавляет Комб. — Золотое направление, скажем, родственно сочувствию, благотворительности, самопожертвованию, но если мы бы назвали его „Путем Сопереживания“, каждый игрок вкладывал бы в свой стиль игры собственное понятие слова „сопереживание“.

Когда мы сознательно отыгрываем доброго или злого персонажа, мы примерно представляем, что делать и какие ветки диалога выбирать — но как быть, когда вы играете за красное, синее или серебряное направление? В Tides of Numenera мы обследуем морально неизведанную территорию…

Сражений в Torment можно будет избежать в большинстве случаев, но если дело все-таки дойдет до боя, отыгрываемый вами философский путь будет влиять на боевые способности персонажа. „Будет что-то вроде механики пожирания душ из Neverwinter Nights 2: Mask of the Betrayer, где силы героя в бою зависели от его действий в сюжетной части, — обещает Маккомб. — В боевой части мы хотим взять не количеством, а качеством поединков — так что в Torment не будет армий мелких прислужников и гор сокровищ. Каждый бой будет сюжетно обоснован“.

Будут ли бои пошаговые? В реальном времени с возможностью паузы? Или что-то совсем новое? Решать нами с вами! InXile разрешает вкладчикам на Kickstarter голосовать за то, какую именно боевую механику должен использовать Torment.

www.vg247.ru/prev-yu-torment-tides-of-numenera

Оригинал (а он несколько более подробный) можно прочитать тут.

А вот небольшое эссе о названии игры:

Torment: Что значит Numenera?

Кевин Сандерс, руководитель проекта Torment: Tides of Numenera при студии inXile, уже рассказывал о причинах, побудивших разработчиков назвать игру Torment: Tides of Numenera, а не Numenera: Torment. Но в этой новости мы осветим, почему Монте Кук назвал свой сеттинг Numenera, и что это слово значит.

Начнём с того, что «Numen» — многозначное слово, близко относящееся к «numinous» — загадочный, мистический, непостижимый, таинственный, сверхъестественный, божественный. Все эти определения как нельзя лучше подходят к сеттингу. Итак, «Numen» — «воздействие, постижимое разумом, но не чувствами». Более точно это относится к «наличию божественного». Ещё точнее — ко всему сверхъестественному.

«Numen» — латинское слово, в то же время означающее потенциал, возможности. В некоторых современных верованиях «Numen» — отсылка к духу или магической сущности внутри объекта. «Любая достаточно развитая технология неотличима от магии», — сказал ещё Артур Кларк.

Если углубиться, то «Numen» лингвистически связано с «девять», поэтому нетрудно определить, что дело касается «Девятой Эры» или «Девятого Мира», где и проходит действие сеттинга.

То есть «Numenera» может значить «Божественный Век», что хороший способ описать, как человечество Девятого Мира будет смотреть на прошлое. Ещё это может значить «Век Возможностей», что тоже неплохо описывает сам Девятый Мир как новый век, полный потенциала для человечества. Новое начало.

«Era», близкое к «aera» или «aero», означает воздух. С латинского «Numen aera» можно перевести как «мощь, находящаяся в воздухе». Это относится к части реальности Девятого Мира — сети данных, всё ещё существующей вокруг планеты (возможно, имеются в виду повсеместно встречающихся артефакты древних, связанных друг с другом — прим.).

Естественно, здесь есть и фонетический аспект: «New Men Era». Эра Новый Людей.

А именно в сеттинге «the numenera» — общее название для вещей прошлого, которые вне понимания живущих в настоящем (вещи, постигаемые умом, но не чувствами — можно попытаться постичь, но нельзя действительно понять). Вне зависимости от того, предмет ли это, убирающий гравитацию, существо, созданное с помощью биоинженерии, облако миниатюрных роботов, практически неразрушимый метал или что-то, позволяющее видеть вещи, которые происходят в сотнях километрах — это нуменера.

Всё это значит, что нуменера может быть как полезна, так и опасна. Порой всё вместе. Прямо как магия. Сэр Кларк знал, о чём говорил.

www.rpgnuke.ru/2013/03/11/torment_tides_of_numenera_chto_znachit_numenera.html

Первый достойный текст от RPGNuke. Видимо потому, что это не перевод.
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Update #5: Updated our Journal (5): Monte Cook, Factions, Dialogue, and Companions

Hi Forgotten Ones,

I hope you had an excellent weekend.

TL;DR: More about Numenera’s setting and game rules, with video by Monte. Further explanation of Stretch Goals and funding, and what your support is making possible. Our basic plans for dialogue and companions. Unbranded wallpapers.

Numenera and the Ninth World


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In this video, Monte talks about Numenera and its emphasis on mystery and discovery. He describes the Ninth World and in particular the Beyond (the region in which much of Torment will take place). Monte also talks about the basics of character creation for the tabletop game, including descriptors, foci, and the three primary character types (classes). (We’ll discuss this more in a later update, but for now know that all three character types (Glaives, Jacks, and Nanos) will be options for your PC in Torment, and that you will have (or acquire) a descriptor and focus as well.)

We are embracing the wonder and mystery of the Ninth World and it perfectly fits our goals for Torment. In some ways, Numenera iterates upon design philosophies behind Planescape™, which both Colin and Monte played key roles in creating. Monte notes: “One of the things I loved about Planescape™ was the wild imagination and the pushing the envelope – we could really do anything we wanted to, go anywhere our imaginations took us. And I wanted to achieve the same thing with Numenera.”

A key philosophy behind Monte’s new game is to allow game masters (GMs) a great degree of flexibility. Numenera provides a versatile framework within which we can play. This flexibility extends beyond the creative vision and the setting and into the game rules systems. Numenera’s rules are designed to support the narrative and creative elements of role-playing, being streamlined both to provide great variety in character customization and to keep a desirable pace for the gameplay and story. With a computer role-playing game, we can emphasize story-telling while having a more complex system underneath the hood than would be desired for a tabletop game. Computer games are capable of intricate calculations that could be tedious for tabletop play, so we're able to implement these new systems for Torment without impeding the flow of the game. Our close collaboration with Monte, means we quickly receive his feedback on our new systems. (How much of the complexity you peer into while playing will depend on your preferences – we will leverage the highly customizable user interface and extensive options system that we’ve developed for Wasteland 2 for this purpose).

One example of our extending upon the Numenera rules for Torment is our Legacy System, which along with the Tides, is not part of the core Numenera game. They are elements that inXile has designed specifically for this computer game to achieve our vision for Torment. We’ve discussed the Tides with Monte to ensure they fit well within the Ninth World, and he’s given us ideas about how to even better embrace the concept within the story and setting. As another example, we intend for Torment’s combat system to include more complexity than the core Numenera rules. One of the reasons we chose the Ninth World setting, and the Numenera rules, is because it provides an excellent foundation for Torment, with the freedom to adapt them for the best Torment computer role-playing experience we can devise.

About Stretch Goals and Funding

We’ve noted some explicit Stretch Goals, but we’ve also explained that every dollar we receive from your contributions during this campaign (including the 10% matching from $2M to $3M by @Dracogen!) will be going into the game development budget (along with reward fulfillment). I wanted to explain briefly what we mean. As more funding is available, we can make many improvements that aren’t easily described as a Stretch Goal. For example, at this upcoming milestone, George Ziets will be joining the writing team. This doesn’t just involve George. His writing contributions will allow us to increase depth and complexity, resulting in an even more branching and reactive storyline. More written content requires new art, more scripting support, and more quality assurance and iteration to polish the content. As the game increases in depth and complexity, new interface elements and features will be needed to properly communicate to you everything you need to know. George (and each writer) who contributes to the game creates more work (in a good way) for many who are behind the scenes.

Another important point to mention is the modular nature in which we’ve crafted Torment’s story. What we mean by this is that our story’s design makes it relatively easy for us to add content, especially optional content, but also critical path content in some cases. Our target funding was what we believed was required to make a worthy game that fulfills the vision we’ve presented to you. Additional resources allow us to make it richer, deeper, more polished. Though to some extent, more funds allow us to make a longer game, that is not our focus. Our focus in this regard is defined by our fourth pillar: “Reactivity, Choice, and Real Consequences.” When we talk about adding content, this is where our emphasis is: to make an even more engaging experience, to truly push the envelope in terms of role-playing game reactivity. This is one reason we’re excited about the expanding upon the Legacy System and the Tides – we see possibilities that to us were distant dreams last week when we launched this Kickstarter, when we didn’t realize how much you would support us and the vision for the game we are creating for you (and for ourselves, to be honest – this is a game we are very passionate about.)

We promise to you that all of the funds will be leveraged to best realize the vision we have presented. (Several in our community have expressed opinions along these lines, including GrinningReaper659 and aratuk.) We won’t be using funds from this Kickstarter to add in features that deviate from this vision. We treat the trust you have placed in us seriously, and will maintain our precise focus on creating the game we have told you about. (For example, there is no total this Kickstarter could reach that would lead us to implement multiplayer.) We won’t be trying to broaden our audience – our goal is to provide you with the best embodiment of the game we have presented. Any features we add, any content we add, will be to better deliver on our vision. Especially for a game like Torment, excellence is achieved through focus.

Dialogue and Companions

Compelling dialogue and intriguing companions are at the core of the Torment experience. We’ll use dialogue trees in which you choose the line you speak or the action you take from a list of options, defining your character by what you say and do. We’ll iterate on tried-and-true systems (such as that of Planescape™: Torment) to make conversations even more interesting, but we’ll target the same type of experience. We'll design a new slang unique to the world (just enough to give the world depth, mind you; we won't pound you on the head with how cool our cant is).

You’ll have optional companions who might accompany you on your journey. You will be able to talk with them, delving into their personalities and histories, even shaping them (or driving them away) with your responses. They, too, might have their own things to say about a given situation and will interject whenever they feel like it. That said, you’ll have full control over your party. Some companions might choose to leave you over an extreme situation, but as long as they’re in your party, they’ll go where you direct them and do what you tell them.

We’ve been asked some questions about what types of relationships the PC might have with their companions. Our position is this: adhering to our four pillars, we are going to craft nontraditional, complex, and believable characters. We are going to develop the companions with enough depth that we understand their motivations and personality. And then we will write them to respond appropriately to the situations they encounter. Love, which comes in many forms, is certainly relevant when exploring themes of legacy, abandonment, and mystery – and we expect to explore this emotion in ways that fits the story and characters. Meaningful friendships, even feelings of affection, will be possible, but relationships of the flesh would be inconsistent with our narrative. (Though we must admit we were amused by the Romance with Ball of Goo suggestion by billyboy. =) )

Coming Attractions

We’re closing in on our next Stretch Goal, which will mean George Ziets, a novella by Monte Cook, a new companion, and the Castoff’s Labyrinth! (Oh, and a special video from Colin...). Thanks for spreading the word and for your continued support!

This week, expect more details of our vision for Torment (including more Tales of Torment episodes), information on more frequent Stretch Goals, and more.

Miscellaneous

You may recall that we hit the character limit on our KS page. To make room for new material and updates, we’ve begun moving text from the KS page over to our tumblr site and linking to it from the KS page. So far, most of the information about the story, the gameplay, and the team has been transferred. For those who would like to learn more, there’s actually quite a wealth of information on our tumblr (including more detailed information on rewards and Stretch Goals as well as links for PS:T materials, community sites, Colin and my Formspring accounts, and more).

Per your requests, new wallpapers for the Sojourner of Worlds and Sagus Cliffs at Dawn, without the Torment logo, have been added to our website’s Media page.





Thank you for your time and have a great day,

Kevin

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/424325

Кстати, по последней ссылке есть картинки во всяких разных разрешениях, а не только в этом. И это… $2,5 миллиона собраны.
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… в пятом обновлении Колин МакКомб говорит о диалогах и сопартийцах. В игре будут диалоговые деревья, позволяющие выбрать линию разговора и поведения из листа с вариантами. Разработчики повторяют систему «tried-and-true» (это какой-то лютый пиздец. Достаточно открыть словарь, чтобы увидеть перевод — «проверенный». Проверенная диалоговая система. Идиоты — прим. MechMessiah), которую мы видели в Planescape: Torment. Также создан новый сленг, уникальный игровому миру и достаточный, чтобы придать ему дополнительную глубину.

Спутники будут необязательны, но у них всегда есть комментарий или замечание к ситуации. Было задано много вопросов о типах взаимоотношений главного героя со спутниками. Разработчики признали, что Любовь во множестве своих форм — определённо важная часть тем наследия, отверженности и тайны, и что эта эмоция будет раскрываться так, чтобы подходить истории и персонажам. Значимая дружба и чувства близости или привязанности будут доступны, отношения плоти — нет, потому что это несовместимо с повествованием.

www.rpgnuke.ru/2013/03/15/informaciya_iz_novyh_obnovlenii_torment_tides_of_numenera.html
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Update #6: Inhabiting the Bodies of Others, +1 Ziets, Life After Death

Hi Forgotten Ones,

We’re generally planning for 2-3 updates per week. If you're interested in more frequent Torment news, follow us on our Facebook and tumblr pages (and @BrianFargo), which we'll update more frequently.

TL;DR: Colin talks about the Meres (video). George Ziets is on board. Some glimpses into post-death gameplay. New $2.75m Stretch Goal. New Stretch Goal idea forum.

The Meres

Colin describes the Meres, which are the devices by which you’ll inhabit the bodies of other castoffs. You’ll learn about these early in Torment and they will be one of the tools at your disposal to solve various situations – or simply to explore more of the world, your heritage, and the nature of the Tides. Many of the Meres will be optional (or even hidden), and they are one of several ways in which the story is modular and reactive – which Meres are available to you at different points in the game will depend in part upon your choices.

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$2.5M Achieved!

Thanks to you continuing to spread the word and add to your pledges, we’ve reached the next stretch goal, meaning that George Ziets will be joining the writing team! Welcome, George — Torment awaits! We are also adding a sixth companion.

Additionally, Monte will write a novella that will be added to the digital and printed novella compilations. (We’ll talk more about the nature of the novellas soon. You may think seven is too many… not so! We have many stories to tell...)

We will also implement the Castoff’s Labyrinth. Death in Torment will not be the same as “game over,” and there’s more to it this time than waking up in a mortuary. Your body is mostly immortal. Your consciousness, on the other hand, is a twisted place. When you die, your consciousness travels somewhere else, to a labyrinth of the mind.

The Castoff’s Labyrinth is a strange realm, a dreamlike maze of jungles, stairways, tunnels, and ruined cities. It’s your mind, but you wouldn’t know it from all that’s in here (I mean, what the hell is that dead, tentacled thing the size of a mountain range?). When you die in the game, you could always just reload, or maybe find the easy way out of the maze and back to your body. But you’d be missing out – it’s our goal to make gameplay after death compelling enough that you won’t even think about reloading.

The Castoff’s Labyrinth is a bizarre and interesting gameplay area, one of haunting exploration and discovery. As it grows, its secrets become deeper and more complex. Its depths are called Fathoms, and each brings new secrets and — for the determined — new rewards. What types of secrets and rewards? One will be lost cyphers: Each time you die, a new cypher (a single-use numenera) appears in the Labyrinth that you can take back with you. As the Labyrinth gets bigger, more of these random cyphers will become available the deeper you go. More types of secrets are attached to upcoming Stretch Goals, some of which are described below.

For every 3000 Backers beyond 45,000 (roughly when the $2.5m Stretch Goal was reached), we will extend the Castoff’s Labyrinth by one Fathom. So at 48,000 Backers, we’ll be at Fathom 2, at 51,000 Fathom 3, etc. (As of this writing, we are well on the way to Fathom 2!) Each Fathom adds deeper playable content and reactivity, and more of the features reached through the Stretch Goals (e.g., like increased quantity and complexity of the Reflections discussed below).

We’ll soon have a graphical representation up to better show the Castoff's Labyrinth's twisted progression to deeper Fathoms. (Backers through both Kickstarter and PayPal will count toward determining the labyrinth's Fathoms.)

New $2.75M Stretch Goal (and an addition at $3M)

Many have requested more frequent Stretch Goals now that we’re in the slower period of the Kickstarter campaign. In addition to the Castoff’s Labyrinth gaining Fathoms, we are excited to announce the following at $2.75m (as suggested by manaf82):

Over a decade ago, an enthusiastic writer and designer broke into the games industry through a job in QA at Interplay. One of the games he worked on as QA was Planescape: Torment. It didn’t take long for Brian Mitsoda to prove his creative capabilities and move into design, eventually leaving Interplay and Black Isle Studios and becoming a key writer for the acclaimed Vampire: The Masquerade – Bloodlines. I met Brian in 2005, when he joined me as the creative lead for Dwarfs, a grim prequel to Snow White that I was the lead designer on at Obsidian. Brian has since founded his own company, DoubleBear Productions, whose game Dead State, met with great success on Kickstarter last year. Brian will contribute his creative talent to Torment, bringing him back full circle in terms of his career. And what could be more fitting for a game that explores one’s legacy? (Fortunately, the schedules for Torment and Dead State make this possible.)

At this Stretch Goal we will also add Reflections of Companions and NPCs to the Castoff’s Labyrinth. These Reflections have different dialog and information than their living counterparts, and you will learn secrets about them that would otherwise remain hidden. (But are these secrets really about them? Or are they about you?) The more Fathoms within the Labyrinth, the more Reflections there will be, and the deeper their dialogues become.

Finally, we are adding another Castoff's Labyrinth feature to the $3m Stretch Goal: Secret Meres. These Meres (dependent upon the Fathoms) are hidden within the Labyrinth and are accessible only from your own mind.

New Stretch Goal Idea Forum

We have opened a new idea forum on our Torment Community specifically to get your input on what you’d like us to focus on for Stretch Goals. Already your ideas on our general Torment Kickstarter forum have helped lead us to the Castoff’s Labyrinth, George Ziets, and Brian Mitsoda as Stretch Goals. This new forum is specifically for Stretch Goal ideas and voting and will help us plan the path ahead – we have our own ideas, but we want to hear more of yours. We’re starting by limiting the number of votes to just 6 so that everyone has to choose carefully what is most important to them (but of course you can post comments anywhere). We’ve prepopulated this forum with some of our thoughts, as well as several others you’ve mentioned in the forums or comments already. Please share more.

Over 3500 of you have already joined our User Voice forums – but if you haven’t yet, please register at our website and add your voice!

Colin’s Apology (Part 1)

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In case you missed it, here is Colin’s best attempt at being apologetic for the imbalanced Complete Book of Elves. (Are you convinced he’s really sorry?)

Have a great Wednesday!

Kevin



www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/427226
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Брайан Митсода примет участие в разработке Torment: Tides of Numenera

В шестом обновлении нового проекта от inXile разработчики выполнили просьбу фанатов об увеличении числа контрольных сумм.

Была объявлена награда за достижение 2.75 миллионов долларов. По просьбам фанатов, к созданию игры присоединится сценарист Vampire: The Masquerade — Bloodlines, а ныне глава DoubleBear, Брайан Митсода, в данный момент занимающийся разработкой проекта Dead State, также получившего финансирование через Kickstarter.

Мало кому известен тот факт, что Митсода принимал участие в разработке Planescape: Torment, когда работал в отделе контроля качества издательства Interplay.

Сам Брайан поспешил успокоить всех тех, кто ждёт выхода Dead State — его сотрудничество с inXile никак не повлияет на разработку ролевой игры про зомби-апокалипсис.

www.rpgnuke.ru/2013/03/14/braian_mitsoda_primet_uchastie_v_razrabotke_torment_tides_of.html
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Вселение в чужие тела, жизнь после смерти, Отражения

На видео шестого обновления Колин МакКомб описывает «Озёра» — устройства, через которые можно вселяться в тела других отверженных. Об «Озёрах» вы узнаете практически в начале игры, и они будут одним из инструментов для решения различных ситуаций или исследования мира, вашего наследия и природы «Потоков». Многие «Озёра» будут опциональны (или даже спрятаны) и они — одно из многих проявлений гибкости и отзывчивости истории, так как окажутся доступны вам на протяжении нескольких этапов игры, в зависимости от ваших выборов.

После достижения отметки в 2,5 миллиона долларов, как и было обещано, Джордж Зиц присоединился к команде, Монте Кук будет писать новеллу, а в игре появится шестой спутник. Помимо этого, разработчики раскрыли больше деталей о Лабиринте Отверженных:

Смерть в Torment — не конец игры, в ней больше, чем простое пробуждение в морге. Ваше тело практически бессмертно. Ваше сознание, с другой стороны, запутанное место. Когда вы умираете, то ваше сознание отправляется куда-то ещё. В лабиринт разума.

Лабиринт отверженных — странная область, невообразимые нагромождения джунглей, лестниц, туннелей, заброшенных городов. Это всё в вашем разуме, даже если с первого раза не скажешь, откуда оно там появилось («что это за мёртвая штуковина с тентаклями и размером с гору?»). Конечно, когда вы умрёте, то можете просто перезагрузиться или найди лёгкий путь обратно к своему телу, но наша цель — сделать геймплей после смерти настолько интересным и увлекательным, чтобы вы даже не задумались о перезагрузке.

Глубины Лабиринта называются Fathoms (фатомы\фадомы\морская сажень и устаревшее для «способность быстрого восприятия», «понимание»), каждый из которых приносит новые секреты и новые награды. Одними из них будут затерянные тайнописи (одноразовые нуменеры), которые появляются в Лабиринте каждый раз, когда вы умираете, и которые вы можете забрать с собой. Чем больше Лабиринт — тем больше в нём будет тайнописей.

А на каждые 3 тысячи вкладчиков после 45 тысяч разработчики будут углублять Лабиринт одним Fathom, что обеспечит больше геймплейного контента и увеличит качество и комплексность Отражений (о которых речь пойдёт чуть ниже). Аналогичный подход использовали Obsidian в Project Eternity

В недавно добавленной цели в 2,75 миллиона долларов разработчики из inXile планируют добавить Брайана Митсоду к команде, а к игре — Отражения спутников и NPC в Лабиринт Отверженных. Диалоги Отражений, как и предоставляемая ими информация, отличны от своих двойников, и вы можете узнать о них секреты, которые иначе оставались бы скрытыми. Но действительно ли эти секреты о них? Быть может, они на самом деле о вас? Чем больше Fathoms внутри Лабиринта, тем больше там будет Отражений, тем глубже станут диалоги.

А к целям на 3 миллиона долларов прибавляются секретные «Озёра». Они зависят от Fathom, сокрыты в глубинах Лабиринта и достижимы лишь из вашего разума.

www.rpgnuke.ru/2013/03/15/informaciya_iz_novyh_obnovlenii_torment_tides_of_numenera.html

По поводу «Озёр». Сдаётся мне, что наши доморощенные переводчики снова жгут. Да, одно из значений meres — озеро, пруд. В то же время mere — часть составных слов, означающая сегмент, кусок, часть. К примеру, цитомер или бластомер.

Мне кажется, что meres надо переводить как меры, а mere — мер. Хотя может я и не прав, посмотрим как будет в русской версии игры.
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На Кикстартере гет:



Да, было бы классно, если бы вместо первой двойки тоже шестёрка была, но и так сойдёт :)
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Update #7: New $39 Tier, Tides, Novellas, Andree Wallin Concept

TL;DR: New concept art (and wallpapers) by Andree Wallin. Designer/Writer Adam Heine talks about Tides and Legacies (video). Novella Compilation explained and included in a new $39 Tier. Game Idea forum opened. Second Fathom of Castoff’s Labyrinth achieved.

Hi Forgotten Ones,

It’s been a typically quieter second week of our Kickstarter, but we’re still making the news. When we launched last Wednesday, your outpouring of support led Torment to break Ouya’s record for the faster Kickstarter to reach $1M! Your support will not only make an incredible Torment, it already made history.

Our record was short-lived, with the new Veronica Mars Kickstarter’s success this past Wednesday. But who could talk about their new record without acknowledging ours? =) This week Torment was mentioned by outlets such as CNN and Mashable.

New Concept: The Ascension of Kex-Lianish

We’ve received many requests from you to give you some more tools to help spread the word and get more people interested in Torment. The more we raise, the better the game we can create. We are excited to share with you Andree Wallin’s first Torment piece, The Ascension of Kex-Lianish, which shows a crystalline dimension to which you may travel (or perhaps not). It’s available as a wallpaper at our website.



Art lovers – the three concept pieces you’ve seen thus far (Chang’s The Sojourner of Worlds and Sagus Cliffs at Dawn and Andree’s The Ascension of Kex-Lianish) are all options for the Signed Limited Edition Print that’s included in the $1,000 Limited Edition Signed Print tier, as well as the $5,000 and $10,000 tiers. (After the campaign, you will pick which of the available pieces, including these, you’d like.)

Choices, Consequences, and the Tides

Adam describes Tides and Legacies a bit further, and explains some of how they will contribute to Torment’s reactivity.

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Novella Compilation – From the Depths

The Novella Compilation features standalone novellas by Colin McComb and Monte Cook and as well as From the Depths, five interlinked novellas by Adam Heine, Mur Lafferty, Nathan Long, Ray Vallese, and Tony Evans. Colin's novella will be tied more directly to the story of our game, with backstory on some of the characters or companions (no major spoilers, of course). Monte's novella will be a more proper introduction to the Ninth World and the Steadfast.

From the Depths will be a series of novellas interlinked, not in their stories or characters, but in their connections to the Tides and Torment's part of the Ninth World. Each novella will take place in the history of one of Torment's locations, and will revolve around the stories of individuals who, through their actions, embody one of the Tides. We’ve talked about how the Tides are complicated and nuanced concepts – through these stories, you will gain a deeper understand of what each Tide means, and how each manifests itself.

You'll read the tale of Luthiya, a young girl who lived in Ossiphagan, back when the town faced destruction by the Fire Wights, and the extraordinary measures she took to save the lives of those around her. And the more personal tale of Reen, who led an expedition into the heart of a murderous city in an insane attempt to cure his wife's deadly illness. The third novella is about the abhuman Baji, forced to choose between his people and a group of air-breathing refugees on the brink of death. Then we tell the tale of Zelor, the artist exiled to a world of creatures who could not see, hear, or – apparently – feel, and how he awoke the fires of their minds. Finally, you'll read about the Great Chila – long before she was ever called Great – and the role she played in the conflict between the rulers of Sagus Cliffs and the fugitives living within the Bloom.

All seven of these novellas are included in the compilation, available at the new $39 tier, the $50 tier and all tiers $75 and up (Colin's novella is included in all tiers $28 and up). They are also available as a digital add-on to ANY tier for $15. Any new novellas we may add will automatically be included with this reward.

The printed version of the novellas is included in all physical goods tiers $250 and higher. It will be a limited edition print run that’s only available to backers. (Note that while we are localizing the game text in French, German, Italian, Polish, Russian, and Spanish, these novellas will only be available in English at this time.)

New Tier at $39

For those eager to learn more about the Ninth World, Torment, and the Tides, we are adding a new Lore Aspirant Tier at $39 that includes:

1. DRM-free Digital Game (PC, Mac, or Linux)
2. Planescape: Torment Developer Retrospective
3. Access to the Official Torment Community
4. Digital Strategy Guide
5. Digital Novella Compilation, which includes all novellas (currently 7)

This limited Tier is the same as the $28 one, except that it also includes the Digital Novella Compilation (at $4 less than it would be at the add-on price of $15).

Second Fathom Achieved

The Second Fathom of the Castoff’s Labyrinth was reached this morning as we surpassed 48,000 Backers! We’ll have the Second Fathom available soon, but in the meantime here is the first, sketched by artist Dana Knutson. (This may not be going exactly where you expect — one's mind is not always predictable...)



Community News

We have opened a new idea forum on our User Voice for ideas about the game. We have prepopulated it with a number of decisions we’ve already made that define the game and our plans – most (if not all) of these are things we’ve talked about before. (Use the filters to see the «Will Do» and «Won't Do» ideas.) We opened this forum in part because many of the ideas being put into the other forums were game suggestions so we wanted those to have a proper home. We’ve also closed down the Torment Kickstarter forum, as we had moved Stretch Goals into their own and this one had largely served its purpose already.

Since Wednesday, more than 600 new members have joined the forums, bringing us to over 4000! Register at our website if you wish to join us.

We also have a couple new community sites we’d like to call out:

First, Pawe? «Ausir» Dembowski has established an official Torment wiki – the place to check up on Torment information we’ve released thus far.

And a Polish version of our tumblr has been set up and is being run by Grimuar Sferowca. We’re excited to have their help in offering our Polish fans the latest Torment news!

Finally, Brian, Monte, Colin, and I are planning an AMA on Reddit next Wednesday, March 20 from roughly 9 AM to noon PDT. We’ll send more information next week. Remember to follow us on our Facebook and tumblr pages (and @BrianFargo), if you’d like more frequent news about Torment.

Enjoy your weekend!

Kevin

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/429326

На данный момент собрано $2,783,213.
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Пожалуй, буду вкратце обрисовывать содержание апдейтов (переводить секцию TL:DR), чтобы было чутка понятно о чём в нём речь.

Итак. Новые Награды за 50$ и 75$. Брайан Митсода присоединяется к команде. Новый, третий уровень Постижения (Fathom). Новые Цели (Stretch Goals), включая Патрика Ротфусса. Джордж Зиц рассказывает о сеттинге и локации Bloom. На десерт — композиция от Марка Моргана!

Update #8: Pat Rothfuss Stretch Goal, New Digital Comic Reward, +1 Mitsoda, George talks about the Bloom

TL;DR: New Reward for $50 Tier and $75+ Tiers. Brian Mitsoda joins the writing team. Third Fathom. More Stretch Goals, including best-selling fantasy author Pat Rothfuss! George Ziets talks about Torment’s setting and the Bloom (video).

Hail, Forgotten Ones,

It’s been a while. I’ve missed you. We’ve been busy and will soon have more to share. We won’t be away as long this next time.

We recently surpassed $2.7M, more than tripling our initial funding goal! Your support has been overwhelming and our excitement for how rich and polished a game we can create (and our sense of responsibility to you to do so) continues to grow. We appreciate your continued efforts to spread the word about Torment so that we can aim even higher.

And remember: every little bit helps. Every dollar helps us create a deeper storyline, add more dialogues, build more areas, add more detail, design more items and creatures, add new foci, and more. If someone asks you why they’d donate to a project that’s already funded, you can tell them it’s so we can make Torment even better (and so that they can get a great deal on what we intend to be an RPG classic)!

New Reward: Digital Comic Book

We are adding a digital comic book as a bonus reward to the $50 Tier and to all Tiers $75 and up. Torment: The Jack's Gambit will be a 20-page digital comic that reveals some of the dark secrets of a potential companion's past. What drives her to put herself in harm's way? What turned her into the person she is today? What was the horror that tore her apart, and how did she rebuild herself? Get a glimpse of her past here… and maybe you'll figure out how she fits into your long-term plans. See a sample page (though not from the actual comic, which we haven't written yet =) ) in the rewards section of our tumblr site.

$2.75M Stretch Goal Achieved! Third Fathom Reached!

On Tuesday, you brought us past the $2.75M Stretch Goal, and Brian Mitsoda will be joining our writing team! Also, Reflections of companions and NPCs will be added to the Castoff Labyrinth’s mysteries. Speaking of which, at more than 51,000 Backers, we’re now at the Third Fathom of the Labyrinth!





(Note that PayPal backers do count toward the calculation of Stretch Goals and Labyrinth Fathoms. For simplicity, the matching by Brian Fargo and Steve Dengler isn’t included in the ongoing tally for Stretch Goals. Those boosts (which are approaching the full $200K at $3M!) will still go toward improving the game, of course, and also serve as an insurance policy against cancelled pledges when the campaign ends.)

Stretch Goals – Epilogue, Cult, and… Pat Rothfuss!

We’re adding additional Stretch Goals based upon your feedback and ideas on in UserVoice. Please keep your ideas, votes, and comments coming! (The most popular Stretch Goal idea is for 2D pre-rendered graphics – we’ll have more to say on this topic soon.)



$2.85M Expansive Epilogue

This Stretch Goal idea had the most supporters (283) of any suggested (even beating out the 2D pre-rendered graphics Stretch Goal in number of supporters, though not in votes). With Torment’s emphasis on reactivity, we had always planned a satisfying conclusion to the game – the details of which would depend upon your legacy and some specific choices – including the fates of your companions as well (at least those you found). But with this Stretch Goal, we’ll take it even further and tie up loose ends throughout the game for many other aspects: regions, cults, factions, etc. The details of what is discussed – and what might not be – will depend upon what we determine is best for the game and narrative, but we will take it as far as we can. The epilogue will be presented through text, combined with 2D art for some elements. And, as with everything in Torment, its level of polish and detail will increase in general based on overall funding – for example, increasing to 11 Legacies at $3M will result in even more variety in the epilogue.

$3.1M Third Cult: Dendra O'hur

At $3.1M, one specific addition will be a third cult: Dendra O’hur. Followers of the Great Queen Sar'lavun, the Lady of Maggots, the Dendra O'hur are a nomadic cult of cannibals and devourers of the flesh. They draw power from their victims, the strength of the fallen meat passing to their limbs and the command of the numenera to their minds. Recognizable from their tattered and moth-holed cloaks and their sharp-but-rotting teeth, the Dendra O'hur have no friends… but they command fear, and this is enough for them.

$3.25M Pat Rothfuss

We are excited to announce that at the $3.25M Stretch Goal, Pat Rothfuss will join our writing team! Most of my fantasy and science fiction reading took place in the ‘80s and ‘90s, and I’m a bit embarrassed to admit that until a couple months ago I was unfamiliar with Pat’s work. Colin is more literary than me and has been targeting Mr. Rothfuss since even before Torment emerged as a real possibility:

«If you haven't heard of Pat Rothfuss or read his Kingkiller Chronicles (The Name of the Wind, The Wise Man's Fear, and the upcoming third book), then what are you waiting for? Go on. Go read them and then come back and finish this Update. Granted, it might take a while, but you'll be glad you did. Actually, it might be a better use of your time to trust me and read the books at your leisure.

I heard about Pat's work years ago, but because the series wasn't complete and I hate being caught between releases, I held off on reading it. Finally, to stop some friends nagging me ('You'll love it, Colin!' 'Colin, have you read it?' 'Colin, I know it's 3:30 am but THIS IS A GREAT READ'), I read the first book and I was floored at the beauty, wit, skill, and sheer audacity of the narrative. I tore through the second book and then went back and re-read them both. So at GenCon in 2012, I heard Pat was there and went to introduce myself to him and thank him for writing such engrossing fiction. It was a tremendous surprise, then, to discover that he was a huge fan of PS:T, and it was a shock to have PAT F***ING ROTHFUSS praise my work instead.

With that in mind, once Torment started rolling I made it my mission to recruit him for T:ToN. Ladies and gentlemen, I am proud to say: Mission accomplished. From a purely selfish perspective, I'm annoyed with myself for tearing him away from finishing book 3. From a development perspective, I am hard-pressed to imagine a better addition to our writing and story development team, and I am truly excited about the possibilities that have just opened up. This is going to be so cool.»

(And you can read what Pat has to say about this possibility on the blog entry he wrote this morning. (And he was actually writing it this morning — he sent me an email about it a little after 3 AM as I was finalizing this Update.))

$3.5M Stretch Goal – ...

Oh wait, that's for a bit later… =)

A Few Words about «Spoilers»

We’ve heard a few comments from backers concerned that we’re revealing too much about Torment, so I wanted to talk a bit about that. There’s a tricky line here – if we reveal too little, we risk losing people’s interest and trust, so we want to give you a taste of our plans. But it really is just a taste, the equivalent of saying that Planescape™: Torment is about an immortal who loses his memories when he dies.

Also, not everything we’ve told you about will be in the final game. =) The themes, our pillars, the Tides (at least the basics of them) – these things are planned and well-established aspects of our design. But the details about areas, creatures, characters – even gameplay elements like the Meres – these are all subject to change, and some even have already. Game development is highly iterative and only our best ideas will survive – much will change as we go and as our tale evolves and solidifies in our minds. So please enjoy these examples, knowing that the game you play at the end of next year will have more and better secrets.

I was watching George’s final video below before writing this update. My thought was: «Wow, that’s even cooler than what we had discussed a few days ago.» I talked with Colin about it, and sure enough, there was even more to it than I knew. And months from now, who knows how the Bloom will have evolved as part of our design, and as part of the Ninth World. As the in-game visuals come together, as we hear more of Mark Morgan’s music, as we read all of your ideas about the game, as the stories and characters and gameplay all come to life, both in our minds and as playable content… the plans of today are just a caterpillar beginning to spin his cocoon. So rest assured that in the grand scheme of things, we aren’t really spoiling anything. =)
George Ziets on Torment’s Setting and the Bloom

This video focuses on our second pillar: A World Unlike Any Other. In Tales of Torment, episode 4, George talks about the influence of the setting on a game’s narrative and, through the example of the Bloom, delves into why the Ninth World creates a wealth of opportunity for quality storytelling and adventures. And attached to this update (see the audio link at the bottom) is Mysteries of the Bloom, another fantastic piece by Mark Morgan, and intended as a theme for this region of the game.

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Press, Community, and an Invitation to a Party

Yesterday, Brian, Colin, Monte, and I held an AMA on reddit, where we were joined by superfan Steve Dengler. We covered a lot of topics, including (but not limited to):

what work influenced Monte’s vision for Numenera and the Ninth World,
Colin’s philosophical influences,
more about how the science-fantasy elements of Numenera will be portrayed,
what role Brian played in PS:T’s success,
how we handle reactivity in RPG development,
the origin of the Tides concept,
whether Torment will include any humor,
why Steve cares enough about Torment to donate $110,000 to make it better,
— and much more.

We’ve also had a few articles over the last several days. The Penny Arcade Report discusses some of the choices Colin and I made leading up to the Kickstarter – several months ago, when our work on Torment began, we had high hopes, but didn’t know if the project would be funded at all. I would like to add that we weren’t alone in taking a leap of faith to begin work on Torment.

It’s amazing how much support we’ve had from colleagues. Adam Heine has been involved with Colin and me the whole way, and is to credit with much of the Tides system (and more). Others such as Thomas Beekers (whom some of you know as BrotherNone) and Aaron Meyers have also gone above and beyond to contribute to Torment before we knew if it would be possible. Another example: the voice you hear at the end of the video updates (and in the Kickstarter Video) is that of Alexander Brandon, of game audio studio Funky Rustic. Alex and I worked together at Obsidian on Mask of the Betrayer and Storm of Zehir, and he volunteered his voice talents for us. The sample comic page posted on tumblr was something artist David Pursley (who also made the First Castoff concept) created on his own. The passion for seeing this Kickstarter be successful, so that we could make this game, has been phenomenal and inspiring.

Anyway, I just wanted to note that while the article focuses on Colin and me, we were far from alone. We’re just the ones handling many of the interviews.

A second Penny Arcade article and an interview with Colony of Gamers give some additional details about the game.

And our Leader in Exile was interviewed by [a]listdaily about Torment and the Kickstarter process in general.

Recently, Formspring announced that they will be shutting down at the end of this month. So Colin and I will be looking to relocate our Q&A homes, but we’ll probably wait until after the Kickstarter to do that.

Finally, we’ll be having a Torment closing party on Friday, April 5th, beginning in the afternoon in the Newport Beach area. We have a brief post pinned to the top of our Facebook page about it. We thought it would be nice to see if some of you wanted to join us. If you will be in the area then, and would be interested in coming, please post in the comments on Facebook – we’ll do an actual RSVP later, but for now just want a sense of how many of you might want to celebrate with us so that we can choose a suitable location.

Thanks again for your support and your time. I hope this update was worth the wait and that you enjoy what’s soon to come as well.

Kevin

Mysteries of the Bloom

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www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/433614

Рекомендую пробежаться по линкам с интервью в конце апдейта.
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Вложился :)



Руководство по использованию KickStarter (@ MagSpace) помогло.
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Поднял до 50. Хочу компиляцию новелл и саундтрек.
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Подлец. Крис говорил, что он не сможет принять участие в разработке Torment. А тут вон оно как…

Update #9: Chris Avellone

TL;DR: Chris Avellone @ $3.5M.

Hi.

Welcome, newcomers, to the land of the Forgotten Ones. We are thrilled that Pat Rothfuss may join our writing team. We have yet more good news for you all today.

$3.5M Stretch Goal – Chris Avellone



Our $3.5M Stretch Goal will add Chris Avellone to our team. You’ve probably heard of him, as he was the lead designer for Planescape™: Torment, the game that inspired us to create this project. Chris will be the first to say PS:T was a team effort, but he was its creative visionary and wrote the lion’s share of the game. He later cofounded Obsidian Entertainment, where he is the Creative Director. Chris was the lead designer for Star Wars: Knights of the Old Republic 2, and has contributed his design expertise to every project Obsidian has developed. He also worked with inXile on Wasteland 2 last year, including designing the area showcased in our gameplay first look video.

Of course, from the start, we hoped Chris could contribute to Torment as well. But as recently as a couple weeks ago (16 days to be precise), we didn’t know whether Torment would even fund. And besides, Chris’s commitment to Project Eternity made it unclear whether he’d have the time. Given his key role in Planescape™: Torment, and the respect he has earned from the game’s fans, we didn’t want to even hint that Chris might be involved unless we were certain it would be possible. Our unexpectedly strong start – because of you – made it an option we could explore. So explore we did. We’ve been able to work out the scheduling matters so that Chris can contribute to Torment without impacting Project Eternity.

At $3.5M, Chris will be joining our design team. He’ll have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World of Numenera.

We are truly excited at the possibility that Chris could collaborate with us on Torment.

Other Things

We have a few other things to mention.

$2.85M Stretch Goal – Achieved!

Thanks to you, we’ll be implementing the Extensive Epilogue to give each playthrough a more thorough conclusion. (See our Stretch Goal information on tumblr for more information.) You surged us past this Stretch Goal less than a day after we announced it!

$3.35M Stretch Goal – Castoff’s Labyrinth gains new feature: Lacunae

Not everyone in the Labyrinth has a living counterpart. Lacunae are figments of your mind that represent parts of yourself (or do they?). Through conversing with a Lacuna, you'll discover puzzles and quests, and might even enhance your own abilities. As we delve to deeper fathoms, you’ll be able to find more Lacunae with whom to interact. (The Fourth Fathom is less than 2000 backers away!)

Signed Items

In case you were curious, both Chris and Pat will be signing the Collector’s Edition game boxes in the Artifact Collector and higher Tiers.

Graphical Approach

We'll be speaking to the topic of graphics next week.

Too Many Writers?

A few of you have asked whether we're bringing too many writers on the project. Will it be difficult to manage? How will they all agree? Rest assured that more writers only helps us. Colin is in charge of the overall story, and will define the constraints required for each area to connect with the larger story. Each writer will then have one or more specific areas (and/or companions in some cases) to flesh out. There will be considerable creative freedom, especially for areas that are less central to the core storyline, but the result will be a cohesive whole.

We’re also developing conventions that all writers will follow, ensuring consistency in design and also how the Ninth World setting is conveyed. These will include writing style conventions, though not any so rigid as to constrain each writer’s talents.

The result is a very modular design, with a single creative lead to make sure everything ties together (and having Chris Avellone review the creative elements will only strengthen the vision). Managing a team of writers is how many story-driven RPGs are made, including Planescape™: Torment. Chris Avellone was the lead on PS:T, but there were seven designers working with him to make the game as deep and rich as it was. We’ll be following the same approach on Torment, as well as having Ray Vallese as a dedicated editor to further bolster consistency.

Have a great weekend!

Kevin

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/434472
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Восьмое и девятое обновления Torment: Tides of Numenera



В двух последних обновлениях Кевин Сандерс раскрыл новые цели, продемонстрировал изображение очередного фатома и страницу грядущего комикса, а Джордж Зиц поведал нам больше о Цветении (локация под название Bloom — не думаю, что стоит его переводить — прим. MechMessiah).

Разработчики объявили, что добавляют в наградные наборы от $50 комикс «Torment: The Jack’s Gambit». На двадцати страницах будут раскрыты некоторые тёмные секреты из прошлого нашего потенциального компаньона. Как она пошла по такому пути? Что превратило её в такого человека? Чем был тот разрывавший её на части ужас и как она восстановилась? Об этом можно узнать из комикса и, быть может, понять, как компаньон вписывается в ваши долгоидущие планы. Ниже можно посмотреть пример страницы. Учтите, что страница не из самого комикса, потому что тот не был ещё нарисован.



Достигнуто 2.75 миллионов долларов, а это значит, что Брайан Митсода присоединяется к команде, а в Лабиринт Отверженных добавляются Отражения спутников и NPC. Также число вкладчиков достигло и превысило 51.000, следовательно, в Лабиринт Отверженных добавляется и третий фатом.

Ещё была достигнута цель в 2.85 миллиона долларов. Теперь в игре нас ждут эпилоги, зависящие от Наследия, выборов, судьбы компаньонов, состояний культов, фракций и так далее. Эпилоги будет представлять собой текст с 2D артом для некоторых элементов.

Следующие поставленные цели:

$3.1 — Третий культ: Дендра О’ха

Дендра О’ха — последователи Великой Королевы Сар’лаван, Леди Личинок, и кочевые каннибалы, пожиратели плоти. Они поглощают силы своих жертв, переходящих к конечностям культистов и взывающих к нуменере у них в разуме. Дендра О’ха узнаются по изорванным плащам и острым, гниющим зубам. У культистов нет друзей, но они повелевают ужасом, чего вполне достаточно.

$3.25 — Патрик Ротфусс присоединится к команде

Патрик Ротфусс — молодой, перспективный фэнтези-писатель, автор трилогии «Хроника убийцы короля». Не один Колин МакКомб высоко оценил две из трёх вышедших книг («Имя ветра», «Страх мудреца») — серия была очень тепло принята публикой.

$3.25 — В Лабиринте Отверженных появляются Лакуны

Не всё в Лабиринте — копия существующего в реальности. Лакуны — домыслы вашего разума, представляющие его часть (но на самом деле ли это так?) Через взаимодействие с Лакунами вы обнаружите загадки, квесты или даже сможете улучшить свои способности. Чем больше Фатомов — тем больше Лакун.

В четвёртом видео-обновлении Джордж Зиц рассказывает о Цветении и касается первого встречаемого нами сопартийца, о которых будет больше информации в пятом обновлении.

«Мы знаем, что когда-то в прошлом Цветение использовалось, чтобы проложить пути между измерениями и отдалёнными точками в космосе. Но Цветение живое. Это хищник, пожирающий людей. Не просто их тела, но и определённые эссенции ума. Вкус Цветения меняется со временем. Для вас как для игрока это значит, что если вы дадите Цветению определённый тип пищи, то сможете или открыть проход в новые места, или закрыть уже существующие проходы, или же заставить части Цветения принять новую форму. Само Цветение постоянно движется по планете. Каждый год. И выпускает паутину, чтобы остановиться на новом месте. Никто не знает размеров существа в том числе потому, что оно постоянно растёт и меняется, а его части даже достигают отдельных миров. Ну и потому что оно поедает людей, которые пытаются его измерить. Жить в подобном месте кажется несколько безумным, но многих это не смущает. А большинство из этих многих не имеют понятия, как на самом деле опасно Цветение. Бедняки, неимущие, торговцы, продающие реликвии других миров, люди, ищущие богатств или приключений — это население Гостя Миров. Среди них не только люди, но и монстры, пришельцы и существо, называемое стайгой.

Вы же в таком месте ищете ответы. Когда вы обнаружите себя на земле, вам скажут, что на другой стороне Цветения вы найдёте союзника. На пути туда вы встретите Её — Беспристрастно Расчётливого Мастера. И она приведёт вас к «Озеру», через которое вы узнаете больше о своей истории».

www.rpgnuke.ru/2013/03/24/vosmoe_obnovlenie_torment_tides_of_numenera.html

На самом деле, уже перевалили отметку в три миллиона. А это значит, что Брайан Фарго и большой фанат Тормента некий Dracogen лично вложат по 100 тысяч (они сами так говорили). Так что можно смело утверждать, что Цели до 3,25 миллионов будут реализованы.
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О Крисе Авеллоне и его (возможной) будущей роли вTorment: Tides of Numenera:

Torment: Numenera stretch goal adds Chris Avellone


Chris Avellone will join the Torment: Tides of Numenera team if inXile’s Kickstarter campaign hits $3.5 million. inXiles Brian Fargo speaks with VG247 about his involvement.

Chris Avellone is synonymous with Planescape: Torment, one of the most critically-acclaimed RPGs of all time, so it’s little surprise that fans were clamouring for his return on inXile’s spiritual successor.

Once the Torment Kickstarter hits its $3.5 million stretch goal, Avellone will be officially on board. So people better start pledging if they want to see his name on the credits.

As we learned in our first Torment: Planes of Numenera interview, Avellone was initially unable to commit to the project, due to his work on Obsidian’s own Kickstarter Project Eternity. Regardless, Fargo wasn’t going to let him go easy, and constantly asked him to re-consider.

«We never stopped pursuing having Chris involved,» Fargo explained. «There was always a chance, but we never dared to hint that that was even a possibility. So we’ve stayed pretty straight-forward saying ‘It’s not going to happen’, but meanwhile I was working behind the scenes, as was Colin [McComb] and Kevin [Saunders].

»Chris always had a desire," Fargo stressed, but said that it all fell down to Obsidian head Fergas Urquhart, who needed Avellone’s expertise on Project Eternity. inXile had to work out what the scope of his role would be, and how he’d fit into the Torment production cycle. Eventually terms were met and joint custody of Avellone was agreed upon.

«He’s going to fulfil two roles for Torment, „Fargo continued. “The first is he’s going to review and provide feedback on all of the creative elements in the game – so that’s story, characters, and areas. His input will be great for Colin, as he works out the whole detail of the game.

»The second capacity is that he’s going to be designing and writing an eight companion for the game and work with Colin and Monte [Cook] to craft one that suitable, both for Torment and for the Ninth World. So those are the two things he’s going to do.

«There’s a lot more work for those companions than you might think. Because of their reactivity it’s quite a bit of work.»

Torment: Tides of Numenera is becoming something of a dream team for Planescape fans, as creator of the Numenera pen and paper RPG Monte Cook is also on board. He’ll be joining the project once he has his own Kickstarter product out the gate. Fargo was more than happy to explain the extent of his involvement alongside Avellone’s role.

«Monte too, will be designing an area of the game,» Fargo confirmed. «What we do is, Colin will lay out the basic foundation of the overall world. it’s the same thing we did with Wasteland 2, where we had different writers for different areas. Chris has a couple of areas, Colin had an area.

»We typically work with different writers in different area. What’s great about that from a design perspective is the game never feels the same. When you go to areas written by different writers we focus on continuity to make sure there’s an evenness to it but creatively they feel very different."

The team is growing beyond Avellone and Cook, as inXile’s Kickstarter goals keep on adding more writers to the pile, most recently Vampire the Masquerade: Bloodlines writer Brian Mitsoda and author of the The Kingkiller Chronicle trilogy Pat Rothfuss.

Torment is shaping up to be a fantasy RPG fan’s dream. But don’t get too comfortable yet, as we’ve got a lot more Tides of Numenera details from Fargo heading to VG247 soon. Stay tuned, you won’t want to miss them.

www.vg247.com/2013/03/22/chris-avellone-joins-torment-tides-of-numenera-dev-team
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Кевин Сандерс о спойлерах и количестве сценаристов Torment: Tides of Numenera



Помимо всего прочего, в восьмом и девятом обновлении Кевин Сандерс прокомментировал обеспокоенные отзывы игроков о вероятных спойлерах и количестве сценаристов, работающих над игрой.

Немного о «Спойлерах»

Мы слышали несколько комментариев от вкладчиков, обеспокоенных, что мы слишком много раскрываем о Torment, поэтому мне бы хотелось прокомментировать это. Тут очень тонкая грань — если мы раскроем слишком мало, то рискуем потерять интерес и доверие людей, так что мы хотим дать вам почувствовать вкус наших планов. Но это действительно лишь вкус — всё равно, что сказать: «Planescape: Torment — игра о бессмертном, который теряет воспоминания каждый раз, когда умирает».

К тому же не всё, что мы говорим, появится в финальной игре. Основные темы, столпы, Потоки (как минимум их базовая концепция) — запланированные и установленные аспекты нашей композиции. Но детали насчёт местностей, существ, персонажей — даже гемплейных элементов вроде «Озёр» — могут изменяться, а некоторые уже были изменены. Разработка игр — очень интерактивный процесс и лишь самые лучшие наши идеи увидят свет — многое изменится в процессе того, как наша идея будет эволюционировать и кристаллизоваться. Поэтому, пожалуйста, наслаждайтесь этими примерами, зная, что игра, в которую вы в конце концов сыграете, будет наполнена ещё лучшими секретами.

Когда я смотрел видео-обновление Джоржа перед тем, как написать это обновление, то подумал: «Вау, это даже круче, чем то, что мы обсуждали пару дней назад». Я поговорил насчёт этого с Колином и совершенно точно понял, что многое я не знал. А кто знает, как Цветение эволюционирует в нашем дизайне в качестве части Девятого Мира ещё через месяц. По мере того, как сходится визуализация внутриигровых моментов, как мы слышим больше музыки Марка Моргана, как мы читаем все ваши идеи насчёт игры, как история и персонажи оживают на глазах, наши умы и игровой контент… сегодняшние планы — лишь гусеница, начинающая прясть кокон. Поэтому не беспокойтесь — мы не делаем никаких серьёзных спойлеров.

Слишком много сценаристов?

Некоторые из вас спрашивали, не слишком ли много сценаристов мы привлекли к проекту. Будет ли трудно ими руководить? Как они будут приходить к согласию? Будьте спокойны — такое количество сценаристов нам только на пользу. Колин следит за историей от начала до конца и определяет границы, необходимые каждой области, чтобы вписываться в общую картину. У каждого сценариста одна или более специфических областей (и\или компаньонов в некоторых случаях) для работы над ней. Мы даём им значительную творческую свободу, особенно в областях, наименее связанных с основным сюжетом, но результат всё равно будет образовывать единое целое.

Мы также разрабатываем договорённость, которой придерживаются все сценаристы, обеспечивая логичность, связность и то, насколько понятен сеттинг Девятого Мира. Всё это включает в себя регулирование общего стиля, хоть и немного жестоко ограничивать таланты каждого писателя.

Это даёт модульный дизайн с единственным ведущим руководителем, удостоверяющимся, чтобы всё было целостно (а Крис Авеллон, проверяющий творческие элементы, только укрепляет концепцию). Управление командой сценаристов — то, как многие сюжетно-ориентированные RPG, включая Planescape: Torment, получили жизнь. Крис Авеллон был руководителем над PS:T, но под его началом работали семь дизайнеров, помогающих сделать игру глубже и насыщеннее. Мы придерживаемся этого же подхода в Torment, а Рей Уоллес — преданный делу редактор, поддерживающий логику и последовательность сценария.

www.rpgnuke.ru/2013/03/25/kolin_sanders_o_spoilerah_i_kolichestve_scenaristov.html
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George Ziets on the Bloom


Question: The Bloom as you described it is utterly fascinating. Is it meant to be fully sentient like a human? Or it is aware on the level of a Venus fly trap for instance. What input will you have in further defining the Bloom? Will there be deities in Numenera?

George Ziets: The Bloom is probably not sentient on the level of a human, but it’s a life form unlike anything currently on the planet so… its level of awareness isn’t directly comparable to anything we know.

I don’t know whether I’ll actually be doing area design for the Bloom yet — it’ll probably be a while before we start assigning areas to designers. My assumption is that the Bloom’s further development will be up to Colin and whoever gets assigned to work on it.

As for deities – I don’t think the Ninth World will have a pantheon of gods as Project Eternity does, though there could be beings who are seen as gods, or believed to be gods, by some people in the world.

www.formspring.me/GZiets/q/439864841260264347
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Шестой подкаст от фанов. Интервью с Колином МакКомбом на волнах Девятого Мира :)

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transmissionsninthworld.blogspot.nl/2013/03/surfing-tides.html
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Update #10: Updated our Journal (10): Physical Add-Ons for $45+ Tiers, Printed Novella Compilation Add-On, Fourth Fathom, Mur Talks Companions


TL;DR: New physical add-on options! Mur Lafferty talks about companions (video). Fourth Fathom achieved and Cult Dendra O’hur added! GOG.com digital download option. Party with us next Friday!

Hi Forgotten Ones,

On Saturday, we surpassed 54,000 Backers, unlocking the Fourth Fathom of the Castoff’s Labyrinth. Only about 1000 more for the Fifth Fathom! And today (with PayPal’s $50+K contributions) we’ve reached the $3.1M Stretch Goal, adding a third cult. Pat Rothfuss, we are coming for you!





Physical Add-Ons (Now Open to All Tiers $45+)

We had been restricting physical add-ons to those at a physical goods Pledge Tier. We are relaxing this restriction – if you have pledged at the $45 Tier or higher, you can now increase your pledge to include physical goods for add-ons. We’ll absorb domestic shipping charges, but for our international backers, we ask that you add an additional $10 shipping & handling per item to help cover the extra shipping cost. Maximum of 5 total physical add-ons per person – if you would like more than that, please contact us via PM and we’ll see what we can do.

Printed Novella Compilation

Per popular demand, we are making the Printed Novella Compilation available as an add-on. This includes the novellas by Monte Cook and Colin McComb, as well as the From the Depths five novella compilation. $40 (plus $10 shipping & handling if international). (Available in English only.)

T-Shirts and Posters

Other physical add-ons available at this time are backer-exclusive Torment T-shirts ($25 each) and Posters ($25 each). Sample (not final) designs are shown below. T-shirt sizes are S through XXL.





First Castoff Statuettes

For the true collector, we’re making signed and numbered limited edition statuettes available as add-on options outside of the $2K Tier. The matte version is at $1200 and the painted one $1800. (Created by Imaginerick.) (No need to add more for shipping and handling of these.)



Mur Lafferty Describes Companions

In Tales of Torment: Episode 5, Mur explains more about companions and why they might accompany (or abandon) you throughout Torment. She describes the initial concepts of two of them and what role they might play in your story (but please keep in mind that these are representative examples and may be different in the final game).

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Other Things

GOG.com

Many of you have asked us if we will be releasing Torment on GOG.com. After all, they're the best place to get the game that inspired this all – Planescape: Torment. Well, good news! We're happy to announce that we've talked with the GOG.com crew and they've let us know that they would love to distribute Torment! They will be one of your options to download your digital DRM-free copies. (They’ll also be a place to get Wasteland 2 DRM-free.)

(Check our tumblr site for PS:T links, including to mods for the game.)

Seeking Volunteers for Translation of Our Tumblr Site

We’re working with Easyling to translate our tumblr blog into as many languages as possible, so you can get information on the game and the Kickstarter rewards in your own language and so we improve our reach. We’re looking for volunteers among our fans to help get this rolling – the Easyling app will allow you to translate pages or parts of pages without any requirement for technical know-how, all we need is your own language skills and energy. If you’re interested, send us a message through Kickstarter with your email address and the language you’d like to help us translate our blog to.

Signed Print Added to $2K Tier

We’re adding a signed print (from the corresponding $1K Tier) as an additional reward for the $2K Statuette Tier. (A signed print was already included in the $5K and $10K tiers.)

Backer-Only Online Store Post-Kickstarter

We’ve received many requests that more add-ons be made available. We are adding some of these to the Kickstarter pledge options, such as the items mentioned in this update, but in many cases using the Kickstarter add-on capability isn’t the best option. Sometime after the Kickstarter ends, we will set up a backer-only online store where both digital and physical items will be available for purchase. So if you’ve pledged at a Tier lower than $45, you’ll have the online store as an option for some physical goods.

Come Celebrate with Us!

The Torment Kickstarter ends at the end of next week! Our closing party will begin at 2 PM PDT on Friday, April 5th. If you’d like to celebrate with us, please login at tormentRPG.com (you’ll need to register at our site if you haven’t already) and you’ll be able to let us know. The bar tab will be covered by the Bard (i.e., profits from the Android version of The Bard’s Tale will be paying for the party). (And I hear Colin has promised cake!) Please let us know by this Thursday if you’d like to come!

Kevin Saunders
Project Lead
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Один из моментов: ищутся добровольцы для перевода официальной странички на Тумблере. Так что, возможно, скоро будут обновления на русском :)
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Десятое обновление Torment: Tides of Numenera



В десятом обновлении разработчики из inXile заявили, что грядущая игра будет распространяться в том числе и через GOG.com, а также продемонстрировали новые фатомы. В пятом видео-обновлении сценарист Мур Лафферти рассказала о компаньонах.

Количество вкладчиков достигло 57 тысяч, а это значит, что в Лабиринт Отверженных добавляется четвёртый и пятый фатомы.

Мур Лафферти — писатель и сценарист, ранее работавшая над такими вселенными, как Exalted, Vampire, Mage, World of Warcraft — рассказала немного больше о спутниках, которые являются важной частью игры.

По её словам, персонаж игрока отражает свою боль на других людей, когда его ранят. Когда другие поглощают её, то это порождает боль, смятение и поиск смысла с их стороны. Когда сопартийцы поймут, что вы используете их как резервуар для своей боли, то будут реагировать по-разному: посчитают, что заслуживают пыток, примут взятие вашей боли на себя за должное, испортят с вами отношения и так далее. Конечно, вы можете не набирать компаньонов, но с ними всяко легче. Спутники — сломанные люди, которые привязываются к вам каким-либо образом. Они не просто реагируют в диалогах, ваши решения и Потоки влияют на их развитие. Имейте это в виду, если вы играете на стороне справедливости с потоком цвета индиго, но при этом хотите быть другом Расчётливому Мастеру (Calculating Jack). Вы можете попытаться «починить» спутников (раз уж они сломаны) или манипулировать их способностями себе во благо.

Также Мур Лафферти подробнее остановилась на двух сопартийцах: The Cold, Calculating Jack и The Ball of Goo.

Джек умна, быстро всё схватывает и, да, рассчитывает. Она их тех, кто выживает, хладнокровно реагируя на ситуацию и высчитывая, как лучше на неё реагировать. Её трудно узнать, потому что она скорее будет отражать мир вам, чем раскрываться сама. При этом она вынослива и является мастером на все руки, который точно пригодится в команде.

К сожалению, Мур Лафферти ничего не сказала о возможности романа с The Ball of Goo, которую разработчикам предлагал ввести один из фанатов. Другое название The Ball of Goo — «Игрушка». Вначале он предстаёт перед нами как несформировавшийся шар, а после превращается в зависимости от наших поступков и личности. Например, у него может появиться способность проходить сквозь стены, становиться невидимым, переводить с других языков, открывать дыру в полу, пожирать людей и быть в сущности очень милым.

www.rpgnuke.ru/2013/03/28/desyatoe_obnovlenie_torment_tides_of_numenera.html
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Крис Авеллон и Брайан Фарго: «Работа кипит, посоны!»


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Update #11: Delving Deeper into Story & Graphics


TL;DR: Nathan Long tells a story (video). Five Fathoms deep. Dust and Water concept by Andree Wallin. Collaboration with Obsidian Entertainment. 2D pre-rendered graphics.

Hi Forgotten Ones,

Thanks to you, we had a record-breaking debut at the beginning of the month. With the announcements of Pat Rothfuss and Chris Avellone last week, we sailed past Wasteland 2’s total of nearly $3M. You’ve seen how great Wasteland 2 is coming along. We’ll have even more resources for Torment.

In the early morning of March 6th we had no way of knowing how powerful your response would be. We were humbled and inspired by your outpouring of support. And as we come upon our final week, we again do not know what to expect. Perhaps RPG fans will surprise us a second time. Whatever the outcome, we can assure you that Torment will provide a powerful, profound role-playing experience – you’ve already ensured that. But just how far we’ll be able to take it depends on all of you.

We have a couple surprises left. We hope you'll enjoy them.

Nathan Tells a Story (several, in fact)

In our Tales of Torment episodes, we’ve talked about many aspects of the game’s creative elements. Writer and designer Nathan Long (also a Wasteland 2 designer) brings all of those pieces together, explaining how we use these components to craft an RPG story. He talks about this in the context of possible subplots within a small section of the Bloom. This episode is a bit longer than most, but I think you'll find it’s worth it. =)

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Fathoms

The ranks of the Forgotten have grown to over 57,000, thus bringing us five Fathoms deep in the Castoff’s Labyrinth. And we’re already 1/3 of the way to Fathom six! We’ll also add a bonus Fathom to the Castoff’s Labyrinth when we reach 10,000 Likes on our Facebook page, so spread the word!



Some of you have wondered if the Castoff’s Labyrinth will play such a strong role in the game, and be such a cool location, that it could even encourage players to die on purpose. We won’t design it that way. =) Like every area in the game, it has its part to play in the narrative, in your story. Its exact role will be part of your legacy – but it’s just a part, and it will vary based upon your choices, your priorities.

We’ve been expanding the Labyrinth both through Stretch Goals and by going into deeper Fathoms, which might give the impression that it’ll cover a majority of your game time. But while death is very relevant to legacy, abandonment, and mystery, death on its own isn’t one of our themes. The Castoff’s Labyrinth will absolutely be an exciting and awe-inspiring area, both for you to play and for us to design. =) But it’s just one small component of the full game, and not by any means the most exotic aspect we have planned.

It's also worth noting that Dana Knutson’s concepts aren’t necessarily literal representations of the Labyrinth's size or contents – your mind is malleable and the pathways it houses change and shift under your feet. Who can say what lies within its deepest recesses?

Collaborating with Obsidian on Tech

As you know, we’ve been working on Wasteland 2 in Unity and will be implementing Torment in Unity as well. Meanwhile, about 20 minutes away, Obsidian Entertainment is creating Project Eternity, also in Unity. Though there are major differences between our games, there are also similarities as all are RPGs built in the same engine. As many of you have suggested, it only makes sense that we collaborate where we can.

We are happy to announce that we at inXile and the great guys over at Obsidian have reached an agreement to share tools and technology when it makes sense. This will allow both companies to be more cost-effective on these projects, allowing your pledges to go further in terms of creating art, content, gameplay, and game polish. Vive le classic RPG revolution!
Another Major City

You’ve already seen Sagus Cliffs, which will be a major hub in the game. As part of an upcoming Stretch Goal, we’ll be adding the Oasis of M’ra Jolios as another prominent city location. Here’s Andree Wallin’s concept, Dust and Water, of this complex and bizarre urban ecosystem (wallpaper versions will be available soon at our website):



A gigantic dome of water shimmers in the middle of a vast desert, seemingly impervious to the cruel rays of the sun's heat. Curved obelisks from another age rise from the sands to cup and surround the bubble like gentle fingers.

This impossible oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same. Indeed, some are immigrants from far away, come to this aquatic utopia through strange pathways in reality.

But humans live here too, mostly for trade or work. They use various numenera to breath underwater – implantable gills, breathing apparatuses, portable air bubbles, and so forth. A town of air-breather buildings has grown up around the outside of the dome. These air-breathers are reliant on the dome, as most of their food (and all of their water) comes from within, but they make a good trade in the unique foods, animals, and textiles grown under the water. And of course visitors can find multiple shops in the air-breather town that will provide the varied numenera they need to enter the dome themselves.


Miscellaneous

April Fools’ Day

We’ll have a significant Update for you on Monday. It just so happens that’s April Fools’ Day. Rest assured that our Update will be real. =)

Video Q&A

We’ve opened a new Q&A forum on UserVoice. Post and vote for your biggest questions and Colin will make a video that answers some of the top voted ones. Ask away!

Closing Party

Just a reminder that if you want to celebrate with us at our closing party on Friday, April 5th beginning at 2 PM PDT, please login at tormentRPG.com and let us know – we’re looking to finalize the guest list today. We plan to broadcast live from the event and will send information next week on how to watch.

Some Words on Graphics

I’ve advertised that we’d say more about graphics this week. The most popular Stretch Goal request from you, our backers, is for 2D pre-rendered graphics, which would mean that Torment would have a fixed, isometric camera with 2D backgrounds. A primary disadvantage is that this approach requires a longer, and therefore more expensive, pipeline for art assets, but its advantages are numerous:

— The same basic feel as classic RPGs (such as the Baldur’s Gate series and Planescape™: Torment) in terms of camera and environments
— Environments will have a more “painterly” look, allowing us to more closely represent our concept pieces
— By designing the art for a fixed camera view, every scene will look its best
— System requirements will be lower

Because we are using a 3D engine, characters, effects, and some environmental props would still be modeled in 3D. This allows them to be changed dynamically during play (a 3D box could be opened, for example) and enables us to still adapt Wasteland 2 pipelines and underlying systems (such as for character animation).

A famous recent example of this approach in practice is the screenshot released by Obsidian for Project Eternity last fall. We agree with you that it would be the best way to realize our vision for Torment and have been investigating its feasibility throughout this Kickstarter campaign.

We’ve been carefully evaluating the costs and trade-offs, and it looks like a 2D pre-rendered graphics approach may be possible. We'll be showing you an example of what we intend, so you'll be able to see for yourselves why we're so excited about this approach. Being able to achieve this quality bar is only an option because of your great support – we are thrilled at the possibility that Torment could be as strong in its aesthetics as it will be in its storytelling and choices and consequences.

So what exactly will a Torment environment look like in-game? For that, I’ll have to ask for your patience a little longer – stay tuned next week!

Kevin Saunders
Project Lead


www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/440456
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Одиннадцатое обновление Torment: Tides of Numenera


В одиннадцатом обновлении Кевин Сандерс объявил, что Патрик Ротфусс присоединяется к команде, продемонстрировал новый концепт-арт от Андре Валлина, а также рассказал о Лабиринте Отверженных, сотрудничестве с Obsidian и пререндерной 2D графике.

А в шестом видео-обновлении сценарист и дизайнер Натан Лонг ещё больше раскрыл пример неоднозначного квеста внутри Гостя Миров, о котором рассказывалось ранее.

Пара слов о Лабиринте

Кое-кто считает, что Лабиринт Отверженных будет настолько важен при прохождении, а путешествие по нему окажется настолько увлекательным, что игроки будут умирать намеренно. Разработчики этого не предполагали при создании Лабиринта. Как и каждая область в игре он будет иметь своё место в повествовании. Его основная роль — часть вашего наследия, но лишь часть, которая будет варьироваться в зависимости от ваших выборов и приоритетов.

Увеличение локации и через цели, и через фатомы создало впечатление, что Лабиринт будет покрывать большую часть игры. Смерть — важная часть таких тем, как наследие, покинутость и тайна, но сама смерть не является одной из тем. Лабиринт Отверженных будет увлекательной и вдохновляющей областью, но это лишь небольшой компонент целой игры и точно не самый экзотический из запланированных.

Также стоит отметить, что концепты Дэйны Натсона не обязательно буквально воплощают размеры или наполнение Лабиринта — ваш разум пластичен и пути могут меняться и перемещаться у вас под ногами. Кто знает, что лежит в его глубинах?

Сотрудничество с Obsidian

Wasteland 2 разрабатывается на движке Unity, Torment создаётся на движке Unity и недавно стало известно, что Obsidian Entertainment также используют этот движок для Project Eternity. Несмотря на то, что между тремя играми огромная разница, есть и нечто общее в RPG, разработанных на одном движке. Как предполагали многие фанаты, было бы разумно сотрудничать в техническом плане.

inXile и Obsidian рады объявить, что достигли согласия и теперь будут делиться инструментами и технологиями друг с другом по мере необходимости. Это позволит сэкономить в затратах, позволяя расширить геймплей, контент, а также создать больше артов и отшлифовать игру. Vive le classic RPG revolution!

Следующий крупный город

Как часть приближающейся цели разработчики решили добавить в игру Оазис М’ра Джолиос. Ниже представлен концепт Андре Валлина под названием «Пыль и Вода», демонстрирующий весь комплекс и причудливую городскую экосистему.

«Гигантский купол воды сверкает посреди бескрайней пустыни, по-видимому непроницаемый для жестоких лучей пекущего солнца. Изогнутый обелиск из другого века поднимается из песков, ласково охватывая и окружая пузырь словно пальцами».

«Этот невероятный оазис служит домом для многочисленных видов дышащих водой аблюдей (abhumans; ab — около, приблизительно, почти — прим.). У кого-то ласты вместо ног как у морских людей, у некоторых плавники вместо рук, в то время как другие выглядят практически людьми, выделяясь лишь спинным плавником от головы до талии. Вы не найдёт двух идентичных существ. Более того некоторые из иммигрантов прибыли в эту водную утопию издалека, следуя странным проходам в реальности».

«Люди тоже живут здесь — по большей части для торговли или работы. Они используют различные нуменеры, чтобы дышать водой: вживляемые жабры, дыхательные аппараты, переносные пузыри воздуха и так далее. Город дышащих воздухом вырос снаружи купола. Его население зависит от купола, так как большинство еды (и вся вода) поступают изнутри, но также неплохо ведёт торговлю, промышляя уникальной пищей, животными и тканями, выращенными под водой. Конечно, посетители могут найти множество магазинов в городе, которые предоставят им разные виды нуменеры, необходимые, чтобы войти под купол самому».

Немного о графике

Самым популярным предложением от вкладчиков стала 2D пререндерная графика — фиксированная, изометрическая камера с 2D задниками. Это потребует больше времени и капиталовложений, но плюсы такого подхода многочисленны:

— То же самое ощущение классической RPG (таких как серия Baldur’s Gate и Planescape: Torment) в плане камеры и окружений
— У окружений будет более «художественный» вид, что позволит точнее воплотить концепт-арты
— Разработка арта для фиксированной камеры позволит каждой области выглядеть в лучшем свете
— Более низкие системные требования

Так как разработчики используют 3D движок, то эффекты, персонажи и некоторые элементы окружения будут всё ещё выполнены в 3D. Лучшей недавней демонстрацией такого подхода был скриншот Project Eternity, показанный Obsidian в прошлом году.

Шестое видео-обновление

Сценарист и дизайнер Натан Лонг (также дизайнер Wasteland 2) подытоживает сказанное в прошлых видео-обновлениях, объясняет, как будут связаны все компоненты, и рассказывает о вероятном квесте с переплетением выборов в небольшой части Цветения.

www.rpgnuke.ru/2013/03/31/odinnadcatoe_obnovlenie_torment_tides_of_numenera.html
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Об отношениях, кастомизации и богах в Torment: Tides of Numenera



Разработчики нового Torment рассказали об отношениях и кастомизация, Цветении и богах, источниках вдохновения для Нуменеры и Потоках.

В своём интервью на Penny-Arcade Колин МакКомб коснулся вопросов взаимоотношений и кастомизации персонажа:

«В оригинальном Torment мы рассказывали специфическую историю, требующую определённого героя. Теперь же игрок сможет выбрать пол, что повлияет на реакцию игрового мира. Но сеттинг находится в миллиарде лет в будущем, поэтому я не думаю, что будет много реакций на женский пол персонажа, и что вы не будете способны… мы говорим о миллиарде лет равенства полов».

«Кроме выбора пола вы не сможете создать героя по своему вкусу. Мы не собираемся вводить возможность кастомизировать внешний вид. Это сокровенное путешествие, а не маскарад».

«Мы планируем сделать взаимоотношения в игре. Я не знаю, приблизятся ли они к романам, по крайней мере не в том смысле, в каком эта тема раскрывалась в некоторых недавних играх. Слово „любовь“ вмещает в себя гораздо больше, чем просто соитие. Честно говоря, это наименее интересный аспект. Я думаю, что межличностная близость и познавание глубины и смятенности другого человека — намного более захватывающе. Этот аспект мы и хотим исследовать во взаимоотношениях между людьми. Также отношения будут важны в некоторых ситуациях, в которых вы окажетесь».

А на ресурсе Formspring Джоржд Зиц раскрыл больше деталей о Цветении и богах:

«Вероятно, Цветение не находится на человеческом уровне разумности, но это форма жизни, не похожая ни на что на планете, так что… уровень осознанности этого невозможно напрямую сравнить с чем-нибудь, что мы знаем».

«Я не знаю, буду ли делать дизайн уровня для Цветения — возможно, это будет задолго до того, как мы привяжем области к дизайнерам. Предполагаю, что дальнейшая разработка Цветения окажется за Колином и теми, кто запишется с ним работать».

«Что касается божеств, то я не думаю, что в Девятом Мире будет пантеон богов как в Project Eternity, хотя могут быть существа, похожие на богов или о которых люди думают, что они — боги».

Также на Форуме reddit Монте Кук ответил на вопрос, чем он вдохновлялся для создания сеттинга Numenera:

«Серия „Книга Нового Солнца“ Джина Вулфа очень сильно повлияла на Numenera. Среди других были „Умирающая Земля“ Джека Вэнса, „Хроники Хокмуна“ Майкла Муркока, Навсикая и, конечно, иллюстрации Мёбиуса и Филиппа Друйе».

Там же Кевин Сандерс рассказал об истоках концепции Потоков:

«Концепция Потоков включала в себя недели дискуссий между мной, Колином и Адамом. С Наследием, которое является одной из наших основных тем, мы знали, что система морали будет его поддерживать. Мы видим Torment, движимый творческой стороной — повествование, история, персонажи. Поэтому все эти элементы (включая тему Наследия) также движут и геймплейную составляющую».

«Мы спросили себя, за что людей помнят и за что они хотели бы, чтобы их помнили. Ещё мы решили, что не хотим, чтобы элементы Наследия противопоставлялись друг другу, как мировоззрение в D&D, или были связаны друг с другом, как добродетели в Ultima. Мы не хотим предоставлять игрокам некие моральные ответы — это слишком персональные вопросы. Мы хотим дать игрокам песочницу, чтобы они решили сами».

«Ещё есть вопрос, что же такое в действительности Потоки в Девятом Мире. Они просто концепты? Или силы, например, как гравитация? Могут ли люди управлять ими? Влияют ли они на людей? Потоки — не универсальная правда, в которую бы все верили и понимали. Некоторые верят, но многие о Потоках даже не слышали».

www.rpgnuke.ru/2013/03/27/torment_tides_of_numenera_novye_detali_igry.html
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Torment: Tides of Numenera Interview


When news came of inXile's Torment: Tides of Numenera Kickstarter, we just knew that we had to have a sit-down with the developer. And because all of us here at GameBanshee is a huge fan of the original Planescape: Torment, it took some time for us to whittle down our questions to a reasonable number. We were eventually able to do so, and today we're pleased to announce that both designer/writer Colin McComb and project lead Kevin Saunders were able to get back to us with their detailed answers. So without further ado, let's get started:

GB: First off, we're absolutely astounded at the success that Torment: Tides of Numenera has seen on Kickstarter. Only 6 hours before being funded? To say that exceeds anyone’s expectations is a given, but what do you feel this show of support says about the popularity of old-school Western RPGs in this day and age, and the future of the genre?

Kevin: We had a lot of awareness built up in advance. Fans surmised what we were up to as far back as December and we admitted it soon after. Project Eternity supported us by letting their backers know, and we communicated with our Wasteland 2 supporters to explain how the Torment Kickstarter wouldn’t interfere with Wasteland 2 and would actually be a good thing.

GB: Planescape: Torment is obviously an enormously beloved game, in large part for its narrative qualities, with its writing often cited as some of the best the medium has produced. Aside from having some of its key developers on Torment: Tides of Numenera, and the help of pen and paper veteran Monte Cook, what are you doing to match the extremely high bar set by the original?

Colin: We’re bringing on a number of professional writers—including (hopefully) Patrick Rothfuss. And by the time you read this, we’ll have announced Chris Avellone’s involvement in the project (hopefully). We’re incredibly excited to have these two creative forces join the team. As we’ve said before, we’re not trying to beat PST – we want to sit as a companion piece.

GB: Building upon our previous question, are you in a position where you can work directly with Monte Cook to make concessions in the universe that might help you better adapt the game to an electronic medium? And regardless of whether or not such concessions can be made, are you at all worried that the Numenera universe might not strike a chord with as many gamers as you’d like, even if Torment itself is an enjoyable game?

Colin: Monte’s not just a licensor for this project. He’s actually part of the team, and he’ll be working with us to craft areas, dialogues, and some of the systems as well. So we’d say it’s a healthy give-and-take, rather than concessions—Monte is aware that a CRPG requires intensive rules and systems, and he has encouraged us to develop those systems. He designed the Numenera system to be primarily a storytelling and narrative system for tabletop, and he knows that this is a different industry.

As for the second question, not at all! Planescape: Torment itself was a shot in the dark – it wasn’t TSR’s (or WotC’s) most popular setting, and many tabletop gamers hated it and its attitude. The Ninth World should appeal both to people who loved the first Torment and to people who are looking for something new in their gaming.

GB: How will the Tides and Legacies factor into Torment? Will we see different societies and cultures that follow one Tide over another? What sorts of gameplay impact will they have? Will they be integrated into the character system, or are they mainly a plot device? Is a Legacy basically just a label («chaotic evil»), or will it significantly alter gameplay?

Colin: We’re planning to have a variety of inputs and options based around the Tides and Legacies, but we don’t want to give away too much just yet. They’re not widely known, though certain groups have indeed risen that believe that they comprehend (whether dimly or more insightfully) the forces of the Tides, and some of them are consciously or not pursuing aims that accord well with the Tides. The Tides might just be a belief system for others, and unknown to far more. As for what impact they’ll have in gameplay… you’ll have to wait and see. We’re integrating them into both plot and character, and we’re looking to move well beyond 2nd Edition D&D’s alignment system for the effects the Tides have on gameplay. The more funding we receive for the game, the deeper we’ll be able to make this system, and we’re hoping for some incredible reactivity when the game is complete.

GB: The old dialogue tree system is a tried and true way of handling conversations, but some have remarked that it’s also showing its age and it can have some downsides (such as the reliance on huge volumes of text and binary if->then logic). Are you planning to experiment with the dialogue system in new ways for Tides of Numenera, or are you not going to mess with a good thing?

Colin: We do plan to experiment with it in some interesting ways (though many of our readers have demanded extensive text, in the tradition of PST), but we’re not going to overhaul the system entirely and scrap the good work that it produces. Instead, we’re planning to fine tune it.

GB: Choices with consequences is one the core pillars of Planescape: Torment, and you’ve made it clear that Tides of Numenera will be similar. Despite its focus on C&C, Planescape still told a very fixed story that didn’t change too dramatically; rather the consequences of actions were more in the smaller details. Are there plans for greater gameplay consequences in Tides of Numenera, or is the story going to remain similarly linear?

Colin: We do plan for great gameplay consequences. We want the story to be a logical, natural outgrowth of the actions you’ve taken throughout the game so that there is no “best” ending… or rather, that the best ending is every ending, because it’s the culmination of how you played.

GB: In Planescape: Torment, companions were optional, but the game was clearly intended to be played with a full party and many of the best moments in the game (up to and including the ending) were made far more interesting due to the companion characters. Will there be any advantages to playing solo in Tides of Numenera, and can we look forward to more truly original party members with unique concepts?

Kevin: We discussed this recently, actually, in the context of a video update we were planning. We do intend to allow solo play (i.e., no companions – the game is single player in any case), but not to cater to it. We will certainly have very memorable and intriguing characters, and companions, and those who decide to go alone will miss out on all of the work we’ll be putting into making the companions great. So while we will let you go alone (and maybe you’ll have to or want to at certain points for specific reasons), we don’t plan to spend extra energy on making that gameplay experience better because we want to focus on making the companions (and that experience) stellar.

GB: Many consider the combat in Planescape: Torment to be one of its weaker elements; while not necessarily poor, it was hardly the highlight of the game. Has the decision for turn-based or real-time-with-pause combat been made yet? Is combat going to be tactical and complex, or are you more interested in infusing it with meaningful narrative context?

Colin: We haven’t made a final decision on the combat yet, but it’s one that we’re looking at very carefully. We want to get it right. We’re confident that our core vision for combat will help us do that, and to that end we’ve defined a number of must-haves for our combat system. First, it needs to be avoidable in at least most situations. We don’t want to force people into combat. Second, the player must be able to make meaningful decisions before combat: what to wear, what to equip, what to ready, and how to affect the environment so that it can work to their advantage as well. Third, players must be able to make meaningful decisions within combat, rather than clicking a mouse and letting it roll. We want the combat to be tactical, but we’re also well aware that too much complexity changes the focus of the game from the narrative to the combat, so we want to make sure that combat is connected to the narrative, rather than being a random encounter.

GB: One thing RPGs have always struggled with is reconciling a player-directed story with defined gameplay mechanics. In Tides of Numenera, how much will stats and skills affect your ability to proceed in the story the way you want to? Will you be able to navigate the story however you want no matter what skills you have, or will certain branches and sub-plots be restricted to characters of certain skill sets?

Kevin: Skills are loosely defined in Numenera and it’s one of the aspects we’ll be tightening up for Torment. I’ve been impressed with many aspects of the Wasteland 2 skills system and think we’ll be able to leverage a lot of it well – basically what I mean by that is that the skills have interesting effects on gameplay and interacting both with people and the environment.

GB: Beyond character statistics and skills, what can we expect from the item and magic system in a Numenera-based game, and what are the odds that we’ll see a reintroduction of ideas like enchanted body ink? Do you plan to expand any “staple” ideas like equipment or spellcasting into unknown territory?

Colin: That’s still largely under NDA, but you can expect a similar profusion of ideas as those in PST. The Numenera system is filled with crazy things – from small oddities to massive artifacts – and our designers are eager (so very, very eager) to get going on creating entertaining, deadly, and wildly different effects.

GB: Obviously, Wasteland 2 lends itself rather well to 3D graphics and a fully-rotatable camera. The gulf in art and technology between Wasteland 2 and the original game means you can also get away with some creative license in interpreting that universe. But Planescape: Torment is well known for its fixed perspective and extremely detailed 3D pre-rendered backgrounds. Is the goal to go for entirely hand-drawn backgrounds, pre-rendered or full 3D with rotatable camera? How does this change the production and design for the game?

Kevin: We are still exploring the various options, considering gameplay implications, aesthetics, and, of course the resources that would be required. The decision will have many repercussions and we are still assessing. I can say that had we not received the tremendous support from the backers that we have that we wouldn’t have as many options here. Analyzing which method to improve the visuals of the game is a great problem to have. =)

GB: Thanks for taking the time to answer our questions. Best of luck on Torment: Tides of Numenera – we wish everyone at inXile all the best!

Thanks! We’re confident that we can justify the trust our backers have placed in us, and we’re keeping them firmly in mind as we develop the game.

www.gamebanshee.com/interviews/111067-torment-tides-of-numenera-interview.html
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Первый скриншот!!!

Понятно, это всего лишь вариация, потом всё поменяется. Но тем не менее — вариант с 2D-пререндеренным фоном.

Update #12: Screenshot from within the Bloom. 4 Days Left!


TL;DR: A screenshot. Koy talks about environment art.



Hello,

My name is Koy vanOteghem, Lead Environment Artist here at inXile. I would like to take this opportunity to discuss a few items as we release our first image for Torment that is pre-production and game art oriented (as opposed to concept art). Ordinarily, we would expect to R&D these types of early-prototype scenes during the standard preproduction phase of the project development cycle. And certainly during our actual preproduction, this pipeline will see many changes and iterations based on evolving needs. But technicalities aside, because of our growing comfort level with the Unity Engine, along with our growing connection to our community of backers and fans, we thought it might be fun and informative to give a sneak peek of some of the ideas we have bouncing around the Art Dept. What we are presenting here, for the sake of conversation, is an example of a 2D pre-rendered environment within The Bloom.

The Ninth World of Numenera has a rich tapestry of aesthetics. You can see this in the variety demonstrated in both our Torment concept art as well as the Numenera artwork. While we search out the look and feel for this evolving title, we find ourselves developing a much more organic approach to our asset production pipeline, both in process and in created content. Perhaps it was starting with the Bloom that helped steer us down this road, though we see how it will apply to more architectural environments as well. Our approach involves a heavier focus on sculpting and modeling, and a lesser focus on the engineering side of the art, which will suit our (relatively) small team structure well. We get back to working on the art, and think less of engine settings and geometry management.

Torment will certainly present some special challenges, but more so I think, unique opportunities to realize our vision in a new old way. We’re looking back to a 2D approach, with a fresh eye rooted in contemporary modeling, texturing, and engineering techniques. Much like Project Eternity, our goal is to craft an experience that diverges from the common path of world building. We hope to strike a distinct style while achieving levels of detail often difficult to present in 3D game space with a small team, through a process of pre-rendering major portions of in-game assets. As you have seen in the published concept pieces, geometry varies greatly from location to location. We look to incorporate the organic nature of many of those structures into our asset creation pipeline while avoiding the often processor taxing in-game meshes.

The big debate: playing games in 2D vs. 3D – I know many of you are interested about our decisions regarding the art direction. There has been much talk about the costs associated with «2D development,» the quality and scope that can be produced by a small team, and the impact that this might have (for funding) of other departments. And trust you me, I understand from where these expectation emerge. But to be clear, what we are really talking about here is not a 2D game, but what you might call a 2.5D game, with just a portion of art production that is 2D in nature. Bear in mind, any extra time we spend noodling in 2D will be made up 10-fold when we get to our beta build and we are not ripping our eyes out trying to figure out how to get all that geometry to render efficiently on screen. Our early tests are showing very promising frame rates for our 2D assets, freeing up additional processing power for characters, FX, lighting, post-processes, etc.

After all, characters are not 2D, rather 3D seen through an isometric camera. And particles, well, they’ve actually always been 2D, but you know that. I’ll admit, lighting in 2.5D was a concern of mine early on, but after some initial experiments, I feel confident that 3D lighting can and will be used to considerable effect, grounding the characters in the scene through dynamic lighting and some shadow casting. These issues, among others, simply require a mind shift in the creation process, and it’s quite liberating.

In the end, it’s really not that great a departure from what we already know and produce. It’s just a different way of presenting to you the player, our «3D geometry,» in an old awesome way. With our new pipeline strategy, we’ll be able to include detail, complexity, and styles that I would typically shy away from given our team size. It’s a win-win from where we are standing.

I would also like to extend a big thank you to two team members, Gavin Glenn-McDowell and James Morford, for their dedication to this KS campaign and eventual production of Torment. As part of an effort to develop a «rapid pipeline» proposal, they produced what would turn out to be a rather motivating gameplay space from The Bloom concept in a weekend charette. After an explanation of their strategy, the potential time savings and cost reductions, and the quality bar that could be reached, we launched into another round of afterhours development with the help of a couple more team members willing to dedicate some oh-so-precious personal time. Their efforts made this post possible.

Thank you for your backing and support. I am in awe.

Koy

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/442434

Кстати, как-то они забыли в обновление выложить информацию о шестом Фатоме — 60000 человек внесли свой вклад.



tormentrpg.tumblr.com/post/46788135019
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Тест движка Unity, первое концепт-видео Torment!

magspace.ru/blog/games/235480.html
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Седьмой Фатом — уходим в небо!


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Update #13: Just 3 Days Left! See the Bloom in Action


TL;DR: Torment Sourcebook for Numenera Tabletop game, Pat Rothfuss Digital Comic and Companion, New Stretch Goals, Technology Test (video).

Hello Forgotten Ones,

You may be curious about what will happen this last week. From us, you can expect another video or two, a Vision document, and a couple more treats.

In terms of funding, it is typical for a large-ish video game Kickstarter to gain around 20% of its total backers within the last few days – even those that end more slowly have about 15% during this time. In extreme cases, one-third or more of the total funding can arrive during the final days. And most of this is in the last day. Each Kickstarter is unique, and Torment gained a lot of attention early, but $4M or more is very attainable.

Only 3 days remain, but much is still possible. We pledge to use every dollar to make Torment better and we thank you for your continued support and for spreading the word!

New Add-Ons

We have some new add-ons for you to consider, courtesy of Monte Cook and Pat Rothfuss! To learn how add-ons work, check out our tumblr site.

Digital Numenera Torment Sourcebook – $12 (Add-on EXCLUSIVE)

In part because of the success of the Kickstarter, and the clear appeal of Torment, Monte Cook will be adding a tabletop supplement to Torment to the Numenera product line. This will be a roughly 160-page sourcebook that details the major areas of the game, along with optional rules (like the Tides), creatures and items of Torment, and the major characters. Digital copies of this sourcebook are available only as an add-on — and won't be available at this price outside of this Kickstarter.

Digital Comic by Pat Rothfuss – $8 (Add-on EXCLUSIVE)

Pat Rothfuss will write a digital comic (at least 12 pages) related to the Torment characters and story. It may even be about the companion he will be designing and writing (see below! =) ). It will be released before the game ships. This digital comic is available only as an add-on.

Hi-res Digital Concept Art + Digital Map – $4

The high resolution digital map is now included in the Hi-res Digital Concept Art, so it is now available in the $50 Tier. The hi-res digital concept art collection (including the map) is now also available as an add-on for any Tier.

Torment Will Take a Little More Time

We purposely designed Torment to be modular so that, if we had additional funding, we could easily expand upon the game in ways that would make sense. Your support has exceeded our expectations. It is clear to us that to create as high quality a final product as we desire, and as you deserve, we’re going to want more time than we had in our original schedule.

Many of you have asked if the unexpected support we have received will require us to push back the release date. While we do not yet know what our final development budget will be, we do know that we’ll need a few months past the December 2014 launch date we first proposed at $900,000. (We’ll provide more details about our schedule after we have time to complete our planning following the Kickstarter.) We thank you greatly for providing us enough resources to increase Torment’s scope and quality bar. It’s our plan to use funds to keep the team on the project longer, allowing us to design, iterate, and polish more, to make a game that truly lives up to the Torment name.

Goals Achieved: Pat Rothfuss Joins the Team (and also writes a companion and comic)



We reached our $3.25M Stretch Goal this past weekend, and Pat Rothfuss now joins our ranks. And further, he’s willing to not just write for an area, but to also write one of the companions. I had the pleasure of meeting Pat for the first time this past Sunday night, as he was in the area for Wondercon. He had been reading about Torment’s story and characters and was inspired by an idea he had for a possible companion. I think it sounds very cool, though I told him he’ll have to persuade Colin. =) Pat will write a companion (either this idea or some other – he’s agreeable to whatever Colin deems best) at a new $3.4M Stretch Goal (by the time you read this we’re already almost there!).

We also reached the 6th Fathom as we crossed 60,000 backers. We’re within 1,000 Likes on Facebook to add a 7th.

And yesterday we passed by the $3.35M Stretch Goal as well, and will be adding Lacunae to the Castoff’s Labyrinth. Lacunae are figments of your mind that represent parts of yourself (or do they?). Through conversing with a Lacuna, you’ll discover puzzles and quests, and might even enhance your own abilities. As we delve to deeper fathoms, you’ll be able to find more Lacunae with whom to interact.

New Stretch Goals

As we charge through our last few days, we want to outline more of our plans of further improving Torment with additional funds. As before, these Stretch Goals call out specific things we’ll do, but we’ll be improving the game in more ways than just these. While maintaining Torment’s four pillars we’ll be enhancing the game on all fronts –reactivity, features, art, audio, breadth, depth, and polish.



$3.6M

Hall of Lingering Reflections

This gathering place will offer unique opportunities and tools to help you defeat your foes. It is a living museum, a history, a prison. This subterranean vault is a place of memories, a vault of pain and laughter, built by a forgotten power for forgotten reasons. The memories of its denizens are frozen in time, and so they have no knowledge of the passage of the centuries beyond these walls. Its doors open into smaller worlds, pocket dimensions that house these shells in a simulation of their memories. But who lies hidden here? What secrets might you unlock? And is it possible to spirit one of this company away as you seek your creator?

$3.75M

Increased Companion Depth (including Companion Quests)

We've always planned to make interactions with your companions deep and memorable. At $3.75M, we we’ll commit to this further by adding optional side quests unique to each companion that further bolster their character arcs. Learn who sent the jack to the Stichus tunnels in the first place, or maybe discover why the fallen priest is adept at unleashing horror on his foes. Whether you help them face their demons or use their pasts to your advantage is up to you.

Castoff’s Labyrinth: Alternative Exit to Another Part of the Ninth World

A secret portal within the Labyrinth that takes you back to your body but leaves you someplace different than where you left. Will you take it? At this Stretch Goal, the Labyrinth reveals secrets that will allow you to access a new area in the living world, one you wouldn't have been able to access otherwise. (At deeper Fathoms, more of these portals may exist in the crevasses of your mind.)

$4M

Enhanced Tide and Legacy System: Number of Legacies increased from 11 to 16

You may recall your Legacy is determined by which Tide or Tides you favor, and that Legacy affects NPC reactions, item bonuses, and your character's Focus. At the start, we had planned only six Legacies, determined solely by your dominant Tide (plus one for when no Tide is dominant). At $3M, we expanded that to 11 Legacies, so that your Legacy would be determined by your TWO strongest Tides (irrespective of which of the two is stronger).

While Adam, Colin, and I were developing the Tides concept over the past months, we envisioned the full system as including 16 Legacies (ten possible pairs, plus five for when one Tide dominates all others, plus one for when no Tides are dominant). We contemplated how we would handle and leverage this robust system to create an unprecedented degree of reactivity. Prior to the Kickstarter, we crushed our dreams as unrealistic and contented ourselves with 6, which we felt still left us with a more intricate system that most games have.

But at this Stretch Goal we can return to our original, ideal vision for what the Tides and Legacies can become. Torment's fourth pillar is Reactivity, Choice, and Real Consequences and while this pillar covers far more than just the Tides, the Tides and Legacy system are at the core of both Torment’s themes and its approach to gameplay. This means even more opportunities for reactivity based on your personal play style, and a deeper, richer experience for you.

Oasis of M'ra Jolios and More Mark Morgan Music

At this Stretch Goal, we’ll also be adding the major city location of the Oasis of M’ra Jolios (the underwater city in the desert whose concept we sent in Update 11 and whose wallpapers are available on our website). And we’ll be adding even more Mark Morgan music, which of course will be included in the game’s digital soundtrack and audio CD rewards. (We’ll want more music to properly convey the mood and atmosphere of the new areas and companions we’ll be adding – including the Oasis.)

$4.25M

Longer Story

More areas, more villains, more NPCs. We've sketched out some of these already—the First Castoff, the Angel of Entropy, the Ruins of Ossiphagan, the crystalline dimension, etc. But at this stretch goal we'll sketch out an even longer, more intricate story than we had planned. A few of the optional areas and ideas we had planned for the core story showed obvious potential for being extended into major subplots, or even adding to the core plot and storyline. We pared back these ideas to be realistic about the game scope — making a great game requires focus and you have to be willing to cull many of your ideas so that the game will be highly polished. At this Stretch Goal, we have a couple specific threads in mind we’ll resurrect and incorporate into the story Colin originally dreamed up, confident that we'll have the resources to really do them justice.

Voluminous Codex

We always intended for Torment to have a journal that would log your discoveries within the Ninth World. Not the kind of Journal that tells you exactly where you need to go next and what you need to do – you are an RPG connoisseur after all, and don’t need us to hold your hand. But what you might like is a journal to catalog your travels and discoveries, one to which you might refer when some past details elude you. One of your suggestions that we really liked was to take the journal quite a bit further. At this Stretch Goal, we’ll do that – we’ll expand the journal, giving you more lore, more creature and character portraits, and more information on interesting/important events as you come across them. As with the rest of the game’s user interface, the journal will be highly customizable to suit your tastes.

Crafting Numenera

The numenera may be beyond our understanding, but they aren't beyond our use. This Stretch Goal will allow you to learn the tricks to combining the numenera into your own custom cyphers and artifacts. This would not be a rote crafting system, but one that includes some puzzle-solving elements (though not what you'd call a mini-game) and that is tied into the world and narrative. This is yet another idea we started to explore early on for the game, but that felt out of scope for our original budget. But at this Stretch Goal, we can confidently commit to restoring this aspect of our design vision as well.

$4.5M

Expanded Reactivity, Length, and Depth

We asked on the forums whether you preferred a deeper, more reactive game, or a longer story. The votes are overwhelmingly for both. The other Stretch Goals outline many of the ways in which we will do this (such as the increase to 16 Legacies), but there are other ambitious options as well. We have many ideas in mind, but will have to examine carefully what will be best for the game and its narrative. At this Stretch Goal, we will pursue some of these other ideas that we never thought would be possible, with a specific focus on reactivity and utilizing the Tides (and the other methods of tracking your decisions and actions) to make the world both larger and even more in tune with the story you'll be creating for your version of the Last Castoff.

Player «Stronghold»

In your struggle to find your legacy, there may come a time when you want someplace more permanent to call home (or perhaps not so permanent or not so much a home). At $4.5M, we will implement a player stronghold that you may come across in your journeys. The stronghold will be a playable area, a personal hub and base of operations, and it may come with its own quests or difficulties. What will it be exactly? We’ll explore further to see what makes the most sense for the game and narrative. Some of the ideas (from us and from you) vary from a personal airship to a hidden location in your mind, to an alternative dimensional pocket. What it won't be is your typical cozy home — it will fit the atmosphere of Torment's story and Numenera's world. We’ll surprise you with what it may be (and perhaps its form will even depend upon your choices within the game).

Mur Nominated for Prestigious Writing Award

Last Saturday, it was announced that one of our writers, Mur Lafferty, has been nominated for the 2013 John W. Campbell Award for Best New Writer. Past nominees include George R.R. Martin (1973), Orson Scott Card (won, 1978), David Brin (1982), Scott Lynch (2007), and Joe Abercrombie (2008). Congratulations, Mur!

A Brief Technology Test

Yesterday, we showed you a screenshot of an area in the Bloom. Here is a brief lighting and technology test that shows a 3D character on a 2D pre-rendered background. Obviously, this is a very quick test – we’ve only had the screenshot for a few days, after all. =) This was basically Koy's weekend (thanks, Koy!). But if this is what we can do in a couple days with pipelines we’re still developing and without programmer involvement, than you can imagine (we know you all have great imaginations!) what will be possible after we really delve into the project and after months of polishing final areas. We added Mark Morgan’s music separately, but otherwise this little scene is running in Unity.

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Have a great day!

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/443426

Добавлю сюда же полноформатное изображение Oasis of M'ra Jolios:



А в следующем обновлении будет второй скриншот. На этот раз из локации Sagus Cliffs.
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Не то изображение. Вот правильное:


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Коротко о главном: насобирали денег на Криса Авеллона; второй скриншот — на этот раз из Сагус Клиффс.

Update #14: 2 Days Left! A Second Screenshot


TL;DR: Chris Avellone, New Add-ons, Sagus Cliffs Screenshot, Tony Evans describes our vision for combat (video), our Vision Document.

Hi Forgotten Ones,

Yesterday was a fantastic day, with a surge of more than $100K and 1500 new backers (welcome!). We were thrilled at the positive response to both the Bloom screenshot and our in-engine technology test with it. We’ve posted a 1080 HD version of the video for you to check out.

In yesterday’s update, we announced our remaining Stretch Goals, which return to Torment many of our original ideas that we had evaluated to be too ambitious for our resources. But now they are within reach. We have just two days left to see how far we can get! We’ll be issuing a Call to Arms later today. Let’s show the world that the RPG renaissance continues to thrive!

Chris Avellone joins Design Team!


Yesterday’s surge catapulted us past the $3.5M Stretch Goal early this morning. Chris Avellone, who was the lead designer for Planescape™: Torment (among many other credentials), is joining our design team!



Here is a brief word from Colin regarding achieving this Stretch Goal:

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We also reached 10,000 Likes on Facebook and more than 63,000 backers, which brings us to the 8th Fathom of the Castoff’s Labyrinth. Next Fathom is at 66,000 backers. More Stretch Goals remain – next stop is the Hall of Lingering Reflections at $3.6M.



New Add-ons


We have some new add-ons for you to consider. Find out more about add-ons, and instructions on how to include them, at our tumblr site.

Alpha Systems Test Access – $10 (Requires Beta Test Access)

The Alpha Systems Test will be our first real test of our game systems and interface, and your first opportunity to give serious, hands-on feedback about the game. Because this is a test focused on system mechanics, Alpha may not be available for all platforms. (It will be available for Windows at least.) The Alpha Systems Test isn't expected to take place until sometime in 2014. Beta Test Access is a prerequisite to choosing this add-on. (So if your Tier includes Beta Test Access, you can add this for $10. Otherwise, combined Alpha Systems and Beta Test Access can be added on for $30.)

Digital Comic by Chris Avellone – $8 (Not available through any Tier)

Chris Avellone will write a digital comic (at least 12 pages) related to the Torment characters and story. It may even be about the companion he will be designing and writing. It will be released before the game ships. This digital comic is available only as an add-on.

Digital Comic Compilation – $14 (Not available through any Tier)

Includes all three digital comics (written by Chris Avellone, Pat Rothfuss, and Colin McComb & Adam Heine; the skilled artist or artist(s) who will draw the comics are still being considered). These comics will all relate to characters relevant to Torment: Tides of Numenera. Backers who choose this add-on will receive these prior to the game’s launch.

Sagus Cliffs


On Monday, you saw our first game screenshot, which was set in the Bloom. Today we have for you a second, which is set in Sagus Cliffs. Though we were very excited when the Bloom screenshot came together, we felt that it alone painted too narrow of a picture of what Torment would look like. We wanted show you (and to prove to ourselves) another environment to demonstrate some of the variation in architecture and color palettes that you’ll see in Torment. Here is our first attempt at a less organic location.



The city of Sagus Cliffs borders a large inland sea, winding its way down to the water through switchbacks and cutout caverns. The city is vast, both vertically and horizontally, exhibiting a wide variety of architectural styles as its layers were stacked upon each other across the ages. Some buildings are built out far over the water below, precariously holding through elaborate winches, pulleys, and wires. Some have no such support, practically hovering under their own power. But the old ways still hold – literally – sometimes clinging to the last scavenged beams on which they were originally erected, with bridges of coherent light helping to hold together the city’s economy. At the base of the cliff, the ocean crashes and swirls around the rubble of fallen houses, the city extending downward even here – with some structures diving beneath the waves.

Tony Evans Discusses Combat


In Tales of Torment: Episode 7, Tony talks a bit about our plans for combat. He describes some of our goals for the combat system through a couple examples, and explains our position on whether combat should be turn-based, real-time with pause, or a hybrid system.

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Vision Document


We’ve posted the Torment: Tides of Numenera Vision Document for you to check out:

magspace.ru_Torment_Tides_of_Numenera_Vision_Document.pdf (7579 Kb)

If you’ve been following all of our updates and watching our Tales of Torment episodes, then most of its contents will be familiar to you already. This document describes our direction for Torment, the game you are trusting us to create and deliver to quality. We’ve also set up a Vision page on tumblr that includes much of the concept art and links to all of the videos – it’s an ideal link to send people for a summary of Torment.

Miscellaneous


A clarification from yesterday – the Numenera Torment Sourcebook is not available through any pledge tier – you can only get it as an add-on. However, while its add-on value is at a discount, the sourcebook will be part of the Numenera product line and is not exclusive to Torment backers.

See you again soon,

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/444758
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Хех, пока оформлял пост насобирали уже $3,6 млн. Ещё одна Цель взята!
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Пошла финальная волна. 66000 бэкеров — девятый Фатом в Лабиринте Отверженных:



tormentrpg.tumblr.com/post/47102118753/weve-passed-66-000-backers-between-kickstarter

Где-то успел прочитать, что около 25% финальной суммы вносится в последние пару дней. Из этой суммы около 90% — в последние часы. Есть все шансы переплюнуть границу в 4 миллиона.
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Коротко о главном: Цель в $3,75 миллиона взята; тест движка в локации Sagus Cliffs в HD, вопросы и ответы с Колином МакКомбом; его же извинения за Complete Book of Elves версия 2 (с разбитым носом :); новые аддоны — на этот раз большинство касательно Wasteland 2.

Update #15: 1 Day Left! More Add-ons, Sagus Cliffs Set to Music


TL;DR: Sagus Cliffs in Unity with new Mark Morgan music (video). New add-ons! Colin McComb answers some of your questions (video).

Hello Forgotten Ones,

28 hours left. We had a strong showing yesterday – over 2500 new backers (hi!) and $150K! Today is going even better – we’re well on track to eclipse yesterday’s totals. A special thanks to Obsidian Entertainment who, in a classy show of solidarity, formally pledged to Torment today, helping us to climb toward their own record. Can we reach $4M and become the most funded video game Kickstarter yet? RPG fans unite!

To review the rewards included with each pledge Tier, check out the tables on our tumblr site. Descriptions of the rewards can be found here.

And to look at the available add-ons (and how to include add-ons in your pledge) check here.

We’ll be sending a brief update tomorrow morning, but with this one you’ve seen all we have to show. =) Onward to the finale!

Sagus Cliffs Technology Test


Here is a brief video of the Sagus Cliffs screenshot in Unity, accompanied by a new piece of Mark Morgan’s music that he composed for this area. We hope you enjoy!

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New Add-ons


We have a few last add-ons to announce based upon requests we’ve received.

Wasteland 2 Beta Test Access – $20 – Get in early to try out, and help us tune and polish this soon-to-be classic RPG later this year. (Note that wherever it makes sense, we’ll be adapting the Wasteland 2 systems for use in Torment, so in polishing Wasteland 2, we’re also building a stronger foundation for torment.) Just in case you haven’t seen it yet, you can check out our first look of Wasteland 2 from February. You’ll need to have added-on a copy of Wasteland 2 (either through a Pledge Tier, through an add-on, through the Wasteland 2 Kickstarter, or through the Wasteland 2 Store) to be a Beta Tester.

Wasteland 2 Digital Soundtrack – $8 – You’ve heard a sample of Mark Morgan’s music for Torment. With this add-on you can get the 40 minute soundtrack of Mark’s music for Wasteland 2. This add-on will be made available at the same time it is released to Wasteland 2 backers.

Wasteland 2 Digital Concept Art Book – $8 – Wasteland 2 concept art by Andree Wallin, Nils Hamm, and Chang Yuan. This add-on will be made available at the same time it is released to Wasteland 2 backers.

Wasteland 2 Autographed Collector’s Edition – $250 – You will receive a special collector’s edition boxed copy of Wasteland 2 (PC, Mac, or Linux; DRM-free) that is SIGNED by key Wasteland 2 developers including Brian Fargo, Chris Avellone, and Colin McComb. The collector’s edition also includes a cloth map, instruction book, digital soundtrack, digital concept art book, a miniature, a faction badge, and beta access to Wasteland® 2. An additional $20 is required for shipping outside of the United States.

Limited Edition Signed Print (Limit one per backer) – $750 – This is the print that’s available through the $1K Limited Edition Signed Print Pledge Tier (as well as all higher Tiers). We are happy to announce that your choices for the print will include The Ascension of Kex-Lianish and Dust and Water concepts by Andree Wallin. We expect the size of these pieces to be approximately 32” by 14”. (Other concept art pieces may also be available.) We are still researching our exact print methods but this will be a high quality print. We are looking at possibilities to print it on cotton rag paper, with a parchment paper surface, to create a true art reproduction feel. Unframed.





Stretch Goals Reached


With the flurry of activity yesterday, we surged into the 9th Fathom of the Castoff’s Labyrinth and past the $3.6M Stretch Goal. And about an hour ago, we sailed past the $3.75M Stretch Goal as well. The Hall of Lingering Reflections, deeper companions, companion quests, and a new area accessible through the Castoff’s Labyrinth have all been added!

Next stop is 16 Legacies, the Oasis of Mr’a Jolios, and more Mark Morgan music! Here we come, $4M!



Colin Answers Your Questions


Colin’s flying down to Newport Beach today to attend our closing party tomorrow and so that we can meet over the weekend to start planning Torment’s next steps. But before stepping onto the plane this morning, he took a few minutes to answer some of the questions you’ve posed on UserVoice.

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Miscellaneous


For those who may have missed it, we had a talk with Colin recently and on Tuesday we released his second attempt at an apology for the Complete Book of Elves.

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We’ll be streaming live from our closing party tomorrow beginning about 14:30 PDT. You’ll be able to watch on our Twitch channel here. Besides Colin, other special out-of-town guests include Monte Cook and Shanna Germain (Numenera Lead Editor). And some of you!

Just 28 hours left!

Kevin Saunders
Project Lead

tormentrpg.tumblr.com/post/47130344772/updated-our-journal-15-1-day-left-more-add-ons
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Со скольки мильонов будет крафтинг?
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Читать не пробовал? 4,25.
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Ещё три тысячи бэкеров. Десятый Фатом!


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Опа, мою идею одобрили разработчики :)



Правда, учитывая, что на раздумья у них ушла всего ночь, скорее всего они и без меня планировали её ввести. Но всё равно приятно :)
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Косяки!
Логическое ударение идёт на одно слово. MUST be.
Кстати: возможность поделиться иедями ещё открыта? Или уже всё?
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По идее, только бэкеры.
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Собралась целая куча интервью:

«Chris Avellone on Torment and being a human stretch goal» (@ Destructoid)
«Words From The Wasteland: InXile CEO Brian Fargo Talks Tides and Torments» (@ Forbes)
«Brian Fargo interview: Torment, the RPG renaissance, and the ongoing clown war» (@ PCGamer)
«In bloom: InXile on Torment Tides of Numenera» (@ VG24/7)
«Torment: Tides of Numenera interview with Colin McComb and Patrick Rothfuss» (@ PCGamer)
«Obsidian’s Avellone On Torment, KOTOR 2, Alpha Protocol» (@ Rock, Paper, Shotgun)

Осталось 20 часов. Собрано $3,784,014 через KickStarter, ещё около 100,000 через PayPal.
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15 часов — $3,815,483.
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По последним данным на ПэйПале — $89,160. Итого в сумме сейчас $3,904,643.
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Спасибо за освещение проекта — запрыгнул под занавес.
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Не за что. Хоть не единственным магаданцем буду :)
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Update #16: Without you there would be no Torment


And here we all stand setting history with the crowdfunding campaign for Torment: Tides of Numenera. We often speak of paradigm shifts and game changers in our industry but you are truly witnessing it in this groundbreaking new model of connecting creators with the players. You have all heard me speak to this new power, but truly it will shape the kinds of games you play and the policies of the developers and publishers. More than ever we are in sync with the simple goal of making games without ever losing the gamer’s interests. At Interplay our slogan was By Gamers, For Gamers and this attitude could not be truer today.

There is no way this game would have ever been funded without this new method of connection and without the passion of our backers who didn’t just donate but worked as a team to spread the word. You guys rock! The passion of the RPG gamer is like none other.

We are both humbled and excited that you have given us this opportunity. The team we have assembled is pretty unbelievable and I have full faith that together we will create a true classic. I never stopped working to get Chris Avellone aboard to make sure we had the band back together. But it only got better when we brought on guys like Pat Rothfuss and Kevin Saunders to take the game to new heights. The trick is always to surround ones self with brilliant people and to create an environment in which creativity can flourish.

I want to give a special shout-out to my wife Ashley for driving her insane by talking incessantly about Kickstarter, Wasteland 2 and Torment for 24 hours a day. I’d also like to thank super fan Steven Dengler who stepped up to match my dollar contribution. The world would be a better place with more Steven Denglers.

Our communication does not stop here. As you’ve seen, we do have our own creative vision for this game but it will be our regular contact with you that helps us hone in on the right aspects of it all. With this great crowdfunding success comes great responsibility and we could not take it more seriously. My confidence in delivering a classic you will love comes from this open dialogue.

As you may know we have a closing party today in which we will celebrate the success we’ve had with this campaign and countdown to the final minutes of closing. We are of course ecstatic at our current funding but we are a competitive bunch and would love to beat the total funding record that our dear friends at Obsidian currently hold. We thought it only natural to invite any backers of the game and at last count we had 100 of you RSVP that you are attending. I look forward to meeting you. And for those that cannot attend, you will be able to join us virtually at this link starting at 2:30 PDT:

www.twitch.tv/inxile_entertainment

And before I end my writing let me share one more incredible concept piece from Nils Hamm that showcases the male player of Torment: Tides of Numenera.



Once again I would like to thank you for making it possible for me and all my team at inXile to spend many more years creating the best RPGs we can.

Brian Fargo
Leader inXile

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/446364

Судя по тому, что последний апдейт от Брайана Фарго, до окончания финансирования больше ничего не будет.

Лично закинулся последний (четвёртый, блять!) раз до 76 баксов — 50 баксов за игру с плюхами + 12 за 160-ти страничный мануал по Торменту + 14 за компиляцию комиксов про персонажей игры. Больше, вроде, ничего не надо.

Ждём финальной цифры.

10 часов — $3,860,418.
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Вот это я вовремя проснулся — осталось 15 минут :)

Кратко — $4,168,825. И это только на КикСтартере, без учёта ПэйПала, а так же обещанные 200,000 от Фарго и Дракогена :)

Тормент уже стал самой профинансированной игрой за историю КикСтартера :) Чуть позже будут подробности.
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Ещё два Фатома — десятый:



… и одиннадцатый:



5 минут до закрытия :)
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Всё.


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Вот эта карточка мне больше нравится:


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Всё, деньги списались с карты. Как и по всему миру. Теперь это не виртуальные 4 миллиона :)
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Update #17: Our Heartfelt Thanks


TL;DR: Thanks!, what's next, and the stronghold we didn't reach.

Hi!

All of us made history yesterday, reaching a new record for the most funded video game on Kickstarter! Thank you so much for your support, both through your pledges and through your spreading the word to others.

We had 74,405 backers on Kickstarter, raising $4,188,927. As of midmorning yesterday, we had about 2K backers and $127K through PayPal. In the last day, we reached the two major Stretch Goals at $4M and $4.25M, and also the 12th Fathom, and we’re thrilled to be able to add these aspects to Torment!





Thanks also to everyone who came to the party yesterday (either in person or virtually). In case you missed it, you can view the video at www.twitch.tv/inxile_entertainment/b/387052030, though we plan to edit into it into a more focused video sometime in the future.

So, What’s Next?


Colin and I are meeting today and tomorrow to plan the next steps before he returns to Michigan on Monday. We’ll send an Update on Monday with the final totals and some additional information about add-ons and the PayPal store. As before, the majority of the team at inXile HQ continues to charge forward on Wasteland 2.

Meanwhile, after a short break to recover from the intense past couple months, our Torment pre-production team will be moving ahead. We’ll be looking at the gross total of funds raised and determine how much we project for the development budget (i.e., taking into account the fees and costs of physical goods and fulfillment). Over the upcoming weeks, we’ll be developing our plan for Torment and better establishing the scope of the game. Meanwhile, we’ll also be working more on the creative and design aspects of the game, in preparation to fully engage the writers later this year.

Stronghold and the $4.5M Stretch Goal


We don’t have the final PayPal numbers yet, but we expect to be far short of the $4.5M Stretch Goal. (While Torment’s budget will be bolstered by the generous $200K total in contributions from Brian Fargo and Steve Dengler (@dracogen), these aren’t included in the Stretch Goal calculations. The Stretch Goals were set with these contributions already considered – that is, the $200K sum didn’t apply to determining whether or not we reached any given Stretch Goal. But all of it will be applied to creating a better game and help counterbalance the impact of fees and dropped pledges.)

Many backers have asked about the “Stronghold” that was at the $4.5M Stretch Goal, however. At your request and suggestion, what we’ll do is allow all PayPal contributions through the end of April to count toward determining whether or not we reached this goal. On Monday, we’ll tell you exactly how far we have left to go and through the end of the month we’ll provide more frequent updates on tumblr and Facebook about progress toward that $4.5M goal.

If we do make it by the end of April 30th, we’ll declare that final Stretch Goal achieved! In this case we would include the Stronghold, designing it to fit the flavor of Numenera and to fully support Torment’s themes and narrative.

We cannot say enough how much we appreciate your support. We are very much looking forward to creating Torment: Tides of Numenera for you. You have made this game possible.

Thank you,

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/446717

От себя. Вот в этом интервью Патрик Ротфусс колется, что будет делать женского персонажа, «подобного которому вы не встречали ни в одной RPG до этого.» Многообещающе.

А ещё на ЮзерВойсе родился локальный мем. Компания же устраивала вечеринку в честь окончания КикСтартера. Так вот, был на той вечеринке какой-то непрекаянный мужик в жёлтой рубашке. Народу жалко стало его, и предложили они добавить его в игру каким-нить NPC, чтобы с ним хоть там пообщались.

Идея вышла из-под контроля, собрала почти 800 голосов. Уже предлагают добавить в игру культ YSM (Yellow Shirt Man). Комментов уже более сотни, и идея продолжают поступать :)
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Кстати, чуть не забыл. Перед самым окончанием на сайте Деструктоид выложили эксклюзивный полный трек от Марка Моргана для локации Sagus Cliffs. Выложили на SoundCloud, а я хз как его оттуда скачать. Решил просто записать — наслаждайтесь:

Скачать

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Есть мнение, что ещё из магаданцев ещё вложился Владимир Петрович Печёный. С ЮзерВойса:

A Fountain, yeah that's pretty much it, i just hope you guys add a fountain in the game.

torment.uservoice.com/forums/197950-game-ideas/suggestions/3828336-a-fountain-yeah-that-s-pretty-much-it-i-just-hop
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Гы-гы. Смешно. Фонтанчики…
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Вотэтоничегосебе! Пару месяцев движуха кипит, а я и слыхом не слыхивал. Удачно зашел :)
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Ставь тапки, иди спать.
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Update #18: Assorted Administrative Details


TL;DR: Updates, registering with us, managing pledges, add-ons, support, community.

Hi Those Who Will Never Be Forgotten,

This update covers some important administrative matters. In general, we plan to make more use of our tumblr site and Facebook to share information on the project – we will use Kickstarter updates less frequently and to provide information we want to communicate to all backers. So if you want the most and latest Torment information, please follow our tumblr site. This allows you to opt-in if you want to hear more from us.

The Final Tally


Through April 5th, our donations via PayPal came to $160,495, yielding a total of almost $4.35M (and just over 77K backers) through the end of Friday!

As we mentioned over the weekend, we will include all donations through PayPal through April 30th in determining whether the $4.5M Stretch Goal was met. An additional $19,575 was donated since the Kickstarter ended, and we are currently at $4,368,997 as of the end of Sunday. Through the end of the month, we’ll be posting new totals on tumblr on Mondays and Thursdays, so please follow us there if you are interested in tracking our progress toward $4.5M. New pledges, pledge upgrades, and add-ons will all count toward whether or not this Stretch Goal is met.

Managing Your Pledge and Add-Ons


Following Wasteland 2, we set up our own database system to manage backer pledges, add-ons, and such. We’ll be leveraging this system for Torment as well. If you haven’t already, please register with us at our website.

Over the next month or so, we’ll receive the information from Kickstarter regarding your pledges and this information will become available in our system. We will notify you when this transfer is complete – at that time you’ll be able to see information there regarding your pledge. From our experience with the end of Wasteland 2’s Kickstarter, we expect this process to take several weeks – we appreciate your patience.

Another month or two after that, we’ll ask you for information regarding add-ons you may have selected, get your address information for sending you any physical goods, and ask you any other questions related to your pledge. We don’t plan to do this through Kickstarter’s system, but through our own. This allows us greater flexibility and to consolidate all of the PayPal backers and Kickstarter backers in one location.

Support


If you have any questions about your pledge, please contact us through our support form instead of through Kickstarter. Our support system is better suited for managing these types of requests and it will be easier for us to provide you with quality support.

Amazon Payments


If you are having any trouble getting your pledge processed through Amazon payments, you can donate through our PayPal store instead. Please contact our support staff if you need help.

Forums and UserVoice


Some have asked about a forum for Torment. We do have an interim forum that we set-up a couple weeks ago alongside the Wasteland 2 forums (scroll down). We may do more with Torment forums in the future, but here at least is a temporary home outside of the RPG communities linked to on our tumblr site. (Communities who wish to be added to this list, please contact us.)

We plan to continue to use the UserVoice system throughout development. We have found this experiment to be good for some purposes, but we are still iterating on how to best use it and we’ll probably make changes in the weeks and months to come. After we have the list of confirmed backers from Kickstarter (within the next month or so), we will have backer-only forums on UserVoice. (We may or may not keep a public forum that non-backers can access.) Note that registering for Torment as mentioned above also registers you for the Torment UserVoice system.

Answers to Some Common Questions


Here are answers to a couple of the most common support questions we've been receiving:

Q: If I pledged through Kickstarter, can I still do add-ons through PayPal?

A: Yes, but if your email addresses for your Kickstarter account, PayPal, and your Torment account aren’t the same, please link your other email addresses to your Torment account so that we can identify you.

Q: I donated through PayPal and the information doesn’t appear on my Torment account yet.

A: We have to process this information manually, and this is done on Mondays (covering all transactions through Sunday). So please wait until the next Monday for this information to appear in your Torment account.

It will likely be a while before the next Kickstarter Update – please join us on tumblr if you’d like more frequent Torment news.

Take care,

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/449226

В общем, если кто ещё желает вложиться — это можно сделать через PayPal (линки выше). До 30 апреля эти деньги будут направляться в общую копилку. Если к 30 апреля в общей сумме будет собрано $4,5 млн., то будет о объявлено о взятии последней Цели.
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с Башорга:
ag.ru:
Релиз ролевой игры Torment: Tides of Numenera, который изначально планировался на декабрь 2014 года, откладывается. Виноваты в этом пользователи сайта Kickstarter, пожертвовавшие на игру слишком много денег.
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Адам Хейн рассказывает об умениях и развитии персонажа.

In our second Ask Torment video, Adam Heine talks a bit about Numenera rule adaptation for Torment, specifically the advancement system and skills.

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tormentrpg.tumblr.com/post/48528924722/in-our-second-ask-torment-video-adam-heine-talks

Классный куб на фоне. Хочу!
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Итак, после небольшой задержки пора наверстать пропущенную инфу. Поехали!

Update #19: Building Foundations


TL;DR: Less than $94K from the $4.5M Stretch Goal (and Stronghold), what we’re up to (design and planning), Shanna Germain talks about Torment’s setting (video), some Q&A with Adam Heine.

Hi Forgotten Ones,

Hope you've been well!

Stretch Goal and Stronghold


After the Kickstarter ended, we extended the time table for the $4.5M Stretch Goal, which includes the “stronghold” feature, to the end of April. Through last Sunday, April 21st, the PayPal amount was about $217K, bringing our combined total for Stretch Goal purposes to $4,406,094. One week left! Note that if you pledged through Kickstarter, you can still use PayPal to move to a higher Tier or to add add-ons at this time (see “Upgrade Your Donation” and “Add-ons” sections toward the bottom of that page).

We thought it would be helpful to clarify a bit what we mean by a stronghold for Torment. It would be a location in the game that is “owned” by the PC, but won’t be a cozy home – it would be designed to fit the atmosphere of Torment and the setting of the Ninth World of Numenera (examples include an airship or a dimensional pocket). It would be a playable area and would include its own sorts of quests and challenges. We don’t intend for the stronghold to be a management mini-game, but it may serve gameplay functions as a storehouse, travel hub, and/or “museum” for accomplishments.

While a permanent home can be very relevant to one’s life, many do not leave such a legacy. Thus not only would the stronghold likely be optional, but its exact form within the game might change based on your decisions. It might not be a physical location at all (or even a static one – it may travel with you) and it would be well integrated into the storyline. Colin’s been resurrecting and evolving ideas from when we first considered the feature before culling it, and we hope to be able to run with them.

What Are We Up To?


So what are we doing on Torment right now? Our emphasis for the next while is on planning the project and building a strong foundation for the writers before they begin their work. I'll talk more about the project planning in a future update — for now, I'll explain what types of design work we're focused on.

Colin, with support from Adam and me, is focused on better defining the story and its scope. As we talked about a few times during the campaign, we designed the story (and other aspects of the game) to be highly modular so that we could adapt it to best fit the funding we received. Now that we know our budget for development, we can solidify the scope of the game. We reached the Longer Story Stretch Goal and Colin is looking into how to best incorporate some of the story ideas that we had pruned prior to the Kickstarter. In parallel, we (with Adam leading the charge) are drilling down into the details of how we’ll implement all of the Tidal and other reactivity. We have talked about this reactivity at a high level, but we need to establish more concretely how we will be executing it.

A strong foundation for the writers means more than just the story though. We are also developing templates and examples for area and companion design, as well as conventions and constraints for dialogue. Once we have those, we can implement some preliminary dialogues to test out conversation creation and get a better sense of how the conversations will play.

These early prototypes will be made easier from our work on Wasteland 2, along with some preliminary collaboration with Obsidian and their work on Project Eternity. These prototypes will be critical in efficiently focusing the creativity of our writers. As you recall, we have quite the writing team assembled! Some of our writers are very talented creatively, but haven’t had as much video game development experience. Having clear, well thought-out guidelines will help ensure the work of our decentralized writing team is consistent and perfect for Torment.

This design and planning with a very small team will be continuing over the next few months (along with some technical aspects that we'll talk more about in a later update). This means that another thing we’re doing is conserving funds while we build this foundation — Torment has the benefit of a longer pre-production period (than Wasteland 2) and we want to make the most of it.

Meanwhile, the From the Depths novella writers are beginning work on their stories. Digital or printed copies of these (including also the novellas by Colin and Monte) are rewards for many of you, but they also serve a design purpose. Writing the novellas at this stage will allow the writers to immerse themselves in the Ninth World, and flesh out the nature of each of the five Tides. These novellas will essentially provide the full definition for each Tide, with the protagonist in each being the embodiment of what that Tide means. So the writers will be delving into the true meanings of the Tides and the novellas will help the entire team better understand what each truly encompasses.

Shanna on the Ninth World


Shanna Germain, the lead editor for Numenera and also part of Torment’s writing talent, talks about the Ninth World and our place within it. Most of Torment will take place in the furthest reaches of the known land: Beyond the Beyond. This video also includes a sneak peek of the map of the Ninth World!

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Q&A


We released a video Q&A from Adam last Friday about level and skill progression. He was getting over a nasty flu when he recorded this, but don't worry. He's back to his old self now.

(@ MagSpace)

And here is a text answer to another popular question from the Q&A UserVoice:

[Asked by Alexman17c] Since a deeper game seems to be preferred over a longer game, how will you implement this design focus? Will it be mostly through bigger and more interconnected dialogue/decision trees, or will it also be through adding more locations within areas (i.e. shops, houses, alleys, etc.) and more NPCs?

Adam responds:

We'll be adding depth in many different ways, but primarily depth is focused on choice and consequences. That is, a given scenario might have 3 or 4 different solutions, and each of those solutions will close certain paths and open others. This will apply in small ways — within dialogue trees, for example, as you follow one line of dialogue, it will close off others — and occasionally in larger ways as your choices shape the world around you. Entire areas might be altered or closed off, and new ones opened that would've been unavailable had you made a different choice.

Depth also means going deeper with the companions. For example, additional choices you can make with their characters and your relationship with them, or deeper interactions between the companions themselves, so different combinations of companions in your party will lead to different results.

Ultimately, depth is about making each playthrough unique, since you won't be able to explore every path to its fullest extent. It's about emphasizing the fact that your choices matter.

In case you were curious, like in Wasteland 2, we've intended to allow you to save your game anywhere, except when within a conversation (and possibly during combat). So you will be able to reload after a conversation and try something different. However, in many cases, the full consequences of your actions won’t be clear until long after you made that decision. We’re taking this approach to increase the impact of the reactivity in Torment. You might suspect that long-reaching effects of your actions could make the game challenging to design. That’s true, and we’ll be carefully designing how exactly we achieve these effects. This approach has the side effect of encouraging replaying the game and reducing the urge to “save scum,” but those aren’t our primary motivations.

You may already be familiar with MrBtongue (on YouTube), but in case you aren’t, he posted a video about Choice and Consequence last week that we identify with – in Torment, we are intending what he calls “Type One.” (We also enjoyed his Planescape: Torment commentary. We agree with what he says and what he hopes for from us with Torment: Tides of Numenera.)

Administrative Matters


In our last update, we discussed administrative matters, such as managing your pledge, Amazon payments, and forums/UserVoice, so please look there for that information, or contact us through our Support form if you have specific questions. (Our Support form is better for handling the large volume of messages than the built-in Kickstarter system, so please use it instead.)

We haven’t imported the data from Kickstarter yet and will send out a message when it’s all ready for you to modify your data. (We expect this to still be at least a month away.) But we will be able to combine PayPal upgrades and add-ons with Kickstarter pledges, so adding add-ons now won’t cause problems.
?
Some expressed concerns about having to register with inXile’s system to manage their pledge. We require this based upon our experience with Wasteland 2 – we developed our system after Wasteland 2’s campaign because Kickstarter does not provide the features and functionality we need to ensure that we can get everyone their rewards. (The quantity of both backers and rewards that we have had for both Wasteland and Torment brought logistic challenges that required a different solution.) The truth is, as much as we wish a separate system wasn’t required, we simply don't have the manpower required to data check 77,000+ entries across both Kickstarter and Paypal (and in some cases, a mixture of the two). So please register so that we can ensure you will receive your rewards. (And thanks to the more than 10,000 who registered after the last update!) We appreciate your understanding and are sorry for the extra step and inconvenience.



Our next update (in a few weeks) will include how we did toward the $4.5M Stretch Goal, but if you want the final verdict on May 1st, please check out tumblr as we’ll post there as soon as we know.

Thanks! Until next time,

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/462294

Вот небольшие вопросы-ответы с Формспринга:

tormentrpg.tumblr.com/post/48779647821/tony-evans-on-combat-and-his-past-work
tormentrpg.tumblr.com/post/48807838471/colin-mccomb-on-character-creation-and-more
tormentrpg.tumblr.com/post/48932561596/kevin-saunders-on-torments-core-systems

А вот и ключевая новость — Цель в 4,5 миллиона достигнута!

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

tormentrpg.tumblr.com/post/49200541721/torment-update-finalstretchgoal-stronghold-reactivity

На десерт — интервью Колина МакКомба про отменённую игру в сеттинге Planescape для PlayStation (@ GameBansee).
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Из нового — несколько интервью:

Джордж Зитс о Project Eternity, Torment и создании миров (@ RPGCodex)
Колин МакКомб о Torment и серьёзных RPG (@ GameFront)
Колин МакКомб о сценарии для Torment (@ RPGCodex)

А также крохотный взгляд на фауну Девятого Мира из Numenera Corebook:



Sarrak

A sarrak is a fearsome predator in the Ninth World, although it might originally hail from elsewhere. It has the body of a massive predatory cat, about 8 feet (2.4 m) long, with sleek muscles and black flesh. Its head, however, appears to be a 3-foot-wide (0.9 m) ball of swirling energy, surrounded by dozens of metallic plates that move as if in orbit around the energy. Despite looking somewhat like an animal, a sarrak is extraordinarily intelligent. It is biomechanical in nature and taps into the minds of other creatures or the controls of electrical devices to its own ends.

Motive: Seeks power
Environment: Anywhere
Health: 23
Damage Inflicted: 5 points
Armor: 1
Movement: Long
Modifications: Resists deception as level 8.

Combat: In direct combat, a sarrak can use its claws to slash at foes. Far more effective, however, is its ability to control the actions of other creatures within short range who fail at an Intellect defense task. Once the sarrak establishes control, the victim can attempt a new Intellect defense task every 28 hours. Control lasts only while the creature is within short range of the sarrak.

Likewise, a sarrak can use an action to control almost any electrical device within short range as if it held the item. It can cause the device to activate or operate. No roll is required for this control, so bringing any sort of device close to a sarrak is dangerous.

Sarraks heal very quickly, regaining 2 points per round when damaged. This regeneration stops when they are dead.

www.numenera.com/sneak-peeks

На десерт: новая работа Андре Валлина — «Before the Fall»:



torment.inxile-entertainment.com/media

Пока что всё. Ну, почти…
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Новый апдейт. Я опущу только то, что я выкладывал комментом выше.

Update #20: Some Stories


Design Update


We’ve been continuing our work on the design preproduction and want to share some of what we’ve been up to.

Combat

Since we announced the project back in January, Torment fans have been wondering what combat system we'd use. Would Torment be real-time with pause (RTwP) like Planescape: Torment, turn-based like Wasteland 2, or something else? We’ve explained our high level goals for combat, and how we felt multiple types of combat system could achieve them. (If you missed it during the Kickstarter, check out Tony Evans’s Tales of Torment video about combat.) We've explained that we plan to have the decision about the type of combat system through a discussion with you, our backers.

This combat discussion is something we’re curious and excited about, but it’s still months in our future. Combat design will be very important, but our current focus is on the aspects that contribute the most to conversation design and reactivity because figuring these aspects out is necessary for all of the writers to get to work. Combat is an important topic, just not an urgent one, and we’ll talk more about it soon as we’re ready.

We’ve thought a bit about how we’ll approach the combat discussion when the time comes. We are planning a staged approach over a period of a few weeks. First, we’ll present the high level designs for the systems we think would work best for Torment based upon all of the other design work we’ll have done by then. We’ll then create a separate, backer-only Combat forum on User Voice for the topic to be discussed. A bit later, we’ll open up “voting” on this forum – thereby giving everyone who is interested some time to read and think about the approaches, as well as the ideas and comments of other backers, before weighing in numerically. We’ll leave the forum open until any debate has stabilized — we don’t expect there to be complete consensus, but after some time the major points will have been made and we’ll have enough information to make our decision.

Some of you have expressed concern that a popular vote could override our judgment and lead to an inferior game. This is a valid concern, but we’re not going to let this happen. First, we’re not going to present any option that we feel would be tragic for Torment. Second, we won’t blindly look at the numbers and decide based on those. Ultimately, we’ll take everyone’s comments and ideas into account and make the decision that we feel will be best for the game. But, again, this will be some time in the future – after we have fleshed out enough of the more pressing design topics to give combat the thorough attention it deserves.

Story Outline (Colin McComb)

Kevin asked me to write a few words about the process of fleshing out the game's story, so here goes: It's fun!

I suppose technically that was only «a couple» of words, so I'll put down a few more. Without giving away any spoilers, here's how the process works. First, I sat down with the outline and bare bones that Adam, Kevin, and I had assembled before the Kickstarter (with the input of a few others; thanks, Nathan Long!) and started to get it into a more cohesive shape. Our first goal was a story document we could show to Brian Fargo and Matt Findley for their input. I… I overwrote a little. What should have been a 4-5 page document turned into 25 pages; the initial document turned into a bit of a brain dump with a lot of area ideas with less of a uniting framework.

In order to create a better focus, I took that document and re-emphasized the story structure, breaking the game apart into modules for design and thematic consistency, with a rough guide for how much content we were aiming for in each section. I put our main cast of characters up front, along with a quick sketch of their motivations and defining characteristics, and defined a little more about how we're going to pursue some of our mechanics (Tides, Legacies, and Meres, among others).

Then I sent the revised document around for high-level review — Fargo, Findley, Avellone — and I've gotten some excellent feedback from them on a number of more technical issues. I've been spending some time integrating those comments; they do nothing but enhance the story.

Right now I'm working on developing a flowchart for the main quest line. When this is done, I'll be breaking it into smaller sub-quests and helping to outline the module and zone design documents with Adam's help. I'm also developing a number of endings that will be appropriate for the Legacies of the game; because of the hugely iterative nature of game development, these endings will undoubtedly change, but they'll at least give us a target to aim for. Early on, we decided that we didn't want to have a «best» ending — we wanted every ending to be the best, most logical ending based on the way you've played the game.

Oh, and how could I forget the companions? I've got some quest arcs for the companions percolating, and I've heard from Pat about the character he wants to create… and is he ever excited for that. Chris and Nathan are both starting to get amped on some character ideas as well, so we'll be having some discussions about that shortly. We want to ensure that our companions are memorable, deep, and each with a hook that will make you want to explore their personalities. Having spoken extensively with Pat about his idea, I can guarantee that he's bringing something new and very, very different.

The best part about the process right now is coming up with crazy ideas and throwing them out for discussion. If, for example, I were to suggest that we have a worm that tears open the fabric of space when you eat it (perhaps a defensive mechanism on its home world?), we could have a lively conversation about how we'd use it in the game and how we'd implement it. We're not going to have that worm (probably), but we're very much at the stage where ideas like that are worth discussing. Creating the twists and turns that go into the plotline (as well as the narrative setbacks, the seemingly insurmountable challenges), developing strange but believable locations, populating the world with factions, cults, friends, enemies, allies, and foes… there are a lot of moving pieces that are going into creating Torment’s story, and I think you'll be happy with the end result.

Zone Design Documentation (Adam Heine)

As you’ve just read, Colin has mostly been working on the main story. Meanwhile, one of my jobs has been to figure out our design doc templates, along with standard definitions for terms like «area» and «module,» so that we're all talking about the same things back here.

Because of our Mere design (as described in Update 6) and the decentralized nature of our writing team, one of the concepts we came up with is a Zone. A zone is a smaller collection of areas to be created by a single designer with about 20-40 minutes of gameplay. To use the original Torment as an example, if the Clerk's Ward was a module, then Ravel's Maze and the Brothel of Slating Intellectual Lusts would each be an example of a zone (with each loading screen inside those zones denoting an area). Colin will ensure the zones connect smoothly to the main storyline, so we can use this concept to split up the work in a way that makes sense, without ending up with a bunch of disjointed areas. Zones give us a degree of narrative freedom while maintaining consistency.

A perfect example of a zone are the Meres, self-contained vignettes (mostly) that add to the larger framework of the Last Castoff's search for answers. Kevin has asked Tony Evans and me to design example Meres. These example Meres not only test the concept of a zone, but they also allow us to figure out what needs to be in our design docs, to try out some of the tools we'll eventually use to implement the game, to test our initial ideas for things like conversation systems and the Tides, and to give us something to show the other writers so that when we say, «Hey! Design a zone!» they know exactly what that means.

In game development, the first areas you design are likely to be the weakest because you’re still figuring out the details of the game. Often they're scrapped or redesigned later in the project. So we’re not expecting these example Meres to end up in Torment. But we’re treating them as if they were real areas anyway because who knows? If they are good enough, they’ll earn a spot in the final game.

From the Depths Novellas (Adam Heine)

On top of that, we've had the five From the Depths novella authors start on their stories (Colin and Monte won't be starting theirs until much later). As we’ve mentioned before, not only does this get our heads in the world for when we start designing areas within the game, but it also helps us define the Tides better for all the designers.

So Mur Lafferty, Nathan Long, Ray Vallese, Tony Evans, and I have been spending part of our time writing synopses of our novellas for approval. This part is exciting as we envision ways to connect the novellas to each other and to the game. They won't all have strong ties, and you certainly won't have to read the novellas to understand any part of the game, but there will be common threads here and there that you’ll pick up on if you’ve read them.

Each of the novellas is focused on one of the five Tides, following the descriptions we gave you from Update 7 (with one exception: Nathan Long had an idea for Zelor's novella that was not only more awesome, but defined the Red Tide even better; we told him to run with it). The novellas take place centuries before the Tides of Numenera, and so form part of the lore of the world.

We're aiming to finish our first drafts over the next couple of months. But if you know anything about writing, you know there's even more months of work to be done after that, so don't expect the novellas for a while still.

Team Additions


As we mentioned in the last Update, the current team working on Torment is very small, focusing on the story and design while our production team (programmers, artists, etc.) is working on Wasteland 2. We will have some openings for Torment over the next few months, with the first being for an experienced programmer. If this may be you (or someone you know) and you want to move to southern CA and work on Torment, check out our job opening.

We’d also like to introduce another of our writers, Natalie Whipple. She was discovered by Adam, who writes:

“I know, I know. More writers, right? But every writer means more reactivity and more content for the production team when they move onto Torment. It's gotta start somewhere. I've been a fan of Natalie’s science-fiction and fantasy writing for a long time and have even been lucky enough to critique a few of her works. Her stories are hugely imaginative, and she has a unique voice that's memorable and intriguing. Her debut novel, Transparent, was released just last week and her second will be out next year. Transparent is a science-fiction novel for young adults that is something of a cross between the X-Men and the Godfather. It’s a story about an invisible girl who works for her father, Vegas's biggest crime lord – at least, she does until her father pushes her too far and she goes on the run.

When Colin and I were talking about writers who would be good for this project, Natalie was one of the first I thought of. After reading her stuff, Colin agreed she would be a strong addition to our existing voices. Obviously her style and tone for Torment will be different from her debut novels, since the audience (and medium) is different. She’ll begin contributing to Torment later this year after we’ve set up our story and design guidelines.”

Ideas and User Voice


Our Torment UserVoice Game Ideas forum is fast closing in on 1000 ideas. We’re still getting a steady influx of ideas every day and look forward to more detailed suggestions as we reveal more of the game. If you’re looking to get your ideas to us, the UserVoice forum is by far the best place to go. We check it multiple times a day, keeping an eye on new, hot, and top ideas, and have regular internal discussions about the best and most-voted ones.

One thing our regulars may notice is the addition of a new status, “seen.” Seen was added for sorting and clarity purposes, and is used when no other tags really apply. This also helps alleviate some of the confusion caused by the “considering” tag, as considering can mean we’re open to some parts of the ideas but also sometimes means we’re not really seriously considering implementing all of it.

(We still do plan to set-up a more traditional Torment forum in the future.)

And here is a brief Q&A response from Colin about conversations, recorded on April 4th when he was en route to southern CA for the Torment Kickstarter closing party and post-Kickstarter planning meetings.

Скачать




www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/494712
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Новая иллюстрация от Ченга Юаня, на которой изображены Руины Оссифагана (Ruins of Ossiphagan).

«The Forge of the Night Sky»


Кликабельно

«The Forge of the Night Sky» by Chang Yuan, showing the Ruins of Ossiphagan as described in the third Kickstarter update:

The erupting volcanoes and surging lava fill the air with acrid smoke and choking fumes. The bones of an enormous beast lie sprawled across the obsidian fields, its ribs splayed open as if it had been torn open by some unimaginable predator. The ossified bones have been hollowed out as homes by some intrepid or foolish citizens, and the wind howls through the openings in a mournful whistle like a giant flute. In the wastes beyond, creatures of flame and focused minds trawl the lava and skim its valuable nutrients.

tormentrpg.tumblr.com/post/55017056034/the-forge-of-the-night-sky-by-chang-yuan
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Немного разной инфы.

Первое собрание сценаристов:


Colin McComb, Monte Cook


Tony Evans, Shanna Germain, Monte Cook, Steve Dobos, Chris Avellone, Nathan Long, George Ziets


Chris Avellone, Nathan Long, Kevin Saunders, George Ziets, Colin McComb

tormentrpg.tumblr.com/post/55522912454/torment-tides-of-numeneras-first-writers-meet

Адам Хейн о написании диалогов:

Writing Game Dialogue (@ AdamHeine.com)

И на десерт — карта Девятого Мира:



ninthworldhub.com/photo/ninth-world-map

Игровые локации находятся за восточным краем карты.
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Т.е их тут нет?
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Нет. Это карта бумажного сеттинга.
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Монтэ Кук о сути сеттинга:

More Than a Map
We have a fantastic map for the Ninth World, by Christopher West. I can’t wait for you to see it in all its glory – it’s a poster included with the Numenera corebook–but for now, you can see a smaller version at Ninth World Hub. Have you checked out Ninth World Hub yet? This is the Numenera fan site and forum–and they’ve got a great ENnie-nominated podcast called Transmissions from the Ninth World. It’s well worth a listen.

However, I write this as I return from a three-day meeting with the team working on Torment: Tides of Numenera, having spent a lot of time talking about what the Ninth World is really all about. The writers working on the computer game will be the first to work with the setting other than the core Monte Cook Games team, and so there was a lot of talk about what Numenera is really all about.

The Ninth World, like most settings, is far more than just some places on a map. There are themes and important ideas behind the cities, mountains, and weird locales that tie it together, providing the flavor of not just the setting, but the things that go on there.

Discovery and Isolation

If I had to use just one word to describe what Numenera was all about, that word would be “discovery.” The very premise of what characters do in the game revolves around that concept. Sure, you fight enemies and overcome challenges, but the goal is the discovery of new and wondrous things beyond those enemies and challenges. The story of Numenera, summed up succinctly, would be, “explorers discover the wonders of the past and use them to shape the present (and the future).” That’s what characters do in this game. They explore the unknown to find new things—new places, artifacts, ideas, and perhaps even people and creatures.

Facilitating this concept is the idea of isolation. It’s a dangerous world, and only the truly capable and brave (or foolish) explore the unknown. Because people stick to their small havens of (relative) safety without interacting much with the world at large, there are a lot of unknowns to discover. The people of a village next to the woods might not have ever ventured deeply enough into those woods to learn what’s on the other side. There could be an entirely different village or town over there, with people just as isolated. Alternatively, there might be a ruin of the prior worlds there, a village of nonhuman creatures no human has ever laid eyes upon, or something even stranger. It will remain unknown until someone goes and discovers it.

One of the great things about this theme to the setting is that it means that the GM is always free to spring something new on the PCs. When the PCs cross over that next hill, literally anything could be on the other side. At no point is a player going to feel like he knows everything about the setting—there will always be mysteries and unexplored places.

Old Versus New

The Ninth World is a very, very old place. But its people are a relatively young civilization. So there is a heady mix of old and new wherever the PCs go. And best of all, the feel for what is old and what is new are the inverse of the expected. That iron sword? That wooden wagon wheel? That grindstone? That’s all very new. That device of glass and synth (the Ninth World term for plastic)? That’s old.

The juxtaposition creates situations you don’t find elsewhere. Imagine, for example, a group of lumberjacks sawing down trees to bring back to town so that woodworkers can make tools and furniture. However, to get their lumber to town these fellows use hovering platforms to carry the felled trees back home quickly and easily.

At first, it doesn’t seem to make sense. Logic would suggest, in most settings, that if people can make a gravity-defying platform they would be so far beyond the need to fell trees (particularly with the saws and axes of lumberjacks) that you’d never have such a situation. But these people didn’t build the floating platform. They found it. (Or rather, someone did—perhaps their great, great grandparents did and they’ve been using it for generations.)

Thus, we have the juxtaposition of the old (technology so advanced it seems like magic) and the new (things from a quasi-Medieval-style world) everywhere you look.

The Unknown Versus the Unknowable

To have a lot of discovery, you’ve got to have things to discover. Thus, the Ninth World is filled with the unknown. Adventuring PCs will encounter creatures, devices, places, and more that no one’s ever seen before.

But at the same time, much of the setting remains unknowable. PCs can discover mysterious leftovers from the prior worlds, but they’ll never discover enough about these past civilizations to truly understand them. They’re too distant. Too alien.

And thus, discovering the past is not the point. Remember, I said “explorers discover the wonders of the past and use them to shape the present (and the future).” They don’t delve into the unknown to understand the past. This isn’t discovery for its own sake. The PCs aren’t archeologists. The PCs are looking for things that are relevant to them right then and there. Something they can take back to their village or town that will make life better.

This might seem like a limitation to a few people, but it’s actually quite freeing in practice. The GM doesn’t have to develop an in-depth backstory for every location or item of the past that no one will ever discover, because that’s just not the point. Numenera, despite having what appears to be an emphasis on the past, is actually all about the present. It’s about the stories that are happening now.

Most importantly, the unknowable ensures that the setting retains its wonder. The strangeness of the past never fades as it all becomes understood.

This is why I tell people that Numenera design is about describing not defining. Some numenera artifact isn’t from the Blahblahblah civilization from three million years ago, used when they fought their great war with the Suchandsuch Empire. It’s just some strange relic of the past. The PCs might find a way to utilize it as a weapon that can create bursts of fire at range, but who knows what it was originally used for or why? No one does. We can wonder, we can imagine, but we can probably never know for certain.

The Weird

Remember how I said that if I had only one word to describe what Numenera was all about, I would say “discovery?” Well, if I had two words, the other one would be “weird.”

A world built upon the remnants of past civilizations (at least some of which weren’t even human) lost to deep time, with the unknowable all around, is a very strange place. Inexplicable things are a part of the landscape:

— A giant face carved into the mountain overlooking the city that seems to sometimes speak in a language no one can understand.
— A forest of artificial trees, each the abode of some strange, gaseous being.
— A mute man made of glass, wandering a lonely beach.
— A lost valley where everything that happens repeats again about five minutes later in ghostly images overlaying the present.

Exploring the Ninth World is all about discovering (and sometimes surviving) the Weird. Every region in the setting chapter has its own section of weird things to populate every campaign, and plenty more ideas are scattered throughout the book. Each weird concept is a wild idea that might be used as flavor or the crux of an entire adventure. That’s up to the players and the GM.

Because when all is said and done, that’s really what the Ninth World is–a place for players and GMs to create stories of discovery, filled with weird, wild ideas.

More Than a Map (@ MonteCookGames)

Признаюсь, раздел «The Unknown Versus the Unknowable» меня сильно расстроил. Хотя, посмотрим как оно будет.
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На первый взгляд, нежелание детализировать мир может показаться порожденным ленью разработчиков. Но мне кажется, это, скорее, приглашение игроков к сотворчеству. Хотя, посмотрим, выводы делать, в самом деле, рановато.
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Но мне кажется, это, скорее, приглашение игроков к сотворчеству.

Ну в Кук именно про это и говорит. Но, допустим, как ГМ, я бы хотел знать историю и детали определённых событий и мест. В этом плане супплементы для AD&D были просто суперскими.
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Огромный апдейт. КолинМакКомб рассказывает, что происходило на их собрании, а Адам Хейн чуток приоткрывает ветвистость диалогов.

Updated our Journal (21): Books & Writers


TL;DR: Numenera books shipping; writers meet; crafting a screenshot; designing dialogue; programmer joins the team; new concept art by Chang Yuan.


Hello Forgotten Ones,


Thomas here. After a period of relative quiet, we have a really expansive update for you today, with a lot to talk about: from Colin’s report on the writers meet last week to Gavin discussing the art process of the game to Adam talking dialogue design.


But first an important bit of maintenance: we have finished importing and processing Kickstarter information into our account management system. You will now be able to input your shipping address and see the amount you donated, though we have not yet implemented tier and add-on management. We’ll let you know as soon as its full functionality is implemented.


A week ago we posted that we’re closing the tiers eligible for the Numenera Player’s Guide or Corebook, both digital and physical: that is, digital tiers $75 and $125+, and physical tiers $250+. Upgrading your tier will not be possible, either, but you can contact us directly through the contact inXile form on your account, if you have any questions or requests, or if you just feel like talking! After the account management system is complete, we’ll reopen higher tier options.


The Numenera books are coming out very soon (August 14th) and we’d like to get all our backers in on the first shipment. For this reason, if you’re receiving the physical books, we need your address! Our initial deadline was the 19th of July, and we sent out an email to all eligible backers to please input their info. We’ve gotten addresses from the majority of you now, so thanks to all who have given us their info! For those who haven’t, we’re happy to be able to offer an extension on the deadline: if you give us your address by July 25th we should still be able to include you in the first batch of Numenera book shipments.

Writers Meet

Last week marked a milestone event for Torment: Tides of Numenera, as we got many of the writers together in one room to discuss the game. This type of preparation is what preproduction is about – our schedule allows us to have these discussions and define the game before the production team rolls off of Wasteland and onto Torment.


Monte Cook gave an advanced rundown of Numenera for everyone (and has gathered some of his thoughts in this excellent blog post) and Colin McComb presented the current version of the story, and then the group brainstormed ideas, iterated on plot points, and discussed processes and design conventions.


We’ve been posting a few tidbits about it on our tumblr, some photos of the meetthe team in a group shot, and George Ziets shared his thoughts on the process on Formspring. To give a more complete picture, here’s a full report from Colin:


We’ve been planning this story meeting for months now — we started putting the gears in motion the day after the Kickstarter ended, in fact. Kevin and I sat in my hotel and plotted out the steps necessary to ensure that we’d have a fruitful and creative meeting. To that end, for the past three months I’ve been working on various story docs. My primary outputs for the story docs (apart from helping Kevin and Adam direct, design, and define various templates, briefs, and assorted other documents) have been:

— story flowcharts
— area flowcharts
— area list, with areas prioritized and sized appropriately in order to get an approximate idea of art resources required to develop the game environments
— companion summaries
— summary of the game’s overarching story, themes, characters, and special features
— longer story doc that acts in part as a location list


Kevin, Adam, Chris Avellone, and I shared around a number of these prior to the meeting so that we could establish a baseline for all our writers. The above list makes it look like a relatively small output, but in fact each of these has gone through significant revision, iteration, and reiteration (for instance, the first long story doc was ~30 pages and a huge [perhaps unwieldy] list of discrete locations). After review and reprioritization, I trimmed the original list to the essentials for the story, focusing not just on “cool!" but “cool and useful!".


Our goals for the story meeting were:

— introduce, iterate, and improve the story
— present our overall creative vision to the writers rolling in at this stage
— present some of our design decisions and tools
— develop comfort with our tools and procedures
— discuss our reactivity options and constraints
— and more.


The first order of business on Monday morning was a final briefing with Kevin and then a quick presentation of the Ninth World and of the Torment story to the Wasteland 2 team. Monte gave them an introduction to his world, and then I ran through a hugely abbreviated version of the game’s story. At 9 am, the assembled writers adjourned to a small (did I say small? probably more accurate to say, “kind of cramped and definitely warm") conference room and began plotting in earnest.


And wow, did we plot.


The first day was focused on presentation: I drew the map on the whiteboard and outlined the story in broad strokes, delving into specific details at crucial points. We defined story terms, and we broke down the companions to reassemble them again. Nathan and Pat introduced their companions to the group to general admiration, and we figured ways to make those companions work within the bounds of the story as defined so far and within the party dynamic. We outlined the Tide mechanics, Legacies, and began to discuss the Meres from a story perspective. It was, as Monte described it, a day that was primarily about creative output, in which this collection of gifted writers offered ideas and solutions for a variety of issues.


The second day was focused more on input — which is to say: we watched, listened, absorbed, and asked questions. We began to discuss technical area design, using Meres designed by Tony and Adam to outline ways to use the conversation editor and describe some critical gameplay features that we hope to implement. Jeremy Kopman, a scripter and designer, presented a walkthrough of the Obsidian dialogue editor. Tony and George took over after that, giving us a technical conversation design presentation that drew on their combined decades of experience in the industry.


Day three was a combination of the two. We tackled the question of how to implement and design the Meres. What is it that makes these compelling? What story and gameplay incentives do players have to explore these? How do they combine with the pursuit of the Angel and the urgency mechanic we’ve outlined in the past? And do we even want to call the Angel of Entropy by that name? Because we’re still discussing these internally, I’m not going to commit to anything, but I think we came away from the final day with a new and exciting perspective on the future of this game.


From a purely personal standpoint, this was one of the highlights of my career. A free and frank discussion with titans of the industry, with everyone purely committed to the project and no egos clashing and no one with anything to prove, this was precisely what we’d hoped to accomplish — a thorough iteration of the story and its associated pieces, and a heightened dedication to making sure this game is a truly unique experience.


We didn’t bring everyone out for this first meeting because we’re staging our writers — we want to improve on our processes by using some of our current team to test them out before everyone is involved. We want to make sure we’ve got a solid footing for our existing writers as well, and want to ensure that each of them gets the attention they deserve for the areas they’re creating.


We did feel a keen lack of Adam during the meeting, sadly. As he’s been deeply involved with the project since day one, his presence would have added a lot, but circumstances prevented him from joining us. We tried to make up for this by inserting, “Adam is awesome!" comments where appropriate, but given the time difference, the only time we could have caught him would have been at 7 am or at the very tail end of the day. Next time. Next time we’ll have him.


I’d like to thank Chris Avellone, Monte Cook, Steve Dobos, Tony Evans, Matt Findley, Shanna Germain, Jeremy Kopman, Nathan Long, Monty Markland, Pat Rothfuss, Kevin Saunders, and George Ziets for contributing their valuable insight to these three days. It really was fantastic.


Crafting a Screenshot

My name is Gavin Glenn-McDowell and I am an environment artist here at inXile Entertainment. Currently I am spearheading the environment art pre-production on Torment: Tides of Numenera. I would like to update you on our current progress, as well as some behind the scene peeks of how we plan to make some of the areas and environments for the game.


I think that we are all aware of how unique and well-crafted the Numenera setting is. I speak for the entire art team here at inXile when I say we are incredibly grateful and excited to work on this project. Creating this game will require an immense amount of creativity, which is a good thing. Even though the theme and aesthetic are extremely interesting, what is even more exciting is the methods and technology we plan on using to create our environments.


In order to start the pre-production properly we returned to the Kickstarter screenshots and videos for insight and deconstruction. Peeling back the layers of the Kickstarter art efforts has been eye opening and informative. We created a technique for making backgrounds that we haven’t seen before and that we are continuing to explore.


Presently, we are evaluating the overall process and working on some experiments and tests to ensure that when production starts, all the kinks have been worked out and the entirety of the team is ready to go.


2D pre-rendered games have been around for a long time, arguably since the beginning. The goal has always been the same: to create a 2D image with as much believability and visual story telling as possible. With Torment: Tides of Numenera we decided to reset the way we think about creating those 2D images. The tools have changed a lot over the years, but some of the newest advancements in production software have allowed us to really break tradition in 3D game development. One of the drawbacks to 3D has always been getting those games to run on typical machines. On a typical 3D development cycle, an artist spends about 30-40% of their time optimizing and preparing assets to run in real time. Returning to a 2D pre-rendered production with modern tools has resulted in some new ideas about the way artists work and present their efforts. With the technique and methods we have created so far, our artists will be spending more of their time creating content as opposed to optimizing it. This purely creative process means that we can really push the environment art to levels unseen in classic 2D pre-rendered games.


With some fancy software and talented artists, we are discovering that the amount of detail we can achieve is astounding and the impact this has on the background art makes the game far richer and beautiful than we have previously seen. The content created during the Kickstarter was just the tip of the iceberg.


The next couple of months will be exciting for both the project and art department as we further develop and refine the visual development of the game. I hope to provide you with further updates and insights in the future. Until then, here is a dissection of one of the screenshots illustrating the process. Thank you again for all your support. This wouldn’t be possible without backers like you.



On Dialogue Design

Adam here. I was not able to join the team for the writer’s meet, which is a shame, but Colin’s writeup on it does give me the perfect opportunity to talk a bit about something I’ve been spending a lot of time on: working with the conversation editor we’re using for Torment (obtained through our arrangement with our friends at Obsidian Entertainment, with some of our own modifications planned). I’ve been using it to write example dialogues and establish our dialogue guidelines for the game.


Conversations in Tides of Numenera will be a lot like what you remember from Planescape: Torment. The NPC will tell you something (maybe a lot of something—we’re thinking up to 300 characters per NPC node), and you’ll have a list of responses to choose from. Some of those responses might include actions to perform, skills to use, or telling the truth vs. lying.


What options you have available, and what the NPC says in response, can depend on many different things: what you’ve said or done in the past, how you’ve customized your character, who you choose to travel with, etc. (I recently wrote a post on basic reactive dialogue, if you’re interested in how that works.)


And there are some design aspects unique to Tides of Numenera. There are the Tides, of course, which are shaped by your choices, and which affect what certain NPCs say and do. These work very similarly to how alignment worked in PST, but they’re more complex. We’re working through what those complexities mean now, and how they’ll impact dialogue design, exploration, and combat.


Using skills will be different, too (side note: I say “will," but we’re still in pre-production, so any of this can change). Say there’s a difficult task you want to attempt—lying to a prison guard or deciphering the text on an ancient puzzle box. Typically, in D&D-style RPGs for example, if you don’t have the associated skill, your chances of success are very low, or you might not be able to attempt the task at all. In Numenera, all such tasks are treated the same, and anyone can try them. Training in a related skill or skills will lower the difficulty of the task, but even if you’re untrained, you can still apply Effort.


Effort is a concept from the Numenera tabletop game. Essentially you spend points out of the appropriate stat pool (Might, Speed, or Intellect) to lower the difficulty of a task. The idea is, even if you’ve never been trained in lock picking, a very smart or dexterous character can, with some Effort, increase their chances of cracking a lock.


Your stat pools are renewable with rest. And of course, all of this is balanced. If you’re trying to crack a combination lock created by a culture that died out millions of years ago, which requires a combination of smells rather than integers, well … you’d have to have a high-level character specialized in the task, who spent all the Intellect they had on Effort, just to make the task possible. That character would still have to roll ridiculously well.


Effort provides more options to customize your character and tackle obstacles. If there’s a task you want to attempt—even if it’s something normally contrary to your character build—you still have a chance of succeeding if you can use enough Effort. On the other hand, someone who has trained or specialized in that sort of task will have a greater chance of success, and will maintain that edge in similar tasks throughout the game.


I hinted at die rolls above, which brings me to something else I want to share with you. Active skills—that is, skills you choose to use and have the option to apply Effort to—will be done with die rolls. In dialogue, these skills will usually be things like Persuasion, Deception, and Intimidation, although other skills might find uses in dialogue as well. In some cases, if you fail a task, Effort can also be spent to gain a second chance.


But we have a whole category of Lore skills that represent your knowledge. These skills will enable certain response options in dialogue, giving you choices that a player without the skill wouldn’t have. When this happens, there won’t be a die roll, because the skill is being used without requiring effort on your part. The unlocked response options are just there.


You won’t know a special response has been unlocked until after you choose it. I’ll explain why in a second. Take this example:
NPC: “Here’s the device Colin gave me, though I haven’t opened it yet. I want my wife to have that honor." He shows you a capsule made of synthsteel. Shadows seem to slide off it, making it appear brighter than everything else in the room. It bears strange, jagged markings.


1. “Where did he find it?"
2. “Do you know what these markings are?"
3. “I think these markings mean ‘Death’."
4. “Do you mind if I keep it for a bit to examine it?"
5. Open it.


Response #3 would only be available if you’re trained in Lore: Linguistics. But that skill would only be mentioned after you choose it. The reason for this is because many RPG players—ourselves included—have been trained that specially marked or specially unlocked responses are always going to be the best ones. And so we choose them without thinking.


Of course, you’ll eventually be able to figure out which responses are available due to your skills, like when your linguistically inclined character is always deciphering texts, but you’ll have to read and think about the responses to do so. More importantly, the Lore-based responses won’t always be the best options, just different ones.


If you select Response #3, for example, you might find that admitting your knowledge to this NPC means you don’t have the capsule for later:
3. “I think these markings mean ‘Death’."


NPC: [Lore: Linguistics] “What?!" He glares at the inscription, as though anger alone will enable him to read it. Then he tucks the capsule back in its bag. “That bastard. I’ll get Colin back for this, believe me!"


If you add the concept of Truths and Lies to this scenario, things can get even more interesting:
1. “Where did he find it?"
2. “Do you know what these markings are?"
3. (Truth) “I think these markings mean ‘Death’."
4. (Lie) “I think these markings mean ‘Wealth’."
5. “Do you mind if I keep this for a bit to examine it?"
6. Open it.


Did I mention we’re implementing those, too?


Team Addition

After a significant search, we found a programmer to join our ranks. Steve Dobos will join us on August 5th (and was able to come down early to attend the story meeting). We interviewed numerous talented programmers and had a number of very promising candidates. Steve came to our attention in a roundabout way – he wasn’t initially applying for the position. Steve was one of the first people Kevin ever hired, bringing him on board Shattered Galaxy in 2000 as a technical designer. Steve contacted Kevin recently, seeking only a recommendation as he began a new job search. But it turned out that he was a serendipitous fit for our open position. Over the last decade, Steve had expanded greatly as a programmer and had substantial experience in both C# and Unity. We expect his strong 3D math skills to be a big help in solving the various challenges we face in pursuing the approach Gavin discussed.


And it just so happens that Planescape: Torment is one of Steve’s favorite games – in fact, he had it in hand, having just purchased it, the same day that he and Kevin met more than thirteen years ago.


Until next time!

Thomas Beekers
Line producer



tormentrpg.tumblr.com/post/56257438401/updated-our-journal-21-books-writers

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Кстати, тут некий Кристофер Уэст на Кикстартере деньги на создание карт для Numenera (да, это его карта). За пять баксов вы получаете PDF-версии (там уже в комплекте карта и город + два технологических объекта). Больше 5 баксов уже идёт физическая карта.

Если кому интересно, то тут можно забейчить — www.kickstarter.com/projects/mapmaker/numenera-poster-maps-of-the-ninth-world
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Очень спасибо, Павел! :D
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Забейчил? :) А я вот всё думаю…
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Прикидываешь, насколько вписалась бы в интерьер? :)
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Ты физическую заказал? Я такое стесняюсь заказывать — не доверяю я доставке нашей :)
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Все несколько лучше, чем принято считать. :D
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А в общем-то, ничего не мешает распечатать широкоформатную копию и с pdf-ки.
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Ну это да, но там, как я понял, будет на виниле :)
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Можно посмотреть в наших баннеропечатающих фирмах, какой у них может быть выбор. :D
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Разгребая RSS-завалы наткнулся на интересную статью о первом Торменте:
medium.com/final-frontier/35ffb4e847cc

Человек только в прошлом году решил в него поиграть :)
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После голосования по поводу выбора боевой системы решено было делать пошаговую боёвку. 7000 за риалтайм, 7200 — за пошаговую. Такие дела.

ИМХО пошаговая боёвка будет сильно отвлекать от основного процесса, ибо тормент, ящитаю, это игра про разговаривание разговоров.
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Инэкзайл прямо сказали, что любые решения не попортят игры. Я думаю, они знают, о чём говорят.
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Я знаю.
Да и ситуация, прямо скажем, патовая.
С одной стороны, не самый большой разрыв.
С другой, всем не угодить, а если делать две разные боёвки, получится Арканум.
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Ну, вернёмся к апдэйтам? :) Их там уже 28. Буду по-тихой выкладывать.
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Я немного поменяю формат выкладываемых апдейтов — будут только куски касательно самой игры. Различные оффтопики я оставлю за кадром.

Updated our Journal (22): Creatively Crafting Crises


Some Words on Writing

Colin McComb: I have a few updates for you all on our assorted creative fronts. We’ve talked before about some of our process for developing the areas in our game, but this seems like a good opportunity to provide a little more detail. Warning: this first bit is straight process; I’ll get into the creative side afterward.

We’re building a scaffold that allows us to drill down quickly into particular areas of the story, which in turn allows us to define areas more rapidly. The foundational documents for this are, of course, the story summary and the longer-form story doc (which I’ve just redrafted to accommodate our last several months of decisions).

From these, we break the story down into a number of Stages. Each Stage has a number of Zones, which are broad collections of Areas (for instance, the Bloom is a Zone, with a number of smaller Areas attached to it). When we want to prep the Zone for design, I’ll write up a Zone Design Constraints (ZDC) document that covers our goals for the Zone, any particular constraints we have for it, the critical path and story events that must happen there, a descriptive summary in prose that helps define how the Zone should look, act, smell, and behave, a list of level design constraints that define the architecture and characters in the level, and any assets the Zone Designer must use in creating the Zone. (I realize that we don’t actually have “smell” in the game, but thinking about how a place smells really does help focus the description of how the place looks.)

Once the Zone Designer receives this, she’ll write back to me with any questions, comments, or concerns, and when I’ve addressed those, she’ll get to work on creating a Zone Brief (ZB). This is a high-level summary of what’s happening in the area, with quest definitions, encounter outlines, Crisis ideas (more on those below), and a variety of NPCs and other interesting things going on. We review it and look for ways to improve it; we don’t want to spend too much time on review, but it’s important for us all to be focused on delivering the same experience. Once everyone’s satisfied that it meets their expectations, we pass it back to the Zone Designer for an even-more-definitive take: the Zone Design Document (ZDD), which will have all the information artists and scripters need to implement the area.

George Ziets turned over an excellent Zone Brief and is now working on Crisis design and the ZDD. Meanwhile, Shanna Germain and Tony Evans are working on ZBs. It’s our hope that Shanna’s relative newness to the CRPG process will help us iron out the complexities in our preliminary documentation, and that Tony’s depth of experience will help us create a stronger definitions for our requirements. They’ve both been asking very good questions, and I’m confident that we’re going to be impressed.

So that’s the process. Pretty dry, right?

The truth is: it’s not. At all. This is an evolving framework that provides a structure for the creative work, and that’s where the fun really is.

Shanna’s got strong character design skills (and you might check out The Lure of Dangerous Women sometime; it’s very Planescape-y) and her role as the lead editor for Numenera puts her in a unique position to bring some serious Ninth World flavor into our game.

Tony is… well, he’s Tony, and that means that he comes to the world with a truly unique perspective and a lot of outrageous ideas. If you follow him on Twitter, you’ve seen his daily tweets of humorous game concepts.

An example of the fun stuff: a short time ago I mentioned that I was researching the rate of human decomposition, because George and I were having a discussion about some of our cults and how long the bodies might retain some of our “essential” nutrients. Then Tony asked if we could maybe have an ongoing siege mentality in a certain area, leading to widespread cannibalism (my answer: probably not. For narrative reasons, not because I discriminate against cannibals). And when I suggested that he base a group of villains on the cover of Black Sabbath’s Mob Rules, he leapt at the idea. If that’s not awesome, I don’t know what is.

About the Companions

We’re tweaking, nudging, and adjusting the companions even now. One of our initial companion ideas has been changed to a major NPC role, replaced with another concept that better serves the narrative and party dynamic. Also, Chris Avellone turned in a proposal for his companion, and as you might expect, the companion has so much excellent potential for the game that we’re thinking of… well, I don’t want to spoil anything. Let’s just say this particular companion is really cool and effortlessly overturns one of the tropes of RPG companions. Which is to say: it’s great, and fits nicely into our roster.

Speaking of which, I put together a starting relationship chart for our companions. You can have up to three in your party at a time and they’ll all make their appearances fairly early in the game. We’ve been thinking about how they’ll interact with the Last Castoff and each other and talking about ways to improve the party’s overall dynamic… and, of course, ways to make the companions’ relationships with one another more compelling. We want to keep the process organic, rather than systematic, so having this starting point on how the characters interact will help push creativity and drive some narrative decisions further down the road.

For instance, we don’t want to have the Cold Jack simply count the number of times you’ve disagreed with her in dialogue before she suddenly becomes a (bigger) jerk. We want to have her relationship with you evolve. Perhaps she and another companion have important matters that they need your help with right away—and if you pick his over hers, she’ll remember that… and that will impact your interactions with her later in your story. Regardless of your relationship with your companions, during combat you’ll have complete control over them. But whether they stay by your side throughout your journey may be a different matter.

From the Depths Novellas

The Gold and Silver novellas are largely complete. Adam’s (Gold) has gone around for wide internal review and the feedback has all been very positive. I just received the final draft of Mur Lafferty’s Silver novella, and I’m looking forward to reading it over the next few days. Ray Vallese is working on the second draft of the Indigo novella and should be done by the end of the month. Tony Evans turned in a strong first draft of the Blue novella, and if I hadn’t saddled him with some zone design just a week before turning the critique over to him, he’d be close to done with that as well.

Nathan Long, who apparently has some other game that he’s working on (you might have heard of it — Wasteland 2), sent the first draft of the Red novella last weekend. Now that I’ve finished the major redraft of the story doc, I’ve got time to read it. And given how much I’ve loved his other work, I’m excited to see what he’s come up with.

The great thing about these novellas is that they’re helping us to build our world, and you’ll see the aftermath of some of these stories in the game. They’re helping to define our Tides. A designer can delve into Ray’s story, for instance, to find answers to their questions about what it means to focus on the Indigo Tide—we’re getting a broad range of behavior defined through these stories.

So we’re having some subtle and not-so-subtle connections between the game world and these stories. You won’t need to read the books to «get» the game, but I guarantee that you’ll want to. This is some good writing. We’ll be printing and shipping the limited edition books with the game, but the digital editions will be available sometime next year (including to those who are getting the physical version). You’re in for a real treat!

Colin out.

Crafting

Adam Heine: One of the things I've been working on this past while is our crafting system (which was part of the $4.25M Stretch Goal). The Numenera game, and the Ninth World in particular, is uniquely suited to crafting. Heck, when you categorize the numenera by origin, all but the first are examples of crafting:

1. Scavenged: Discovered and/or identified items.
2. Cobbled: Two or three parts joined together to make something new.
3. Bonded: Like cobbled, but handcrafted to look like a real device. Some even come with a name or instructions.
4. Fashioned: Unique items made from scratch, usually by studying the numenera for years. The rarest of the four types.

Our crafting system (as of this writing, and subject to change based on future design decisions, your feedback, etc.) will primarily deal with cobbled items – although bonded items might make it in, and certain NPCs may fashion numenera for you. Our goal with crafting is to be engaging rather than tedious, to have an aspect of puzzle-solving as opposed to simple recipe-following.

We're leveraging our item design, and thus also crafting, to support both the narrative and gameplay. I'll focus on the system itself for now. Here's the basic idea. There are items, which include both mundane objects and numenera relics. Most items are useful by themselves, but some are components that can be assembled with other items to confer additional effects, or disassembled to use the components elsewhere.

For example, you may have a disruptor device (component) that, when attached to a sword, adds +10 damage whenever it is activated. Or you have a bounder crystal (component) that, when attached to armor, teleports anyone who strikes the wearer; when attached to a weapon, it randomly teleports the target a certain distance away when they're hit; when attached to ordinary gloves, it enables this ability on an unarmed punch.

But the relics of the prior worlds are not so easily understood. That disruptor device might have been a sparkplug for an unimaginably complicated transdimensional engine, or the bounder crystal might have been some kind of child's toy (why would a child play with such a thing? That's the fundamental mystery of the Ninth World). The point is, you can never fully understand this stuff, and although you can figure out enough to make it work for you, there will almost always be unintended side effects and quirks.

Side effects is our term for semi-predictable consequences. The specific combination of items and components—based on what they do and what they're made of—determines what side effects a device acquires. For example (remember these are just for illustration purposes and may not represent actual, final side effects):

— You add a biological grip to a mundane sword (perhaps a severed hand that grasps your wrist when you use the weapon, giving you +1 on attack rolls). You also add the disruption device from the earlier example. But the disruption device has a side effect with biological material, causing 1 damage to the user whenever you activate the disruption device. The result is a sword that gives you +1 to attack rolls all the time, but when you also activate the device, it does +10 damage to the target and 1 damage to you. The damage to you is a side effect caused by the combination of two components.

— You wear a Suspensor Belt which negates gravity enough to give you a +1 Speed Edge. You try cobbling the bounder crystal (from the earlier example) to the belt, so that when someone strikes you, they will be teleported a certain distance away. The belt tweaks gravity, and the crystal uses teleportation. One side effect is that when these two effect types are combined, it increases the potency of the teleportation effect. Now when someone strikes you, they are teleported twice as far away as they would be normally.

— You have an artifact that summons imp-like creatures when activated. You attach it to your azure steel body armor to see what it will do. It does nothing special, but you leave it cobbled together (because disassembling items has a risk of failure, because you can still use the device, and because it actually saves space in your inventory since the artifact is now part of your armor). But the transdimensional nature of the artifact has a side effect when combined with the otherworldly azure steel material, and now whenever you summon the imps to attack your enemies, additional insect-like creatures are summoned that attack everyone in sight (friend, foe, or imp).

Through lore skills or trial and error, you can eventually determine beneficial combinations, or at least combinations that work for your character build and/or the particular device you've put together.

Quirks, on the other hand, are random, unpredictable, and sometimes detrimental. A quirk might cause the device to make a loud noise everytime it's used; or cause the device to graft onto the user's body, so the character can't unequip it until it has been disassembled (also making disassembly more difficult); or it might occasionally knock down all characters within a set range, whether friend or foe; or strange fish appear in the air and swim around you, harmless, but killed by area effects.

A device can acquire a quirk when it is assembled. The chances of acquiring a quirk are increased by the quantity and power of the items you are trying to combine. The chances are decreased with training in the appropriate skills, access to good crafting tools and/or workstations, and applying the Numenera concept of Effort. An inexperienced, untrained character could slap a component onto their mundane sword with only a small chance of a Quirk appearing, but if the same character tried to cobble three components onto a piece of transdimensional armor, they'd find the resulting hack had one Quirk for sure and maybe even two (assuming they were able to successfully assemble it at all, of course).

This is just the beginning of crafting design, of course. We have a lot of details to hammer out and a LOT of balancing to do, but that's the idea we're working with. We hope the end result is not only fun but also emphasizes the strangeness of the Ninth World.

This system also suggested to us some ideas for item identification. We're thinking there might be different levels of identification, including (but not limited to):

1. Basic identification (item description, properties, effects, etc.)
2. Identify Side Effects after two items have been assembled
3. Identify Quirks after two items have been assembled
4. Identify which two items/components caused a specific Side Effect
5. Identify Side Effects before you assemble two components

This system implies that you can use an item even though you aren't aware of all its effects. That means you can cobble a device together using two identified components and see the main effects of your cobbled device, but maybe not the Side Effects or Quirks, but these Side Effects and Quirks would still happen. Furthermore, when you first use the device, you would get a bonus on identifying it, giving you a chance to learn more about the device (like identify those Side Effects or Quirks) through using it.

And if you can use cobbled devices without knowing what they do, then why not artifacts you find in the field? Well, you can! If you scavenge a piece of numenera armor, you can wear it even though you don't know what it does, and by wearing it you increase your chances of learning more about it.

Again, the paint is still very wet on this identification part (seriously, I just wrote the design document last week), so it's subject to change, but this is what we're thinking right now.

Adam out.

Crises

Kevin Saunders (again): I’d like to describe one of the gameplay concepts we are currently prototyping. We still have some more aspects to prove out and many details to work through, but we are excited enough about how it’s developing that I’d like to share it with you.

The explanation is rather lengthy, even for a Torment Update, so we posted this five-page PDF summary about Crises, including a brief description of our prototype's design as an example:

magspace.ru_TTON_Design_CrisisConceptDescription.pdf (722 Kb)

In the News

We have been fairly quiet in the press as everyone is hard at work on Torment. Still, while visiting our studio for an in-depth series of articles on Wasteland 2, Rock, Paper, Shotgun’s Nathan Grayson took a moment to talk with me and Brian Fargo about Torment and its writing process. Also, Chris Avellone talks about his entire career with RacketBoy on their 64th Podcast, including both Planescape: Torment and Torment: Tides of Numenera.

That’s it for now. Remember that if you’d like more frequent Torment news, you can follow us on tumblr.

Hope you all enjoyed your summers! Take care,

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/610476

Кстати, если кто не заметил — Numenera Corebook + всякое интересное в PDF (@ MagSpace).
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Абсолютно неинформативный 23-й апдейт. С создателями связался бэйкер, чья инициативная группа накопила денег на создание мемориала в Долине Павших Героев в игре в честь их умершего друга. Ну и Колин МакКомб рассказывает, что это был за человек и прочее.

Updated our Journal (23): In Memoriam


Back in March, we were contacted by a backer whose gaming group wanted to pledge a memorial in the Valley of Dead Heroes for their friend, Roddrick Keith Johnson, who had died in 2010. As we are working on a game that explores one’s legacy, the impact of one life on those of others, we were moved by their dedication to their friend and family member. They wanted to honor his memory, to acknowledge how great and positive an impact Rod had on those who knew him. Here is our tribute to him.

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www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/618528
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Добротное обновление. На примере Planescape: Torment рассказывается о тайдах, и кто из персонажей каким бы следовал.

Также, именно здесь объявили о голосовании по выбору боевой системы (которое я с упехом проморгал): в реальном времени с паузой или пошаговой. Естественно, результаты уже известы и принято решение. Но об этом в 26 апдейте :)

Updated our Journal (24): Roll for Initiative


TL;DR: Tides, Q&A with Colin McComb, combat discussion begins!, new Torment forums

Hi Forgotten Ones,

We’re continuing through preproduction on Torment, designing various game systems and continuing to refine the story and character arcs. In a couple weeks, Adam Heine and Colin McComb will be coming out to inXile to meet more of our production team (still hard at work on Wasteland 2) and to discuss various aspects of Torment’s design. I’m looking forward to meeting Adam in person for the first time!
Tides

(Adam Heine) The last time we talked in-depth about the Tides was during our Kickstarter campaign. We figured it was time to update you some on our design.

First a refresher: the Tides are essentially our alignment system. Rather than focus on moral axes, the Tides look at a person's legacy, at what they're remembered for. They are not something people consciously strive for; very few individuals even know they exist. They are more like an invisible force (think magnetism or gravity) driven by people's actions.

There are five Tides, and I want to walk you through each of them and then talk a little about how they're used in the game. As you read, remember that the Tides do not care about motives or morality. Each Tide is embodied by heroes, villains, and folks just trying to do their best. The motivations of these people rarely matter; the Tides describe the legacies they leave behind. The Tides are pushed and pulled by action, not motivation.

If you've played through Planescape: Torment, you'll notice examples from that game that we hope help to illustrate what kind of character would fall under each Tide (though remember, most people are more complex than a single Tide, and your character may embody more than one).

Blue is the Tide of wisdom, enlightenment, and mysticism. It is the Tide of people whose goal is to expand the mind and the spirit (Western culture may compartmentalize these, but in many cultures they're the same thing). They seek wisdom or knowledge, and consider death a loss when it means a person's knowledge is lost forever. Characters who embody the Blue Tide can include both scientists and mystics, philosophers and madmen.

Dak'kon would be Blue in that he strives to *know* himself and the teachings of Zerthimon.

Red is the Tide of passion, emotion, action, and zeal. It is the Tide of people who live in the moment, who want to experience life to its fullest, or who choose to follow their heart wherever it leads them. They consider a life lived in chains to be worse than death (whether those chains are real or self-imposed metaphorical ones is immaterial). Characters who embody the Red Tide can include artists, revolutionaries, zealots, Sensates, and charismatic dictators.

Annah would be Red. She's quick to follow her emotions, whether they're anger, fear, or passion.

Indigo is the Tide of justice, compromise, and the greater good. It is not just about law, but about a broader, more global perspective, rather than an individual one. They consider loss of life tragic, but less so if it serves a better outcome. Characters who embody the Indigo Tide can include rulers, lawmakers, vigilantes, and tyrants.

Vhailor would be Indigo, because he believes in justice and order so much that he carries on his mission even after his death.

Gold is the Tide of charity, sacrifice, and empathy. It is the Tide of people whose primary goal is to help others, especially at a cost to themselves. It's tempting to consider Gold the «good» Tide, but that's not strictly true (one can be charitable to others for selfish reasons, for example). Gold is similar to the Indigo Tide in that both seek the good of others, but they can easily be in direct opposition concerning how that good is achieved and who should pay the price. Characters who embody the Gold Tide can include saints (both true or false), philanthropists, and even crime bosses who care for their people and their communities.

Fhjull Forked-Tongue would be Gold, even though his acts of charity are forced upon him by a contract he signed with a deva. Remember, his motivations don’t matter—people remember him as the fiend who must perform good works.

Silver is the Tide of admiration, power, and fame. It is the Tide of people who seek to influence the lives of others or who actively seek to be remembered. It can easily be seen as a selfish Tide, but that is a question of motivation that the Tides do not ask. Whether a Silver character is selfish or not is an ethical question dependent on what they use their prestige for. Silver characters desire influence (whether through personal interactions or through the manipulation of the levers of power) and the immortality of being remembered. Characters who embody the Silver Tide are, above all, personalities.

Ignus would be Silver because he is willing to endure great suffering in his relentless pursuit of power.

The Tides and Tough Questions

The table below shows how someone aligned or attuned with that Tide might answer some of life's toughest questions. These are sort of the stereotypical answers for someone who embodies these Tides; there is significant room for variation (Fhjull Forked-Tongue, for example, would never willingly give the answers listed for Gold). As with everything we show you guys, these are just examples. And don’t expect to see questions like these in the game; Torment explores philosophical themes, but isn’t a philosophy class.



Tides in Torment

In the game, the Tides are a background force. Your actions, especially your actions in dialogue, will often increase one or two Tides, moving your character toward dominance in those Tides. Then your dominant Tides determine the Legacy you are building for yourself. The Tides are increased when you have a real choice. For example, although identifying numenera is a Blue thing to do, there's no gameplay reason for players not to do it, so that sort of common action wouldn't increase the Tide. But if identifying a particular device required the PC to complete a quest or spend XP, then that could conceivably increase Blue. (By the same logic, increasing certain skills or abilities might increase certain Tides as well, because it costs you something to do so.)

The Tides don't judge your motivations, but if you voice those motivations, then the Tides can be moved. For example, if you express shock at a murder, your reason for being shocked can change which Tide is affected if you voice it: «How can you do this? He was an innocent victim!» might increase Gold while «What purpose does this death serve?» might increase Indigo. Neither, of course, would increase the Tides as much as equivalent actions (actually attacking or arresting the murderer, for example). Your character is what we call Attuned to the Tides, being both aware of the Tides and affected by them. Most NPCs are unaware of the Tides' existence, though a significant percentage can be affected by them.

Affected NPCs, and the rare Attuned ones like you, will have one or two Dominant Tides as well. If your Dominant Tide(s) match those of an NPC, it can have varying effects. You might be able to understand their motivations and manipulate them better. They may like you more (or less) without knowing why. The difficulty of certain dialogue tasks may decrease (or increase). Most of this is done behind the scenes, but certain skills and abilities can reveal some of this information.

Additionally, special NPCs who are aware of the Tides may recognize your Dominant Tides and try to manipulate you.

And whether they're aware of the Tides or not, your reputation with NPCs can be affected by your Dominant Tides. Assuming you've earned a reputation, Silver would make you like a celebrity, while Blue would make you known for intelligence or wisdom, and so on. This reputation effect might be either cosmetic or logical, opening doors that would be closed for those of other Dominant Tides.

And, as we've often said, the Tides will have an effect on certain items and abilities as well. They may even impact side effects that appear during crafting.

There's more, too, some of which we’ll talk about in the future and some you’ll have to discover in the game.

Q&A with Colin

Colin answered a few of your questions recently.

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(Coboney): Will you control your companions in combat or will they act on their own? If not under direct control will you be able to set the AI? Will you be able to manage their inventory and equipment?
(Ouroboros): Any legacy for evil diplomats (Deceivers, manipulators)?
(Eireks): If we have the ability to channel pain to others, why can't we channel it to our enemies?
(Christof the Castoff): Will there be a consequence to dying?

Combat

(Adam again) Back in May, we described our plan to determine our combat system. As we've said from the beginning: we know our goals for combat, and we feel that we can accomplish them with any system. As detailed in our Vision doc, those goals are:

1) Integration of narrative elements.
2) Meaningful player decisions in combat.
3) Meaningful player decisions out of combat (e.g. character build, preparing for combat, etc).
4) Quality encounters (no dungeon crawls or trash mobs).

Our Crisis concept is the manifestation of that vision. It accomplishes all the above goals without defining whether the Crisis plays out in turns or real-time (though we do have a preference; see below). All combats are Crises, so we had to design that concept out and present it before we could have this discussion. But as fun as concepts and prototypes are, there comes a time to decide.

You may be curious as to why we’ve waited this long for the vote and why the options below might not have elaborate details. We originally had planned to have this discussion early next year and to give you greater detail to consider, but we’ve decided to move things sooner, before we had detailed designs.

You see, while we haven’t invested much effort into designing TTON’s combat system yet, we have been mulling it over for many months. Early this year, we had no preference, but as other aspects of the game’s design have solidified, a turn-based combat approach has been gaining momentum within the team. Rather than invest the energy in delving into the design of multiple systems, we wanted to talk with you first to see how you feel about our current preference. The granular control of the turn-based system and the work we’ve done on Wasteland 2 is very much in-line with the Crisis concept.

But we haven’t made a final decision yet — we are still open to feedback, and we very much want to hear what you have to say.

Below, we present the options we're considering for combat, based on the design work we've done so far. Read them carefully, then voice your opinion in this forum. Right now, the forum is for discussion and debate only, but we’ll open it up for voting after everybody's had time to consider our plans and the ideas and comments of other backers.

Understand, the vote is strictly advisory. In any debate, there is always a vocal crowd and a silent majority. The discussion period is for the vocal crowd to sway people to their side, and then the vote ensures everyone's voice is heard equally. The point of all of this is so we can take your ideas and opinions into account as we make the decision we feel is best for the game.

So without further ado…

Option #1: Real Time with Pause (RTwP)

This combat system is similar to the systems used in

— Planescape: Torment
— Baldur's Gate
— Icewind Dale
— Neverwinter Nights games.

When combat begins, all characters act simultaneously. You tell your party members what to do and they do it in real-time. PCs will continue basic attacks until their target is dead or you say otherwise. If you tell them to perform special attacks (using esoteries or items, for instance), they will do that and then await further orders.

You can pause the game at any time and issue orders then, or you can issue orders in real-time. Like the Infinity Engine games, actions will still take place in rounds, so faster clicking is no advantage. RTwP is not about reflexes, but about handling character actions simultaneously.

You can also set the game to auto-pause at various events, giving you a chance to respond when the situation changes. Candidates for auto-pause events include: when a party member's target is dead, when a new enemy appears, or when a party member is badly wounded or dead.

The time-based pressure of a Crisis (whether it's a device about to self-destruct, kidnappers getting away with a hostage, enemies trying to kill you, etc.) would be in real time. You can pause the game to examine objects and make plans, but actually carrying out actions will run down the clock.

In our Crisis example, the Red Automata would begin attacking the field and generator immediately, whether or not you did anything (though presumably you'd pause, or have an auto-pause set, so you could react to it quickly). After a set number of seconds or a triggering event, new Red Automata might appear if you aided the Blue Servitor. Elements activating on timed intervals would be in real-time, so you might have to let several seconds of real-time pass before a device charges, for example.

The primary advantages we see in RTwP are:

— Combat is resolved more quickly, even with a large number of combatants.
— It is more flexible: the player can pause a lot or a little depending on whether they’re looking for a fast pace or a slow one.

Option #2: Turn-Based (TB)

This combat system is similar to the systems used in
— Fallout 1
— Fallout 2
— X-Com Enemy Unknown
— Wasteland 2

When combat begins, all characters stop moving. On each of your party members' turn, you tell that character what to do and they do it immediately.

Character movement might be regulated through Action Points, like Fallout and Wasteland 2, but this is not set in stone.

If turns are strictly sequential, then each character must complete his turn before you can move on to the next. Alternatively, turns might be more fluid, allowing you to move each member of your party in any order, even jumping back and forth between them, until they are out of actions or you choose to end the turn (e.g. you could move every party member into position first, then have them each attack in turn before ending the round).

In the first, sequential method, the turn order of party members and enemies would be mixed, based on initiative order. In the second, fluid method, initiative would determine which side (party or enemy) acted first, then all members of that side would take their turns together.

Characters cannot act during an enemy's turn unless they have readied an action (e.g. instead of taking an action on their turn, a character readies a counterspell for if/when an enemy casts a spell). Otherwise they wait for their turn to move.

While it's your party's turn, you have freedom to examine objects and characters (giving you more information on how you can interact with them during combat), check out your esotery list or cyphers, look something up in the journal, etc. To speed things up, you can set up default actions for characters to perform until you give them a new order (for example, if your glaive is set to bash an enemy by default, you can press End Turn without giving him a new action and he will automatically bash the enemy; next turn you can tell him to do something else or leave him alone to bash again). The game will warn you if you hit End Turn while one or more party members has done nothing (and they have no default action to perform).

The time-based pressure of a Crisis would be in rounds (where every character gets a turn in each round). The more rounds you take to achieve an objective, the fewer rounds you have to do other things before an event occurs. (It’s important to note that time “running out” doesn’t mean that you lose, just that the situation in the Crisis changes, for better or worse; for example, a bomb goes off or allies arrive). While it's your turn, you have freedom to examine objects and make plans, but carrying out actions will use up, and eventually end, your turn.

In our Crisis example, the Red Automata would begin attacking the field and generator on their turn, after which (or possibly before which) you'd get a turn to perform your actions. After a triggering event or a set number of rounds (not seconds), new Red Automata might appear if you aided the Blue Servitor. Elements activating on timed intervals would be in rounds as well, so you might have to wait one or more rounds (or perform another action in those rounds) before a device charges.

The primary advantages we see in TB are:

— Combat is more thoughtful, even under intense pressure.
— TB combat is truer to tabletop RPGs.
— It allows greater depth of choice: you have time to explore all your options, so we can include more options, and more complicated options, without overwhelming the player.
— We can adapt Wasteland 2’s combat system, modified to work best for Torment.
— Companion AI becomes less necessary (you directly control each party member on their turn).

Either Option

Both systems will provide a similar range of abilities. You'll be able to use cyphers, esoteries, and other abilities from both quick slots and menus. You'll have the option of telling each party member what to do or letting a simple AI handle their actions. You can swap out which weapons you're using, interact with objects, start dialogue (conversations within combat will be limited, but allowed), counterattack, counterspell, etc.

The main difference is in how and when actions are carried out, and how that changes the feel of the game.

Final Thoughts

Whichever system we decide on, we will implement it to be as fun and exciting as possible. That was part of our goal with the Crisis concept: to create a fun, tense scenario that could work with either system. So, you aren't voting on whether the system will be good, but on which feel you'd prefer.

With that in mind, PLEASE DO:

— Read about the Crisis concept (@ MagSpace) and consider which system you think would best suit it.
— Ask us questions to clarify our design plans.
— Tell us and other backers why you feel one or the other system would suit Crises or Torment in general.
— Make suggestions for specific implementations within a given system (e.g. slow motion in RTwP or not? Sequential vs. fluid turn order in TB?).
— Thoughtfully consider the ideas of your fellow backers.

And please DO NOT:

— Expect us to have super-detailed answers (we haven't actually designed the full system yet).
— Argue that one system is always, inherently better than the other (it's neither helpful nor true).
— Be hateful or insulting of your fellow backers.
— Forget to vote when we announce it.
— Insist that we’ve abandoned fun if we don’t pick your favored method.

We're excited about this and will be watching the discussion closely. We'll announce the vote as soon as we feel the major points have been made and the debate has more or less stabilized, and shortly after that, we'll announce our decision.

Are you ready for this? Let's go! We’re looking forward to what you have to say. Please note the forum is open for votes but we're not actually tallying them, we're looking for comments more so than votes, and we'll reset the count when we're looking for a vote on the topic. This forum is available to backers only. If you register at our website, that same login/password connects you to User Voice. You’ll be recognized as a backer and be allowed to access this forum. Adam out.

Forums & In the News

Thanks to Joby Bednar and Thomas Beekers, we have new Torment: Tides of Numenera forums to better support update discussions, longer-form discussions on various topics, and more casual discussions. You can find the new Torment subforums here. Meanwhile, our UserVoice now includes backer-only forums. It remains the best way to provide specific ideas directly to us, but if you prefer traditional forum formats, we're pleased to have them available for you. Further improvements to come!

Gameranx declared Torment one of the top 20 PC games of 2014. (Though as mentioned during the last week of the Kickstarter, we’re targeting early 2015 for our actual release.)

Coolest of all, some of our Italian fans got together to create a fan-translated mirror of our Torment tumblr, with some additional content of their own to come. Molte grazie!

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/653368
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Объявление о начале голосования за боевой режим, ничего интересного.

Updated our Journal (25): Combat Vote!



TL;DR: Weigh in on Turn-Based vs. Real-Time with Pause (or declare your indifference). Voting will close in December.

Over the last couple weeks, we’ve been reading all of your commentary and ideas regarding combat. Many good points and suggestions, and mostly civil discourse. Thanks to all who have engaged in the discussion so far!

And now… It is time! Only backers can place a vote. (If you haven’t already and you’d like your voice heard, please register with us to gain access to the backer-only UserVoice forum.) Feel free to also continue to submit comments and ideas to the combat discussion forum. Please remember that this vote is advisory only. Above all, please remember that our goal is to provide the best possible experience for the game, and if the final decision is not your preferred choice, we ask you trust our ability to deliver a solid game.

For more context about what this is about, please see Update 24, where we describe what Turn-Based and Real-Time with Pause might each mean for Torment. We’ll close the voting in December.

Kevin Saunders,
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/670167
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Пожалуй, самый важный пока апдейт — выбрана боевая система.

Решено — в Torment: Tides of Numenera будут пошаговые бои!


Что там началось… Дело в том, что результаты голосования: 7267 за пошаговую систему, 7052 за реальное время с паузой и 782 воздержалось. Фактически ничья. Однако разработчики изначально склонялись к пошаговой системе. За месяц до голосования они объявили о сборе идей по боёвке, которые будут учтены (обращалось в первую очередь внимание на опасения игроков касательно определённых моментов боевой системы).

После того, как разработчики огласили свой выбор начался ад. Некоторые бэйкеры начали требовать снизить их долю вложений, а некоторые хотят полностью отказаться от покупки с возвратом денег.

На весь этот скулёж можно сказать две вещи:

1) Авторы с самого начала заявили, что боёвка будет либо пошаговой, либо РВсП. Бэйчить в расчёте на то, что спустя год при голосовании победит именно твоя хочуха — по меньшей мере глупо.
2) Авторы с самого начала заявили, что результаты голосования имеют рекомендательный характер.
3) Авторы с самого начала заявили, что создают духовного наследника Planescape: Torment, а не дубль два в другом обличии.

Так что суть претензий абсолютно непонятна, хотя опасения вполне обоснованы. Именно их и их развеиванию и касается этот апдейт.

Updated our Journal (26): Decision


TL;DR: Combat vote results completed – statistically it was a tie! Torment: Tides of Numenera’s combat (and Crises) will be turn-based combat. We’ll address concerns expressed by Real-Time with Pause fans in our design.

Hello,

Your participation in the combat discussion and vote has been terrific! Almost 20% voted and over 2000 comments were made on our forums alone. That’s twice the turnout I expected, and it’s great to see all of the passion our backers have for the project. I’d like to thank everyone who got involved.

It’s been an exciting vote! The leading system changed a couple times early on and the final tally is: 7,267 TB, 7,052 RTwP and 782 Indifferent. With the vote at 48% to 47%, and with those who voted “indifferent” being more than triple the difference between the TB and RTwP camps, it is essentially a draw.

As we explained in Update 24, we were leaning toward turn-based combat because we believe it’s better suited for the kind of tactical complexity we're looking for through our Crisis system. We believe it’s a stronger fit for bringing narrative elements, including dialogue with NPCs, into hand-crafted combat situations. We have considered the vote, but more important than the vote are the comments (not just in our forums, but on many of the community forums and articles on this topic). Your comments have helped us greatly in understanding why people have the preferences and concerns that they do.

We have decided to go with turn-based combat. Ultimately, there are no losers here. This is all part of the process of making an RPG we are all passionate about and we think you’ll like Torment’s combat even if you voted for RTwP. While we have not been looking forward to disappointing half of our backers, we were happy to find that many of the reasons people gave for disliking TB and preferring RTwP can be addressed through the details of our combat system and encounter design. I’d like to go over some of the more common comments we saw either for RTwP or against TB and explain how we will address them.

Comment #1: Turn-Based combat can be tedious

If one were to take Planescape: Torment and, changing nothing else, switch to TB combat, the result would be miserable for many. You'd be stopped midstride in every Hive back alley to perform the same boring actions on meaningless thugs and zombies.

This isn’t what we’re going to do.

Turn-based combat certainly can be tedious, but that comes down to encounter design. As we stated during the Kickstarter, Torment will have no trash mobs—those hordes of filler battles that require little thought from the player. That type of gameplay is at odds with our emphasis on the story and character development, so each Crisis in Torment will be hand-crafted. It will have narrative relevance and consequences. We'll iterate on them until each one is a quality encounter and provides the experience we seek for that moment in the game.

If any combat situation in Torment were tedious, it wouldn’t be because it's turn-based. It would be because we failed in our goal. And our Crises aren’t just combat. They contain exploration, dialogue, and time-relevant actions and events that can exist outside of combat, like pursuits, environmental puzzles, and application of special skills. You’re going to have to work throughout the game toward your goals, and the Crisis concept is a primary way that we put your intentions to the test.

We understand the importance to you of combat not being tedious. Emphasis on encounter design is important for any CRPG, but for Torment, the bar will be even higher – we believe that through well designed encounters, and extensive gameplay iteration on them, we’ll be able to address the majority of the concerns expressed by those who favored RTwP.

Comment #2: Turn-Based combat can break immersion

«Immersion» is a tricky term that can mean a lot of things, but generally this comment is referring to the jarring sense a player gets when they're walking through a town and suddenly the whole world stops because, say, a feral dog saw them coming down the street.

Again, this isn't what we're going to do. In general, we don’t plan to “surprise” you with a Crisis. Through the design of the areas and the pacing of the game, you’ll know when and where combat is a possibility. The situation will feel tense and in some cases, you will be explicitly initiating the Crisis. This doesn’t mean we won’t ever ambush you, of course, but if we do, it will be very deliberate and not an arbitrary event.

We get that you don’t want to be pulled out of the game in this way and we’ll look for ways to keep you in control and prevent Crises from disrupting the normal flow of the game.

That said, Torment isn’t an action game. Real time doesn’t pass in conversations, for example – you have as much time as you want to decide your choice. And while exploration occurs in real-time, it won’t include twitch elements. All of your decision-making throughout the game will consistently be free from real-time considerations. Torment is a game about thinking and deliberation and will not have any actual time pressure, so turn-based combat will maintain a more consistent feel.

Comment #2a: Turn-Based combat isn’t realistic

A variation of the concern about immersion is that TB gameplay isn’t realistic. In a real battle, you don’t patiently observe while your opponents orderly take turns one at a time.

This is true, but the lack of realism is inherent in most videogame combat and gameplay (again, turn-based conversations come to mind), and RTwP combat isn’t immune to this issue. What we strive for isn’t realism, but creating an immersive experience that allows you to suspend your disbelief. In other words, realism is not at the core of Torment’s party-based combat.

That said, we will strive to make the combats as dynamic and visceral as possible – attacked characters will animate appropriately when struck instead of standing lifelessly, for example, or perhaps having readied actions such as overwatch or interrupts to take actions on the opponent’s turn. We will maintain tension and flow, creating the sense that you are in actual danger and making your tactical and strategic decisions matter.

Comment #3: Controlling the entire party in Turn-Based can be boring

The idea behind this concern is that if only one character in your party is relevant to the combat (e.g., it’s in a narrow passageway or a specific skill/weapon is needed for some aspect of it, etc.) then gameplay gets bogged down. It’s not fun to have to skip most of your characters’ turns, cycling back to the one character who can actually do something.

This problem also comes down to encounter design, and we’ll be paying close attention to this aspect in our specific Crisis designs. Strong support of ranged combat will help, as melee-focused battles can exacerbate this problem. The Numenera rules also help here because skills, while beneficial, generally aren’t required to accomplish specific tasks, and Effort can be expended to give any character a better chance of success at tasks outside their character build. Adam discussed how this works in Update 21 (in the context of dialogue, though it applies to Crisis gameplay as well), but we’ll copy it here again so you don’t have to search for it.

Using skills will be different, too (side note: I say «will,» but we're still in pre-production, so any of this can change). Say there's a difficult task you want to attempt—lying to a prison guard or deciphering the text on an ancient puzzle box. Typically, in D&D-style RPGs for example, if you don't have the associated skill, your chances of success are very low, or you might not be able to attempt the task at all. In Numenera, all such tasks are treated the same, and anyone can try them. Training in a related skill or skills will lower the difficulty of the task, but even if you're untrained, you can still apply Effort.

Effort is a concept from the Numenera tabletop game. Essentially you spend points out of the appropriate stat pool (Might, Speed, or Intellect) to lower the difficulty of a task. The idea is, even if you've never been trained in lock picking, a very smart or dexterous character can, with some Effort, increase their chances of cracking a lock.

Your stat pools are renewable with rest. And of course, all of this is balanced. If you're trying to crack a combination lock created by a culture that died out millions of years ago, which requires a combination of smells rather than integers, well... you'd have to have a high-level character specialized in the task, who spent all the Intellect they had on Effort, just to make the task possible. That character would still have to roll ridiculously well.

Effort provides more options to customize your character and tackle obstacles. If there's a task you want to attempt—even if it's something normally contrary to your character build—you still have a chance of succeeding if you can use enough Effort. On the other hand, someone who has trained or specialized in that sort of task will have a greater chance of success, and will maintain that edge in similar tasks throughout the game.


Note also that party members can “assist” others in particular skill-based tasks, boosting their chances for success.

In short, we’re fully aware that cycling can be a painful way to play, and that this aspect of gameplay is important to you, and we’ll design the Crises to keep your entire party engaged.

Comment #4: You should implement both RTwP and TB and make it a gameplay option

This solution may sound ideal, but it wouldn’t give anybody what they really want. Area and encounter design needs of the two systems are very different. Designing for both would dilute the quality of the encounters for one or both systems, and most likely require so much time and resources as to impact the rest of the game. In a deep RPG like ours, where combat isn't even the focus, trying to implement two combat systems would lead to an inferior game across the board.

Comment #5: Planescape: Torment had Real-Time with Pause combat, so the new Torment should too

This is a reasonable perspective and valid point of view. Shouldn't we stick with what made the original great?

But is RTwP combat what made Planescape: Torment great? For some of you, the combat may have been an important part of your PST experience, and we hope that you’ll find the combat in Torment: Tides of Numenera to be at least equally enjoyable. But we don't think PST’s combat system was what most players loved about the game.

We believe PST is considered one of the greatest RPGs of all-time, not because its combat was Real-Time w/ Pause, but because of its emphasis on the narrative and on role-playing your character. We explained this in the four pillars we described in the Kickstarter, which are the foundation for Torment: Tides of Numenera:

1. A Deep, Thematically Satisfying Story
2. A World Unlike Any Other
3. A Rich, Personal Narrative
4. Reactivity, Choice, and Real Consequences

We’re using all four pillars to influence and reinforce our Crisis and combat design. Throughout the campaign, we stressed that we would find an approach for combat that worked well with these pillars. With the approach we have planned – including turn-based combat – we hope to integrate more narrative and more choice and consequence into the combat experience.

Though Planescape: Torment is the starting point for many of our design decisions, Torment: Tides of Numenera was never intended to be a game that, by default, duplicates everything PST did. It is a thematic successor that is inspired by PST, not derivative of it. The themes we are succeeding are the things that made Planescape: Torment a classic – the four pillars and other elements as described in our vision document – and we don’t see the specific combat system as core to PST’s legacy. We have several of the people from the PST team involved in the project and we hope that you continue to trust that we will deliver the type of CRPG experience you crave.

«The Planescape: Torment experience was never defined by its combat. In Torment: Tides of Numenera, the combat is intended to complement both the narrative systems and the basic gameplay mechanics. It is a challenging decision for the team to make, and I respect and support their decision to choose turn-based.»

— Chris Avellone, Lead Designer of Planescape: Torment; Creative Director at Obsidian Entertainment


Comment #5a: Why all this focus on combat? Planescape: Torment wasn't even about that

This is kind of the opposite sentiment as the previous comment, or rather it's the other side of the same coin. Rest assured that combat is not, and never has been, our primary focus, as you can see in the four pillars above. Torment is very much about the story, the characters, the conversations, and the world, and we are focusing most of our efforts in those areas – it wasn't until six months after the Kickstarter that we even started talking seriously about combat in our updates.

If it feels like we are suddenly focused on combat, it's only because our recent updates have had that focus. In a month or two we'll talk about something else—art creation or story design or exploration gameplay or something—and then it'll feel like we're 100% focused on that.

Moving Forward with You


We're excited about what we have planned, and as you see more of what we’re doing, we think you’ll be excited, too. We’ll be talking about other aspects of the design in the near term, but we’ll certainly be talking more about Crises and combat down the road. We hope that you’ll continue to trust our judgment and dedication to the project and to you. Remember that you’ll have future opportunities to influence the game’s development, including aspects of its combat. We’ll be seeking your feedback in the future and you’ll be able to weigh in on details later to help us hone the experience.

We're grateful that we can solicit your feedback and your input throughout this process. This style of development would never have been possible even five years ago, let alone fifteen. It's encouraging to see your interest and passion in what we're doing. We learn a lot from your comments and posts on these topics, and we come that much closer to creating something great.

We will not take for granted the trust that you placed in us this past spring. We are making this game for you, our backers. When you play Torment, we want you to feel you trusted us wisely. We’re not looking for mass market success – our only metric is your satisfaction, and we are working hard toward that goal every day. Thanks for your support and understanding,

Kevin Saunders
Project Lead


P.S. We have a couple more things to say, but they’re more about our communication and our gratitude, so we’ve put them on tumblr to keep this update focused on combat.

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/686723
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Про скиллы, исследования, сюжет. Вообще, очень понятно и доходчиво про всё это можно почитать в Numenera Corebook (@ MagSpace).

Updated our Journal (27): Extra Effort


TL;DR: Skills and exploration; story revisions; the benefits of a lengthy preproduction; Adam Heine promoted to Design Lead

Hi,

Just a quick update to talk about where we’re currently at as we enter the holiday season.

A Few Words on Preproduction


I wanted to speak a bit about how Torment is progressing. The last round of major story revisions has been completed (more on that below) and we’ve resumed fleshing out and designing specific areas. Artist Aaron Meyers (who was also an artist on Planescape: Torment) has been making great progress on an environment prototype, proving out our art pipelines and helping us assess how the density of our design content will feel in the game. We don’t have any new art to share yet, but expect us to have something for you to see before winter’s end.

For a while now, some of you have been asking when we’d be transitioning from preproduction to production. With Wasteland 2’s recent early beta release, you may be aware that the inXile team will be spending more time on that game to get it done right—one of the fundamental benefits of Kickstarter is that we have the direction from our backers to emphasize quality over punctuality. This decision impacts Torment because most of the production team (e.g., programmers, artists, animators, etc.) will be moving onto Torment later than originally expected, which means we’ll be in preproduction for a longer period of time.

Believe it or not, this is the best situation from the perspective of Torment. When you’re in production with a large team, trying to incorporate any new idea can result in a lot of wasted work and confusion. (An “idea” in this sense could be many different things: an improvement to how conversation data is authored that enables a new type of dialogue reactivity, a new technique for handling shadow-casting lights in environments, a major change to an existing companion that improves the overall party dynamics, etc.) So when considering the new idea, you either accept this negative impact or discard the idea.

With a small preproduction team, the negative impacts have a smaller effect and the values of the ideas are more about the benefits they provide. Fewer people also means fewer miscommunications and greater flexibility both to experiment and to iterate. The closer you can get to your final design and technology before you are creating content at a rapid pace, the better the final result will be. So extra preproduction time is very beneficial, as long as you that time includes prototyping in-engine and iterating on the design instead of expanding the game’s scope.

We approached our preproduction aware that we might begin production later. On a traditionally funded project, you can ultimately be forced to make some decisions that you know are bad for the overall project to meet a specific schedule, but because we are free from external milestones, we can flexibly adapt, keeping our focus on the overall quality of the final game. It can be challenging to think that far ahead, but it’s even more challenging if you have rigid short-term goals binding you.

It’s true that if you just extend preproduction without any making any other changes to your plans, you’ll go over budget and over schedule. But the productivity improvements you gain through a longer preproduction period make up for the added cost of having a small team in preproduction for longer. (This is one reason, for example, that expansion packs are much cheaper to make than full titles – the development cycle for the original title is effectively part of the expansion’s preproduction.)

We’ll let you know if we ever determine that Torment’s release will be delayed beyond the first half of 2015. Thus far, our extended preproduction has been a very good thing and at this time I don’t anticipate it will push us out of that release date window.

Kevin out.

Skills and Exploration


Adam here. It's been a while since I've gotten to tell you about system design, so today I wanted to talk a bit about skills in Torment and how they feed into our exploration gameplay.

Skills and Difficult Tasks

As you may recall from our talk about dialogue, skills work differently in Numenera than in most RPGs. In Numenera, skills don't define what you can do, but they do make success more consistent in related tasks.

Instead of designing with skills in mind, we design the tasks first. Anything you want to try to do – lie to an Oorgolian soldier, activate a long-dormant intelligence, manipulate an unfamiliar beam weapon, or dodge the lethal bite of a steel spider – is considered a Difficult Task. Every Task is assigned a difficulty level, a stat the Task is based on (Might, Speed, or Intellect), and an optional skill (or skills) that can apply. (In the tabletop game, difficulties range from 1 to 10; unmodified difficulties from 4-6 are tough (> 50% chance of failure), and difficulties of 7 and up are impossible without the modifiers discussed below).

Skills have four levels (Inability, Untrained, Trained, and Specialization). Training in any applicable skills lowers the difficulty by a step and specialization lowers it another step. (And as you might imagine, inability increases the difficulty, though inability is something you have to specifically choose through perhaps your descriptor or focus, and some skills don’t go lower than untrained). You'll notice that tasks at the highest difficulty are impossible even with specialization. Either multiple skills would have to apply to such tasks, or there must be another way to lower the difficulty.

And there is. In Numenera, another way – at higher levels, the primary way – to reduce the difficulty of a task is Effort. You can apply Effort by using points from your related Stat Pool (Might, Speed, or Intellect), up to a maximum Effort level determined by your character’s Tier (or level). Each level of Effort you spend lowers the difficulty by one more step. (There’s another stat called Edge that reduces the cost of using Effort, making lower-level tasks easier or even free as your character advances, but that’s a topic for another time.)

What this means is that anyone can have a chance of success at most tasks, if they're willing to spend their resources on Effort. Characters with applicable skills do not have a monopoly on related tasks, but they do have two advantages: they conserve their Stat Pools (saving Effort for the tasks that really matter) and they have a greater chance of success at previously impossible tasks.

Disabling Traps

The concepts of Difficult Tasks and Effort feed into every aspect of gameplay. Take the common exploration-style task of disabling traps. Like any other task, disabling a given trap will have a Difficulty associated with it (and you will be notified of this Difficulty, at least in an abstract way such as «Hard,» «Very Hard,» «Impossible,» etc.). By spending Effort from the associated Stat Pool, you can lower that difficulty (probably Speed, though it could depend on the kind of trap).

And it will have skills that apply. Torment won't have a Disable Traps skill, but the Quick Fingers skill applies to this kind of task (as well as others). Training or specialization in Quick Fingers will lower the difficulty even further. But more than that, certain traps may have other skills that apply. For example, the difficulty to disable a mechanical trap might be lowered if you are trained or specialized in Lore: Machinery, but a transdimensional trap might allow Lore: Mystical to apply, or Lore: Civilizations if the trap has shifting runes for you to decipher, etc.

You might find that, for certain special traps, the nano in your party is just as equipped to disable it as the jack (one being trained in Lore, the other in Quick Fingers), so if one fails, the other can take a shot at it (because each character's first attempt is free, but further attempts will cost you something—assuming your disabling attempt doesn't set off the trap, of course). For some traps, maybe the nano is even better equipped, or at least doesn't have to spend as much Effort to achieve the same chance of success.

Other Exploration Tasks

If you can't (or don't want to) disable a trap, maybe you can jump over it? Not jumping like a platform game; it would be a specific action you take—like bashing a door or picking a lock—where you end up on the other side of the trap when you're done. We're talking about this and other alternatives (levitation, anyone?). Jumping would be like any task: Might-based Effort for which the Jumping skill can apply. Some traps might be extra tricky to disable but easy for your whole party to jump over. Other traps might be harder to jump over, but the means to disable it lies within easy reach on the other side, such that one party member can spend some Effort to get over the trap and turn it off.

The flexibility of Numenera's skill system gives us extra options for environmental puzzles. For us, a «puzzle» isn't an attempt to divine the will of the designer, but rather an obstacle with multiple solutions involving various Difficult Tasks and their applicable Effort and skills. To get at the beating heart of some ancient machine, you might smash through its cardiac gate, bypass the whisperlock, persuade the machine's custodian to give you a key, use a cypher to walk through the gate, etc. All of these are different tasks with different applicable skills, any of which you might try based on your party's skills and available Effort.

And if we're being true to our philosophies, different solutions can each have reactivity of their own (smashing down the gate might trigger extra defenses, persuading the custodian could mean you've gained a friend or used up a favor for another quest, using the cypher means you won't have it for a later task, etc.), ultimately resulting in more interesting replayability across the board.

Adam out.

Story Time!


Colin here. You may have seen this picture of Adam, Kevin, Steve, and I standing in the inXile office together at the culmination of our intensive meetings there last month. But we weren’t just standing around smiling the whole time (we almost forgot to take the picture in fact). In actuality, much of what we were doing was hammering down the last stray nails of the upgraded story—

::record scratch:: “What do you mean, upgraded story? Like, you re-wrote it?”

No. We *revised* it. It's different.

Like game development, writing is an iterative process that requires occasional sledgehammers… and we wanted to make sure our foundation was as strong as possible. On this project in particular—a thematic successor to one of the most beloved CRPGs of all time—we want to make sure we get it right. It’s a rare writer who can spit out perfection the first time (and if you know one, please send him or her my way).

As the Creative Lead on this project, it’s my job to make sure we don’t settle for “good enough” on the story. To that end, we took the original story, examined its component pieces, and reassembled it in a different (and better) configuration. We kept all the elements we described in the Kickstarter—all the characters, all the items, all the *everything* except the fine details of the narrative. This was a reorganization of our elements in a way that is more focused, clearer, and more entertaining.

Which is to say, our original story was good, but now (if I may be immodest for a moment) I think it’s pretty great. With the combined talents of Adam, Kevin, Chris Avellone, Tony Evans, Nathan Long, and George Ziets, it had better be.

Anyway, as I was saying, much of what we were doing was hammering down the last stray nails of the upgraded story and making sure that we are ready to bring our outside writing talent to bear on a number of different areas at once. We now have a unified set of documents that will bear the combined scrutiny of some excellent writers, effectively share our vision for the story, and help us gauge the player’s experience throughout. These are our Story Spines.

That sounds a little creepy and maybe a bit murder-y, so let me explain what I mean: a spine is a firm through-line of the story, the pieces on which the rest of the experience hangs. The first and most important is the PC’s Spine. This is the narrative of the game as experienced by the PC (and thus you, the player), from the very beginning of the game to the end, laid out from point to point. We took our design doc and stripped out all the extraneous details and the information that the player might never know—even if this was information that would inform the motivations of the other major characters in the game, if the player didn’t know it at the time, we moved it to where the player would learn it or removed it from the PC Spine altogether.

Doing this exposed some potential problems in the plot of the game, and it was invaluable to us in making sure we have written a whole and cohesive through-line for you to experience. We did the same thing for other major characters in the game: what’s their history? What do they know, and when do they know it? What are they trying to achieve at any given moment in the story?

We had these spines written and ready for the meetings we had in November, with significant input from George and Tony. Then we borrowed the talents of Chris Avellone and Nathan Long to tear them apart, and we rebuilt them again—faster, stronger, better. After making sure we had all these details fully ironed out, we had several more meetings, in which I gave a summary of the improved game to a variety of teams, starting with Brian Fargo and Matt Findley. After that first meeting, Brian said (and I paraphrase): “This is awesome. This is the story for this game. Go.”

We then presented the story a few more times to several other groups—the art team, the programming team, the designers—and I upgraded my Fast Talk skill to Specialized [Adam: not a real Torment skill], tearing through a high-level summary of the game in about 10 minutes (Kevin and Adam took over the meetings after those speeches while I recovered with a tank of oxygen).

Barring a few minor changes and detail fixes, these spines form the core of the Torment story. We’ve provided four writers with some design constraints for their areas and these spines, and I’m anticipating some very cool ideas back at the start of the new year.

Oh, and maybe I should mention down here that we’re working on quests and storylines for multiple particular areas, and as soon as I’m done with this post, I’m back to crafting the first player experience in the game. It’s looking… pretty good.

Colin out!

A Promotion


Kevin again. It’s my pleasure to announce that Adam Heine has accepted a promotion to the role of Design Lead for Torment. From the beginning he has played a key role in the design of the game, and he has repeatedly demonstrated to everyone involved in the project that he has a strong command of the sensibilities that will make this game great. Adam’s ownership of various aspects of system and area design has grown over the past months, and when he visited inXile’s office last month, I formally recognized his contributions by promoting him to Design Lead. In this role, he’ll be leading the design vision of the game much as Colin is leading the creative vision. Though honestly, Adam's work hasn't changed very much – the promotion is largely an official acknowledgement of what he’d already been doing.

Colin brought Adam onto the fledgling project last year and wanted to provide some backstory and share his own thoughts:

“Adam came on board Planescape: Torment early during the development process, when all we had was a Mortuary. We desperately needed scripters to create the rest of the Planes. He quickly distinguished himself as an agile thinker, extremely creative, and able to solve problems by approaching them from multiple different angles. He showed his excellence in catching bugs, in creating scripts, and in delivering new ideas for quests and characters.

After PST shipped, he became a designer on Black Isle's TORN. But eventually he had to succumb to reality, realizing that as a newlywed, he shouldn’t be commuting an hour and a half (each way!) to Irvine from San Diego every day, and that 60-80 hours a week of work wasn’t a recipe for a happy marriage. So he left Interplay and took a standard programming job closer to home… and eventually he packed up and moved to Thailand to foster orphans.

Years passed. In that time, he has continued to flex his creative muscle by writing novels and short stories, all while raising as many as 10 kids at once. He’s also continued to design board and computer games in his spare time, but without a production team, they’re mostly thought exercises. Fortunately, you don't need a production team to write fiction.

Last year, Eurogamer had a small PST retrospective with Chris Avellone, Halo 4’s lead designer Scott Warner, Adam, and me. At the end of it, Adam said that he’d love to get back into games. I said I’d love to work with him again sometime—I had nothing but positive experiences with him on PST.

It was shortly after that that Brian Fargo asked me if I’d like to work on a new Torment. And it was mere moments after that I strongly suggested that Adam be involved. Adam has proven the wisdom of that decision over and over again on this project. He has helped me shape the story from the outset. He has delivered reams of excellent design work: from loot to inventory to crafting to area design to… well, he’s been touching almost every system in the game.

And while we were out in California a couple of weeks ago, his hard work and insight paid off. Kevin offered him the position of Design Lead, and Adam accepted. Adam is an extraordinary designer, and I’m proud to be working alongside him.”

Congratulations, Adam! (And thanks!)

Hope you all have a great holiday season!

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/701213
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Инвентарь и лут! А также новости о лицензировании технологии Pillars of Eternity (официальное название бывшего Project Eternity (@ MagSpace)). Рекомендую к ознакомлению.

Updated our Journal (28): «What Have I Got In My Pocket?»


TL;DR: Licensing Pillars of Eternity technology; Inventory and Loot

Hello,

I hope 2014 has been good to you so far. We’re continuing to flesh out our area and systems designs, but lately we’ve had increased emphasis on developing Torment’s aesthetics and environments.

To that end, we have some news related to our environment art: late last March, we announced that we’d be collaborating with Obsidian Entertainment on technology. This primarily meant their conversation editing tools, which provide a very strong foundation for the dialogue reactivity we seek for Torment. We’ve been prototyping conversations with these tools since last summer and have been adapting the technology for Torment’s specific dialogue needs. Meanwhile, we’ve been evaluating other aspects of the Pillars of Eternity technology over the last months and have been impressed with the environments they’ve been able to create with it in Unity:


Скрин из Pillars of Eternity

We seek a similar high level of quality for our environments in Torment.

I’m happy to say that we’ve taken things a step further and recently reached an agreement to license Obsidian’s technology for Pillars of Eternity to use in Torment. Torment’s code base will thus include the most relevant components of PE’s technology and Wasteland 2’s. We’re making enhancements to best suit Torment, and some systems will of course be completely new as Torment’s design is its own.

What are the practical implications of our licensing PE technology? It provides us with a stronger starting point for certain game systems and pipelines, including the creation of the 2D pre-rendered environments (we’re working on having something to show you in the coming weeks). This means we will have more resources to invest on other aspects of the game, allowing us to achieve a higher quality overall. (Recall that 100% (and more) of the crowdfunded monies are allocated to development of Torment. So anything that saves effort means that we have more to spend elsewhere on Torment.) This arrangement benefits both games and we continue to push Torment as far as we can in terms of quality.

Inventory


Adam here to fill you all in on a couple other facets of Torment’s design.

In the Q&A forum, Alex asked an excellent question that we're now at a design stage where we can answer (as always, keep in mind that all design decisions are subject to change and your own feedback until we ship the game).



When talking about inventory, it's probably easier to start with a common foundation and tell you what we're changing from there. So here's an inventory you're all familiar with:



Now even though that's an inventory interface up there, note that we're just talking about the elements of the inventory. The interface layout itself has yet to be designed.

So PST's inventory had the following:

1. Equipped slots around the character (8-10 of them)
2. Quick slots for items you need right away
3. Ammunition slots
4. Weapon slots so you can switch between a few different weapons easily
5. A pack with slots for up to 20 different items
6. A weight limit (based on Strength) that determined how much you could carry

First, the Equipped Slots. Torment will have slots for the things you'd expect, plus a few more: Armor, Helmet, Gloves, Boots, Cloak, Rings, Belt, etc. PLUS Alteration Slots and up to three Untethered Slots. Alteration Slots are for things like tattoos, piercings, implants, etc. Like the tattoos in PST, party members will be able to purchase alterations, and the Last Castoff can even collect special ones that reflect your choices in the game. Whether some of these alterations are permanent is still TBD.

Untethered Slots are for equippable items that don't need to be held or carried—for example, a stone that floats around the wearer's head or a prehensile tail that grafts to her body. Most characters will have at least one Untethered Slot, but some (particularly those who train in the Concentration Skill) will be capable of handling two or even three such items.

Quick Slots are for cyphers and other items that you want easy access to. Outside of a Crisis, these slots are just for convenience, and you can swap things in and out of them without penalty. During a Crisis, you can use items in your Quick Slots quickly, but moving something from your pack into a Quick Slot will cost extra time. Additionally, some special items or abilities may give you another Quick Slot to use.

Weapon Slots in Torment will use the concept of weapon sets. You can designate up to four weapon sets and can switch between them easily. You can, of course, change what's in each weapon set at any time, but doing so during a Crisis will take valuable time.

Our weapon sets are representative; you're not physically moving weapons from your bag into your hand, rather you're defining four different—possibly overlapping—configurations of your weapons. For example, let’s say that you’ve picked up an Energy Buckler that you want to use as your main shield. Normally, you'd equip the shield and melee weapon, but when a situation called for your Stingcharge (a one-handed ranged weapon), you'd either have to (a) switch to a weapon set without the shield, (b) use another (lesser) shield for the Stingcharge's weapon set, or © waste Crisis time moving the Energy Buckler into the same set as the Stingcharge.

With representative Weapon Sets, you can define Weapon Set 1 to be your Disruption Blade and Energy Buckler, and you can still use the Energy Buckler in Weapon Set 2 (defined as Stingcharge plus Buckler). So you don't lose time and you don't have to carry around multiple shields.

Finally (and to answer Alex's question at last), we come to the Pack. Will it have ample space or will it be limited?

Your pack will be limited by encumbrance only—not by the number of items. The pack will look a lot like PST: a large number of slots where item icons will be displayed. The major difference is that when those slots are filled up, you’ll automatically get another «page» of inventory slots. You can even manually add pages to your party members’ inventory and use those new pages as an organizational tool, if you like. But you'll never be required to make pages—we want to make your inventory a useful tool, not a chore.

«But if quantity's not a limitation,» you say, «that means my glaive can carry, like, a hundred ultra-light synthsteel breastplates?! That's ridiculous.»

You're absolutely right, but note that inventory's limitation is not «weight» but «encumbrance,» which we're using as a measure of unwieldiness. Encumbrance in Torment mostly means weight, but some items will have a higher or lower encumbrance measure because of their size (or, to be more precise, their density). For example, an ultra-light synthsteel breastplate might not weigh much, but it would have a significant encumbrance because it's so unwieldy. Conversely, a bar of gold weighs quite a lot, but because it's such a small object, its encumbrance would be less than a larger object of the same weight. In other words, encumbrance measures both the weight and the size (or unwieldiness) of items to determine the limit of what you can carry.

In theory, this means most characters still will not need more than one page of items, unless they’re carrying a lot of stuff. (That’s my segue into discussing loot.)

Loot


Inventory and Loot are interdependent, and one of our primary goals across both systems is to ensure that your decisions about what you will and will not carry are interesting ones. Specifically, the average player should be able to carry all the stuff she needs and still loot a single area without having to worry about her carry limit (though you might still run afoul of the cypher limit, which is a topic for another discussion).

The carry limit will matter when you need to decide what to sell and what to keep. It may also matter if you're hoarding things, but in Torment, you won't be carting 100 mundane short swords back and forth just to make a few extra shins (verisimilitude is important, but we're not sure it's that important). Loot should always be interesting and usable. There are a few kinds of loot you can find, in order from least to most special, they are:

1. Mundane Items: Anything Ninth Worlders can easily make or find (anything from swords and lockpicks to glowglobes, synth armor, and sprayflesh (the Ninth World equivalent of a healing potion)).
2. Oddities: Pieces of the numenera that are strange, but rarely useful: a silver ball that perpetually drips perfume, a synth mug that keeps whatever you put in it warm, or a button that, when pressed, sends you back exactly 1 second in the past.
3. Cyphers: One-shot, highly useful pieces of the numenera (you'll find a lot of these).
4. Artifacts: Like cyphers, but they can be reused and can often be cobbled together with other things to make new devices. These also include the components and power sources used in the crafting system.

Loot drops — whether from a dead NPC, a locked chest, or something else entirely — will be pseudo-randomly generated (though not purely random, and major, unique items will almost always be intentionally placed). Each of the above loot types has a weighted chance of appearing in a given drop based on a few things: how far you are in the game; what type of loot drop it is (more on that in a second); whether the drop is Poor, Average, or Rich; and other customizations from the area designer. The result will be balanced loot drops that feel right for the area or NPCs that dropped them, while keeping new playthroughs interesting with new or different items each time.

There are also two different types of loot drops. Unlike most fantasy settings, Numenera's magic items (oddities, cyphers, and artifacts) aren't usually lying around in a treasure trove. They might be, but Numenera is about discovery, and often the player is actually scavenging and cobbling these things together himself. In Torment, we abstract that with two kinds of drops: Ninth World Loot Drops and Scavenged Loot Drops.

Ninth World Loot Drops are the stuff that's just lying around for the player to pick up. It might be from an NPC's pack, locked in a chest, or bought from a merchant. The key criteria here is that someone in the Ninth World must have left it there.

Scavenged Drops, on the other hand, are loot directly from the prior worlds, untouched by any Ninth Worlder. They might be parts you find in an old machine, or items scavenged from a pile of rubble that's millennia old. You won't find short swords and steel greaves in a scavenged drop. You'll always find the good stuff.

But the good stuff isn't just sitting there waiting for you to use it. An explorer wouldn't find a gravity-nullifying suspensor belt just lying around in an old machine. Rather he'd grab an electromagnetic thingamabob that, when hooked to another doohicky, somehow nullifies gravity. Then he'd attach that to a piece of metal or leather—something that can serve as a belt—and voila: suspensor belt. The way we handle that in Tormentis to make scavenging a Difficult Task (specifically, an Intellect-based task for which certain Lore skills apply).

It's not a very difficult task—basic scavenging tasks will succeed 75% of the time, and a character who's trained in Lore, or who uses a little Effort, will succeed at basic scavenging tasks pretty much all the time. But there will be those rare, difficult scavenging tasks that require specialization, or a lot of Effort, and the player can decide (after seeing the item in the looting interface) whether it's worth the risk or not.

The resulting whole will be choices that matter, as well as the sense of mystery and discovery that make Numenera special.

Adam out.

In the News


It’s been a fairly quiet time for us as we stay focused on preproduction and avoid the bright lights. In months past, Colin and I talked to Paste, which led to an article-style interview last month that covers a lot of the familiar basics for Torment's design process and crowdfunded history.

There have been two recent spotlights on Mark Morgan's career, one from PC Gamer, one from Game Informer. Neither focuses solely on his work for Wasteland 2 and Torment: Tides of Numenera, but they both give great insights into his career and methods.

Kevin Saunders
Project Lead

www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/731869

Пока всё. На сегодня (4 февраля) новых апдейтов нет.
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История города-государства Sagus Cliffs и про трудности адаптации бумажных правил к компьютерным реалиям.

Updated our Journal (29): Cliffs Notes


TL;DR: Sagus Cliffs Lore, adapting tabletop rules for CRPG gameplay

Heya,

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…

Sagus Cliffs


Colin here, with a lore update!

Before going any further here, you might want to refresh yourself on the background of the Ninth World.

Maybe you’d like to see some of the places you’ll be exploring. Sure, you know it’s the Ninth World, and sure, you know that it’s to the far east of the Steadfast, the core part of Numenera’s setting (as revealed by Shanna in one of our updates). But what’s this place actually like?

There’s a road that travels past the Clock of Kala, Beyond the Beyond. Past marshlands polluted with the runoff of eons-old chemical processes, past broad plains where enormous aerial predators swoop upon unsuspecting caravans, a trade road connects to the territory called the Sagus Protectorate. It is here that we enter the lands you’ll explore in Torment.

The Sagus Protectorate, so named after an early settler in the area, lies between the sprawling, occasionally carnivorous Arvrin Wood to the west, the storm-swept Garravia Sound to the east, and the Verxulian Waste to the south.

Last year, we showed you the Sagus Cliffs in concept art form and we told you a little about it:

Sagus Cliffs is a city built atop a cliff and winding its way down through switchbacks and cutout caverns. Lush green terraces overhang the ocean below. Some of the houses, clustered together underneath one of these dripping terraces, are little more than shanties and hovels. Some of those in the open air are strangely fluted spires, delicate works of marble and glass. The city is vast, both vertically and horizontally, built on preceding generations, and the architecture is incredibly mixed. Some of the houses are built out far over the water below, precariously holding through elaborate winches, pulleys, and wires. Some have no such support, practically hovering under their own power. But the old ways still hold – literally – sometimes clinging to the last scavenged beams on which they were originally erected, with bridges of coherent light helping to hold together the city’s economy.

At the base of the cliff, the ocean crashes and swirls around the rubble of fallen houses. The city extends downward even here…




I’ve attached a map so you can have evidence of why I like to work with professional artists, and also so you can see the context in which you’ll be exploring Sagus Cliffs. You won’t be able to visit all those areas, but for me it’s important to know where things are so they can inform the design of the areas you can visit. For instance, you won’t be visiting Terminus, which is a) the potter’s field; b) the city dump; and c) a one-time stop for a sky-gondola line, but the people of the nearby slum of Lower Tanningstone know all about it, and its presence is reflected in their vernacular. Likewise, even if you don’t go down to Shorepickers, you’ll encounter people who do, and who’ve brought back interesting things to sell from the wreckage they find [and sometimes cause] on the beach.

The Sagus Protectorate was once a respectable kingdom, if not quite an empire, but has shrunk to the immediate environs of its once-proud capital city, Sagus Cliffs. For hundreds of years, Sagus Cliffs has acted as a conduit for numenera between the west and the waters of Garravia Sound — travelers who wanted to use the harbor of the city of the ancients had to pay a nominal fee in numenera, shins, or labor. The city began to collect a treasury, and they used the power they accumulated to expand their borders significantly.

Two centuries ago, the city was on the verge of expanding its reach again when a slave revolt spilled from the depths of the nearby Bloom, toppling the power structures of the city and forcing a dramatic rewriting of Sagus Cliffs’s plans for the future. For nearly a hundred years, the aristocrats and the wealthy laid low, moved their money around, and pretended to be paupers along with the rest while they slowly co-opted the former slaves with money and prestige. Once the slave leaders settled into the familiar ritual of establishing place and rank, believing in the importance of law and property, the old families began to reestablish their claims. By intermarrying with the children of the former slaves, the old aristocrats seized on the new power structure, and thus returned themselves to power as the Slave Families – a cruel joke, considering that most of the actual slaves had been neatly excised from the families.

Today, Sagus Cliffs is a city of maybe 90-100,000 people. They regard themselves as the rulers of the entire Protectorate, but in practice they rule little outside their walls; the city’s leaders are more concerned with besting one another politically and socially than with maintaining the land outside their shell. They scheme and jockey for position, retaining the city’s imperial pretensions and enslaving its residents to the mindset that their glory will rise again. Sagus Cliffs shows every sign of an empire in decline, with decadence the order of the day.

Three walls define the city. The first is a low plas-steel wall around the perimeter of the new city that girdles the city’s outskirts – that is, any of the part of the city that sits on the broad plain before the great walls of the interior rise up. The plain approaches the headlands of the Sagus Cliffs as a crammed and stinking slum. A variety of architectural styles are in play here, evidence of decade after decade of gentrification and the inevitable decay of the neighborhoods. Major streets are wide, suitable for marching a column of troops, while some of the side streets and alleys are barely wide enough for a single automaton-led cart to roll through. The area is grimy, like living in the shadow of a smokestack. There are manufactories large and small here, smelters and smithies, tanners and slaughterhouses. Many blocks are deserted, desolate, burned out… it has been easier to move than to rebuild in this greatly shrunken city.

The second wall is a shimmering haze, a shield against the deadly nanite storm known as the Iron Wind. It protects the old city like a curtain wall around a castle, and in times of danger the Aeon Priests in charge of its workings can harden it against other threats as well.

The third and inmost wall is older and more physical, and it marks the change between land and sea. Ancient weapons powered by armatures mounted on this wall can fire at enemies kilometers away, toward both land and sea. This is the city center, where the city’s council meets, where universities and artists build and catalog culture and learning, where the economic hub of the entire area comes into sharp focus. It is here that the wealthy dwell, looking across the storm-swept sound, plotting to advance themselves against their compatriots.

To the northeast, the alien growth called the Bloom squats, its tenebrous fibers gripping the walls of the gully through which it heaves itself by miniscule increments every year. Its reach extends into other dimensions, burrowing holes in the fabric of reality. Merchants move into these places, seeking wealth from exotic worlds to bring back to Sagus Cliffs, and stranger things move to and fro on these tendrils, slipping into our space and time from parts unknown. The Bloom is a constant reminder of the dangers of the Ninth World. The people of Sagus Cliffs regard it as a menace and a nightmare, and respectable residents of the city don’t go there if they can avoid it (though they’ll gladly accept the merchant trains that traverse its paths, and some of them go slumming for exotic drugs and experiences).

Sagus Cliffs is the primary trading hub for many hundreds of kilometers – ships sail the nearby inland sea; gyrocopters buzz the harbor; homes and buildings extend beneath the waves with a crystal dome offering protection against the water. The dome is sectional; some of it has broken and water has flooded those portions of the city. Great intakes and outflows, a vast pumping machinery, still operates after millennia, an unintended gift from the previous, vanished residents of this area. Sputtering dirigibles and small airships land outside the city’s walls. Factories are here, as well as numenera counting-houses, temples, universities, criminals, many (many!) residential neighborhoods ranging in quality from poor to ultra-wealthy, factions, cults, and more. As with any city, it has its own needs: infrastructure, sanitation, light and heat, refuse removal, protection, and more. They heave most of the city’s detritus into the nearby Bloom, trucking vast quantities of garbage into alternate dimensions.

The governmental structure of Sagus Cliffs is an aristocratically elected council, with a leader selected by the councilors. The Slave Families each send a representative to the council. These representatives choose one of their own to serve as leader of the council for a year. Other representatives on the council include: one chosen by the Memovira, the de facto ruler of the Bloom and a member each from the Sounders’ Guild (the sailors), the Bridgers’ Guild (the infrastructure and road people), the Mercantile Exchange, the Slavers’ Consortium, and a representative from the University – this latter being more frightened of the real-world power of the Slave Families and thus easily cowed by one faction or another.

The city is a morass of competing influences: economic, political, social, religious, and intellectual. The blatant corruption of the system makes cynics of all its residents. They trust few people, have mercenary hearts, and are quick to take advantage of others. Even the altruists of the city must approach their dealings with cynicism, lest they be taken advantage of by less scrupulous partners. They consider themselves cosmopolitan, able to deal well with people from all walks of life… but they fear to venture far from the city’s walls, and they are quick to judge those who venture within.

Colin out.

GM Agency


Adam here.

I recently opened up a spot on my blog for folks to ask me anything. I’ve gotten some interesting questions so far, but this one I thought might be of interest to our backers. Thomas said:

A lot of Numenera’s rules seem to be designed around a push-pull between the players and the GM. Are you finding that difficult to adapt to a cRPG where the “GM” is static content that is predetermined?

I prefer the term “interesting.” The folks who run the Italian Torment blog asked me some fairly in-depth questions along these very lines (you can read my answers here; scroll down for English), so I’ll try not to repeat myself.

So while some tabletop RPGs are largely combat simulators—and therefore easier to adapt into a CRPG—Numenera is primarily a storytelling simulator. Combat and tactics are in there, along with rules to adjudicate every other situation, but if you’re not collectively telling a story along with it, it could get boring fast.

As I’ve often said, that’s a great thing for Torment, where the narrative is one of the most important things. And not only is Numenera’s world amazing, but the Corebook is basically 400 pages of Rule Zero; we can (mostly) interpret it how we need to for our game.

Unfortunately, those interpretations are more work for me.

In general, my design philosophy has been to start with the Corebook rules and only adapt them where a CRPG needs more discrete options. Take Numenera’s Carries a Quiver focus, for example. Four of the abilities granted by that focus have to do with training in making bows and arrows. Taken at face value, that seems fine, though not necessarily suited for a CRPG. The tabletop game expects you to look beyond face value; it relies on the players’ imaginations and collaboration with the gamemaster (GM) to expand “making bows and arrows” into cool things like fashioning bows and arrows out of azure steel instead of wood, or attaching some kind of phasing nodule to the bow to create a more powerful weapon. There is no limit but what the players can think of and the difficulties decided on by the GM.

In a CRPG, “face value” is all we have. If a CRPG gamer were told he had an ability that could make bows and arrows, he’d be like, “Can’t I just buy those?”

So in Torment, we expand the focus for you. For example, at first tier maybe you automatically replenish arrows whenever the party rests, saving your coin for other purchases. At higher tiers, you could choose to make different kinds of arrows: piercing arrows, smoke arrows, blast arrows, etc. At the highest tier, you could even make arrows that phase through armor or replicate themselves to hit more targets. All this stuff is supported by the core rules, but making the abilities explicit like this helps the focus feel right in a CRPG.

A lot of the core rules work like this, where we’re not so much changing what we get from the Corebook as we are putting all the imagination and GM collaboration up front. It is sometimes a lot of work, and we have a lot of balancing and prototyping yet to do, but we’re excited about how it’s shaping up.

So is it difficult? Yeah, sometimes. But the challenge is what makes it fun!

Adam out.

Adam Interviewed


As Adam mentioned, the Italian Torment blog delivered another excellent interview, this time with Design Lead Adam Heine. Asking and getting in-depth answers on topics such as foci, gear-centric advancement, XP and GM intrusions, save-scumming and combat. Well worth the read for fans of Torment: Tides of Numenera, and as usual available in both Italian and English (scroll down for English).

Thomas Beekers
Line Producer


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Updated our Journal (30): George Ziets Joins Full Time


Apr 3 2014

TL;DR: George Ziets returning to California to join Torment full time; Jesse Farrell joins; area implementation progress

Ziets here.

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.

My role might be surprising to those of you who know me as a narrative designer, but in truth, a lot of the things I’ll be doing on Torment will be similar to the things I did on Mask of the Betrayer. I’ll be making sure that you have multiple ways to solve quests, that your choices are meaningful, and that the repercussions of those choices are felt in many places throughout the game. I’ll be designing characters and quests to reflect both the themes of our story and the fundamental weirdness of the Numenera setting. And I’ll be working with our art team to create cool and bizarre locations to explore, like the floating corpse of Myrkul from Mask of the Betrayer.

So what convinced me to come back to an in-house job? After all, I’ve been a freelance designer for the past two years, and that’s not a bad gig, especially when my commute consisted of walking up the stairs to my (not at all creepy) attic.

First of all, I love the Infinity Engine games – they’re still my all-time favorites – and this is a chance to work on a thematic successor. While it’s satisfying to contribute to a game like Torment from afar, nothing beats the hands-on experience of designing areas on paper, blocking them out in the engine, working directly with artists to make them look great, and seeing the game world take shape before your eyes.

What’s especially great about Torment is that it combines the design sensibilities of the classic Infinity Engine games with a setting that’s weird and unpredictable. As designers, we’re not bound by the conventions of reality. The original Torment could have a giant anarchist golem, a brothel of intellectual lusts, and a pregnant alleyway. Buildings and levels could come in all shapes and sizes. Characters were never conventional archetypes, and inspiration could be drawn from almost anywhere. Numenera gives us the same kind of creative freedom, and that’s typically the sort of environment where I function best.

Another big incentive: we’re putting a part of the old Mask of the Betrayer team back together. That includes Kevin Saunders and me, of course, but also Jesse Farrell, who was a content designer (and our QA lead) on MotB. Notably, he was responsible for the awesome “soul contract” dialogue in the Chamber of Dreamers. At present, Jesse is blocking out levels and implementing basic quest mechanics for the first zone we’re fully implementing – the Bloom.

Oh, and the InXile studio is a block away from the beach, so there’s that too.

I’ll be back in the future with more updates on area design, but for now, let me leave you with a summary of what we’ve done so far. Back in update 22, we talked about our high-level design process for zones. We start with a Zone Design Constraints document, written by Colin, which provides the high-level vision for the zone and describes any critical path or story events that must happen there. Then the zone designer writes a Zone Brief, outlining quests, major characters, and the various interior and exterior locations that comprise the zone. Once that is approved, the zone designer writes a Zone Design Document – a detailed expansion of the Zone Brief that details every location (including map layouts), every quest and NPC, and all the assets that will be needed to make the zone, including sound assets, art assets, special animations, dialogues, items, and scripts.

In January, I completed this documentation process for the Bloom. It took longer than it ordinarily would – partly because we were running through the process for the first time and ironing out the kinks, and partly because I was only working part-time on Torment. When the document was finished, I ended up with about 150 pages (47,000 words), which surpasses even my infamous 100-page design document for the Mulsantir module in Mask of the Betrayer (modules in that game are analogous to zones in Torment, though on average a Torment zone is larger). I don’t expect all the ZDDs to be that long, but for the first zone, we wanted to be sure to document everything we would need to build a zone in Torment. (And admittedly, I had a lot of ideas I wanted to include in the Bloom.)

Not all of this content will necessarily be implemented. Most of it will be, but some of the design is B-priority, which means that we can safely cut it (if we need to) without greatly impacting the area. And some is C-priority, which means that we don’t plan to include it, but we can consider adding it later if we’re able to make the time. It’s important to us that the content we include in the game is of high quality, and accounting for possible adjustments to the scope helps us keep the quality bar high.

Not long after I completed the high-level design, Jesse used my design document to create blockouts for all the critical path locations. The blockouts are rough layouts in the Unity engine (powered by Obsidian's Pillars of Eternity Technology), with simple cubes and spheres standing in for important features. They don’t look pretty, but they give us a sense of gameplay space, and they allow us to place entrances and exits, NPC locations, encounter locations, and so on.


In-Engine Blockout of a Bloom Area


Sketch of a Bloom Area by Daniel Kim. Environment artists use this combined with the blockout to shape the final in-game area

Now that the initial blockouts are done, Jesse has moved on to implementing bare-bones versions of the quests. These won’t include any dialogues (which will be written later), but they’ll allow us to get the basic scripting and functionality into the zone. It’s an exciting moment – the first time the Bloom will begin to come alive.

Only a few weeks remain until I ship out to Orange County. Should be a lot of fun to get back to in-house game development after two years away! I’ll see you all in a future update.

George Ziets
Lead Area Designer


www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/797498
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Update #31: Starting to Ramp Up


Jun 13 2014

TL;DR: Update on our progress; Wasteland 2’s planned late-August launch sets Torment’s to the fourth quarter of 2015; Colin on the Tabaht; Adam talks Toy

Hi,

Kevin here. You may have heard our recent announcement that Wasteland 2 will be launching at the end of August. We’ve already started welcoming some folks from Wasteland over to Torment and we’ll be continuing to ramp up as people’s work on the post-apocalyptic American southwest finishes up.

As mentioned in Update 29, the Torment team had a week of meetings in April in inXile's offices in California. Adam Heine, Colin McComb, and Thomas Beekers were all here (though alas our sacrifices to the gods of favorable relocation were not accepted, and George’s move back to California wasn’t completed in time for him to be here in person, so he had to attend remotely). It was a very productive visit, and included Adam and Colin discussing the game with groups of the production team to help prep them for coming on board. You can view a few photos from our meetings here.

Torment’s Timeline


So, where are we on Torment then? During the last week of our Kickstarter, we had adjusted our target launch date to the first half of 2015. And last December, in Update 27, I mentioned that timeline was still feasible, but that Torment’s schedule remained in flux until all became clear with Wasteland 2. Wasteland 2’s success in Early Access allowed us to spend more time improving it, which also meant we had more time in preproduction on Torment. We’ve had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything… except for our release date.

Now that we have a more certain roll-off plan for the production team from Wasteland to Torment, we’re better able to predict the shape of our schedule. And, as you may have guessed, the first half of 2015 isn't realistic anymore and we’re looking at the fourth quarter of 2015.

You may wonder how we can extend TTON’s development for a year longer than planned. By running a small core team during the preproduction phase, we have been extremely efficient in developing the foundation and the pipeline for the game – we make decisions more quickly, and we’ll have set a strong vision to help eliminate uncertainty. This will help us make fewer mistakes as the full team ramps up. One year following TTON’s Kickstarter, more than 80% of the development budget remained, so we have a lot of firepower for our production, beta, and finalization phases.

Limited Production


For the last while, we’ve been in what I’ve called a “limited production” mode. During this phase, the emphasis has been on proving out our design and pipelines (i.e,. how exactly we get anything from being an idea to being fully implemented in the game). This is typical for preproduction, but the distinction I’d make is that we’ve been creating actual game content, which is unusual in the industry. During this time, we’ve had relatively few people creating content and have been allowed time to experiment and iterate, prioritizing getting things figured out over getting things done. This leads to greater productivity, fewer mistakes, and ultimately a better game. This goal is generally somewhat at odds with completing feature X by date Y, which is typically what you do during production to ensure that the game can be completed to the quality desired given the time and/or resources you have available.

Over the past months, we’ve been working on three segments within the game. One of them is what we’re calling the Breach, which is the opening of the game. The decision to have the beginning of the game be one of the things we did first was internally a slightly contentious one. Typically, the first areas you create for a game are the weakest because you haven’t figured everything out yet. And you want your opening to be very strong, of course. We chose to put some emphasis on the game’s beginning for a few reasons, namely:

— The Numenera setting is welcomingly simple, yet deviously complex. It’s easy to obtain a surface understanding of the concepts, but there are many nuances, especially in trying to present the exotic world to new players. This isn’t a typical fantasy place and we want to immerse you in the Ninth World in ways that let you explore its mystery and wonder without handholding you.
— Our story is complex, as are our characters. When we combine that with the rich setting, we have a lot of information to convey to you (or intentionally not). The beginning of the game has the clearest parameters here: We know (or assume) that you know nothing about the game or setting. And we know what we need you to grok (or at least be vaguely familiar with) by the end of the Breach. Focusing on this part tests out our ability to communicate to you – if we have too much trouble doing so, we can simplify aspects of the story. That sort of difficulty is harder to detect when working on the middle of the game and it’s harder to correct if unearthed after much content has been created.
— The game’s first Crisis occurs in the Breach. At this point in time you have no Focus or Type, so your abilities are limited. Therefore, to make this Crisis, we have only the core mechanics to work with in creating compelling gameplay. This is doubly beneficial: a) it makes us focus on getting those core mechanics right; and b) less programmer effort is required for all of the necessary features to be available.
— [This is still many months away!] We want to share the beginning of the game with our Alpha Testers. Being a story-driven game, it’s hard for us to share too much without risking ruining the experience. But the first few minutes seems fair game.
— Partially related to the previous reason, we intend to iterate as much as is necessary on the opening to make it great, so the fact that it’s one of the first areas we’re creating won’t affect its final quality anyway.

Another location is one of the Meres, which I’ll refer to just as “G1” (completely unrelated to any Hill Giant chiefs). G1 was the first sample area Adam created a design for – more than a year ago. Over time, it’s gained a more significant role in the story and the design has evolved. Throughout much of preproduction, it’s been in stasis as we’ve been focused on other things, though it was the site of Aaron Meyers’s initial environment experiments, as it is a somewhat less exotic location (compared to, for example, the Bloom), and because its design was understood. (With the pre-rendered backgrounds, we have a strong incentive to have the design as final as possible before working on the art, because art changes are generally more time-consuming to make.)

G1 has been our proving ground for the design and development of dialogue, the creation of environments, and how the art and design pipelines interact. It’s mostly done, with the art and design content at an Alpha state (excluding elements that are dependent upon features that aren’t at Alpha, such as some Crisis elements). Besides serving as our initial test bed, G1 has another important purpose: for new team members coming onto the project, it serves as a representative example of what TTON should look and feel like.

And finally, and where we’re gradually directing the majority of our energy, is the Bloom. It’s one of the major Zones of the game and significantly larger than the Breach or G1. It will be a stronger example of a “typical” TTON location than G1 – the longer stint of gameplay encompasses more features and gameplay types, it’s a more exotic and dire place, and it has greater relevance to the main storyline. It’s been functionally playable for a while now, and we’re beginning to create some of the environments and also the real conversations. (The functional version has placeholder conversations, written by Jesse Farrell, which set up all of the important logic but don’t have true dialogue yet—although some of Jesse's are pretty hilarious.)

Throughout TTON’s preproduction, we have focused on the aspects that make the most sense at any given time – keeping long-term goals in mind, but being flexible about the specifics of how we get there. (Among other reasons, maintaining this flexibility has been valuable in getting the greatest benefit out of our extended preproduction.) For example, some of the reasons the Bloom has become a focus are:

— We all felt George’s initial design was very strong.
— We were able to bring on both Jesse and George full time. They have worked together before, so even though it took a while to get George moved out here, they were able to collaborate well while George was still part time and remote.
— The story elements involving the Bloom are stable and well understood. (Even though the story has been established for a while now, we are continuously iterating on it as we move forward – as is true for all aspects of the game. By detailing out the most established elements first, we can be more efficient.)
— Chang Yuan’s high concept piece for the area sets the mood for TTON very well. Achieving it in-game requires us to answer many technical, aesthetic, and design questions and when we’re done, we’ll have a great representative area.

Technology


Beginning with the Pillars of Eternity technology foundation has been a godsend to Torment’s development. Steve Dobos has been a superstar, but he’s been mostly alone on Torment’s tech. He’s implemented a host of modifications for us, some of which have been driven by our different rules system (such as Difficult Tasks, as Adam described in Update 27) and some due to differences in the design priorities between PoE and TTON. Current efforts have been mostly about iteration on the conversation system and prototyping various elements of Crises. Recently we’ve also been making progress on aspects of our animation system, with programmer Jason Jacobitz and animator Josh Jertberg beginning to shift over to Torment. (We’ll have more to say about animation in a future update.)

We’ve been receiving regular code updates from PoE, and these are becoming increasingly time-consuming to integrate as the aspects we modify expand. As programmers roll onto TTON from Wasteland, we’ll likely decide to branch off from PoE, with us having enough programming bandwidth that it will be inefficient to bring over the latest PoE changes (not all of which are relevant to TTON). (Incidentally, this is another advantage to our extended preproduction period – it has allowed us to stay current with the PoE code base for longer, thus acquiring more of their tech improvements. As announced in the recent PoE update, the code is feature complete and it’s just bug fixing at this stage. So if we do diverge before PoE is code-locked, it would just mean that we will have to fix any bugs that they fix late in the project (those that affect TTON, anyway).)

Since late last year, Steve has also had part-time assistance from Paola Rizzo, who happens to live in Rome, who has handled the majority of our modifications and enhancements to the conversation editor. In some cases, the type of dialogue reactivity we want for Torment required new functionality. In others, we increased the automation of certain aspects of conversation authoring, making it less work for writers to follow certain conversation conventions, which in turn increases the likelihood that we follow through on those design conventions to the extent we had planned.

Anything that streamlines content creation, reduces the likelihood of bugs, or provides error checking helps make our complicated conversations more manageable and allows us to push conversations further. This increased efficiency is important for us because we are targeting a greater degree of reactivity and replayability than even Planescape: Torment had, which means that conversations of a certain size (in terms of gameplay time and information communicated) take more effort to write. We’re already able to create conversations 50% faster than we could last summer, and this should improve even further as we go. (We plan to talk more about conversation construction and design in a later update, too.)

The Tabaht


Colin here with another lore passage. As before, this is background material and its direct relevance to TTON’s story might be as minor as an item description or as major as, well, something major.

In the earliest histories of the Ninth World, the area south of what is now the Sagus Protectorate saw the marching armies of the Tabaht, a lone tribe that claimed dominance over a vast swath of land. They warred with one another across the face of the Protectorate – as with most warriors, they fought for resources, for territory, for status, for some biological imperative, but most of all they fought to control the Underspine, a great, curving, jeweled structure in an exquisitely carved underground city. Though no reliable records exist to tell the truth, it is thought that the Underspine was both god and servant to the Tabaht, conferring enormous power and directing their people. The histories that remain tell that the Tabaht saw themselves as the chosen people, the rulers of what they called New Earth, but that they must prove themselves against pretenders of their own kind and against those who would seize the land from them. They swore by their honor, though it was (by our standards) a strange and twisted honor that held single combat as the noblest expression of self.

Whatever the truth behind their belligerence, the Tabaht marshalled armies unparalleled in the Ninth World. Although they found a number of devices that could destroy armies in an instant, they eschewed the use of such weapons and vowed annihilation on those who employed them. The Tabaht intended to be the rulers of the new Earth, after all, not the keepers of a destroyed slag pit. They wielded fearsome weapons despite that: beams of plasma, spears of flame and frost, monofilament-tipped shafts fired from hand-held launchers that could penetrate even the strongest defenses, and more. They also activated war constructs, killing machines left over from millennia before, using these machines as prizes, spoils, and dowries. They traveled far to find their weapons, seeking caches of dangerous devices that they could modify in their inimitable style.

Though they did not generally despoil the land with gravitics, magnetics, and time-bending disruptions, their tall, two-legged mounts tore at the earth with their claws and the defenders tore trenches from which to fire their weapons. Some of their battlefields still remain, the trampled soil watered so heavily with blood and the strange energies of their weapons that nature has not yet reclaimed them. Their dominance spanned at least two centuries.

One thing united them, though: outsiders. The Tabaht first thought to exterminate the interlopers, and then enslaved them. Using their slaves to uncover their foes’ defenses, to clear undetonated ordinance, or – occasionally – to replenish their own larders, the Tabaht became a nightmare for the clans and tribes who existed outside the protection of the Underspine.

The newcomers learned to settle outside the Tabaht’s range, but even this was no guarantee of protection. The raiders drove them into the fertile but reality-warping valley surrounding M’ra Jolios, into the lava pans of Ossiphagan, and even up to the ruins that would one day become Sagus Cliffs. It was from these ruins that the others at last learned how to fight back, and from here that they based their power. It was because of the Tabaht that the Sagus Protectorate arose, a band of settlers who had been harried far enough, and who found weapons of their own in the ruins of the old city here and learned how to activate the shields that protect the city even now.

Though there were never official embassies or treaties, the Tabaht at last stopped harassing the Sagus Protectorate, turning their attentions inward. They began to decline, though occasional war bands would ride out again, harrying mutants, abhumans, creatures of nightmare, and other human foes from their lands, trying to destroy the interlopers. Some of their leaders – Kon Virtih, Haran Ein, Sekin Vandars – still live in fairy tales and myth.

But the Tabaht themselves seem to be long gone, their kind wiped out or vanished. Not by the hand of any foe, though: their destruction was not by warfare, but by accident. A massive detonation brought their city down upon their heads, burying both their leaders and the Underspine, and without their god-servant to guide them, the Tabaht scattered into smaller and smaller tribes over the course of a handful of years, becoming first raiders and then extinct as the Tabaht’s long-subjugated enemies wrought their revenge.

The land still shows signs of the Tabaht civilization. Some of their weapons still turn up, crafted and bonded numenera with their distinctive stamp and style on them, cruel weapons of gray and black that rip and tear their targets. Old histories record some of the bloody count of the Tabahts’ battles. But of the Tabaht themselves, they live only in memory and in histories of their genocides.

The Tabaht make a background appearance in two of our From the Depths novellas: Adam’s novella of the Gold Tide, driving the hero’s people into the inhospitable ruins of Ossiphagan, and also in Ray’s novella of the Indigo Tide as a force of catastrophe and ruin, penning their enemies into the mind- and space-bending environs of the valley of M’ra Jolios.

What did the Tabaht look like? From the moment Adam mentioned them in his novella, I saw the poster for Ralph Bakshi’s Wizards, but more grim – with the mood of Frank Frazetta’s “Death Dealer”… and it’s only now, seeing these two side-by-side, that I realize that the Wizards poster was likely inspired by Frazetta.

Colin out.
Ask Adam: The Toy

Adam is continuing to answer questions from fans in AMA format over on his personal blog. I wanted to highlight one I feel a lot of you will find interesting, a question and answer on the «Toy» companion:

Garrett / Claive says: I am fascinated with the idea of the «Toy» companion. How much «growth» will there be from when you first encounter this creature to when it is finished with you? How much influence will we as the player have on that growth? Will that «directed growth» be predictable, variable, random, feed it fire seeds and pray?

Background: Early during our Kickstarter, we announced the following stretch goal: «Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ;) ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires. Its ultimate secrets are… well, you'll have to find out.»

The Toy is part of the numenera, some leftover creature from a prior world, or maybe a byproduct of some ancient technological process. Who knows? What it is now is an extremely strange and loyal pet.

I can't tell you in detail how much growth it'll have from start to finish, but it'll be equivalent to the growth your other companions go through over the course of the game. The main difference is the Toy's development will affect its form as well as its abilities.

As its master (if you choose to be so), you'll have a decent amount of influence over it, but you won't always know what you're doing. The Toy will learn from you, from what you praise or punish it for, from what you ask of it, and from what you yourself choose to do. If you encourage it towards violence, it might get better at that and become a killing machine. If you encourage it to be quiet, it might take that to the extreme, even to the point of becoming invisible.

Or it might not. We know what we want the Toy to do, but there's a lot of design and implementation left before we know what this specific character will do. [Kevin: Adam is making the Toy sound a bit too cool here. It would be best if you all just assume the Toy will be about as fun as a pet rock or sea monkeys. Then you will be pleasantly surprised when it’s more fun than that. (Like a really cool-shaped pet rock, for example).]

And like all the numenera, the Toy will occasionally do things you don't understand and don't expect. Nothing about the numenera is entirely predictable, and the Toy is a major example of this. Especially if it can't make sense of your desires (or maybe even if it can), it may occasionally swallow your enemies or burp a black hole or… who knows? You just can't tell with this thing.

Adam Out.

In Other News


There have been a bunch of interesting interviews since the last Kickstarter updated. IGN interviewed Adam, Colin, and me, covering a lot of ground with different Torment system, setting, and story elements. The original interview was published on IGN Spain.

RPG Codex offers a really in-depth interview with Colin, Adam, George Ziets, and Crisis Designer Jeremy Kopman, with a lot of info on area design, crises and combat, writing and much more.

Matt Barton's Matt Chat 242 features Chris Avellone, with Chris answering questions on the setting and on a lot of Torment's systems such as Tides, Crises, the Combat System and Crafting. Well worth a watch.

Kevin Saunders
Project Lead


www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/874905
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Обновили сайт — tormentrpg.com

Наконец-то можно выбрать себе все плюшки! Вспомнить бы только, чего я заказать хотел.
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Присматриваюсь к этому набору:



Даже в титрах укажут! :)
Кто-то написал фигню.
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Ник, конечно же.
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В новом апдейте:

— Новый дизайн и функционал сайта. Наконец-то можно выбирать аддоны!;
— Новый стреч-гоал. Локация «Глотка», часть Блума. До 16-го октября просят накинуть до 4,75 миллионов баксов (сейчас 4,6 миллиона);
— Лоооооор! «Бесконечная Война»;
— АМА с Адамом Хейном и Джорджем Зитсом;
— Подборка линков на различные интервью.

Update #32: A New Look


TL;DR: website re-launched – please confirm your pledge and any add-ons, Endless Battle lore, ask Torment developers.

Hi,

Thomas here! As Wasteland 2 is getting close to release and Torment: Tides of Numenera closer to full-scale production, we’re excited to announce the official relaunch of the Torment website and backer system with an overhauled functionality. The new site is largely the work of Jason Dora, one of the Torment backers, who answered our call for a web developer in Update 29, and has since joined inXile full time.

Torment’s New Website


The key functionality of the new site that will interest you is that you can now declare your add-ons. In fact, if you intended for Wasteland 2 to be among your add-ons, then just login and tell us when you’re ready to get your Wasteland 2 key. Wasteland 2’s commercial launch is Friday, September 19. You can specify Wasteland 2 add-ons now by visiting the reward page and adding Wasteland 2 to your selected rewards. Keys will be made available before release.

More generally, the new backer system means you will now be able to manage your pledge in great detail. We have changed our system into one that tracks your contributions as inXile Points (XP or just Points). The more Points you have, the higher your Level within our system; the higher your Level, the more possible Rewards are available that you can buy with Points. As an existing backer, you will start with 100 Points for every $1 you donated, with your reward choice matched to the one closest to your total pledge. That is, each $.01 USD = 1 Point.

This may sound a little daunting at first but it does not impact the value or rewards of your pledge in any way. You will get the rewards that you pledged for during the Kickstarter campaign; the value of your pledge is unchanged.

What this system does is give us the ability to reward our backers for activities other than (or in addition to) pledging money, though we’re not using this capability yet. Currently, the concept of Level is only used to gate rewards that already had prerequisites (e.g., certain add-ons were restricted to certain Tiers). If, in managing your pledge, you find anything inaccurate about it, please contact our customer support and we’ll figure out what’s amiss and fix it for you. Again, if anything you see doesn’t match what we said during the Kickstarter, it is simply a mistake – tell us and we will fix it.

To manage your pledge, log into your account on the new website and go to the Rewards section. If you did not register on our old site yet, you’ll need to now. You will find your selected reward(s) and its point cost under the Selected tab, and under Available you will find a list of all the add-ons and rewards available to you at your current Level. The Locked tab shows rewards you can unlock by levelling up. With a few clicks you’ll be able to select any and all add-ons you’ve been waiting to define!

Some backers who supported us through PayPal instead of Kickstarter used different email addresses on PayPal and Kickstarter, which resulted in them having multiple accounts on our old system. On the new backer portal, we tried to make things easy by cleaning up our accounts list and giving all of you who have multiple accounts a single one with their email addresses linked as additional emails. However, for such merged accounts we had to guess what the primary login email should be.

If you only had one email address: you should be good to go. If you had multiple accounts or email addresses: try logging into the most recent account you used; that has the highest odds to be the primary one that was chosen for you (if not try one of your alternate email addresses). Once you’re in, you should see all your other email addresses listed in your profile. If you can’t figure out how to get in, or if you create a new account and don’t see what you expect, please contact our support team and we’ll help you out.

Once registered, please note we use email addresses to track all pledges. Please make sure the emails you used to pledge are all linked to your account and verified.

Kickstarter backers: Please choose all add-ons from your Kickstarter pledge by Tuesday, October 31, 2014. Please note some tiers/add-ons may not be currently listed, we will be rolling these out soon.

The Gullet Stretch Goal


With the relaunching of the site we’re also looking at introducing some limited stretch goals. These will be for things for which we have not yet made the final call – content or features that will not happen in our current schedule, but that we hope to be able to add.

So we’re pitching you – our funders – the Gullet, one of the areas from the Bloom. George Ziets did an amazing job on the Bloom design. We originally planned to cut a number of areas from that location but have been able to bring some back in, but in the current scope the Gullet is not a part of the Bloom’s design. Here’s George’s description of the area:

Deep in the guts of the Bloom is a jumble of fleshy veins and cavities, known to natives as the Gullet. It surrounds a foul organic stew, containing the minds and memories of those devoured by the Bloom. The pulsing of a titanic heart reverberates from somewhere below… if you find yourself trapped here, the sound will drive you mad.

Few reach this place by intention. Most are eaten by a Maw and emerge in the Gullet, half-digested, to spend the final days of their lives in screaming agony. Transdimensional echoes of the Bloom’s victims wander through the tunnels, lost and insane. Bizarre creatures, bred by the Bloom in its guts, burst from their wombs to hunt. Forgotten machines and artifacts lie half-submerged in Bloom-flesh, plucked from distant worlds of the past or future.

The only way out of the Gullet is down… to follow the sounds of the Bloom’s beating heart and descend to a place where the Bloom’s consciousness is at its most malignant and aware.


This area would add a ton to the Bloom, particularly as it provides more adventure-type gameplay and will better balance out its pacing. But currently we think we’re already stretching our team with the areas we’ve already committed to. With our limited stretch goals, we’ll be looking to raise enough money to commit to adding the Gullet to the Bloom, by bolstering our environment art team to both make the Gullet and to benefit all other locations as well – remember that all pledges support the game development and reaching the Stretch Goal in reality gives far more than just the Gullet.

Of course, we have to make the call so that we can plan ahead, so our time is limited too: we’re looking to raise our total amount raised to $4.75M by October 16th! If you’d like us to restore George Ziets’ Bloom design and fully implement it according to his original vision, consider spreading word of our continuing crowdfunding (or increasing your pledge) to help us reach this goal. All of your friends who missed the Kickstarter can still contribute to making the best Torment ever. (And while the new pledge options aren’t as favorable as those we gave you during the Kickstarter, they are better than after we’ve stopped crowdfunding and are onto preorders.)

Lore Update: Endless Battle


Colin here. This lore update begins to explore some of the backstory of the largest conflict in the castoff community – a conflict that (as the name suggests) still burns a century later. As usual, this update is probably not essential to playing or understanding the game’s story, but it does provide a backdrop for a larger comprehension.

On the broad plains of the Verxulian Waste, south of the Valley of Dead Heroes and far to the east of the Oasis of M’ra Jolios, a battle has raged for centuries. Most wars in the Ninth World are short affairs, heavily dependent on the cyphers and artifacts the combatants bring to the fight. With the possibility of a single artifact dramatically altering the terrain of the field (whether through reality shaping, gravitics, dimensional warping, time dilation or compression, consciousness alteration, psychic aftershocks, or more), the potential for utter devastation from the poorly understood machines of the past is ever present.

How then does a battle burn for centuries in an age where opposing forces could wipe their foes from the very face of reality and history?

Centuries ago, the Changing God met one of his children for the first time. This castoff, who claimed the status of the First Castoff, the eldest sibling of all his heirs, had been badly hurt in a struggle with the Sorrow, her skin utterly burned away. She wore a mask to conceal the damage, but her castoff regeneration was unequal to the task of restoring her. She sought answers from her sire, tracking him across the Ninth World to find him. She wanted to know why the Sorrow attacked her and the other castoffs, how they could stop it, and how she might earn a new body for herself.



The two of them were inseparable for a time as she awaited his aid in growing her a new body to replace the scarred wreckage of hers – they traveled together, seeking truths and long-buried secrets. But their alliance was shattered when at last she demanded that the Changing God stop deferring her; her body was beginning to decompose. Yet the Changing God refused to transfer her consciousness – he gave her a bottle of embalming fluid and told her to make do with the body she had. They fought, the confrontation teased out greater truths from her sire, and she realized that he had been hiding too much. Rather than share his secrets, he turned his back on her. She demanded his knowledge, and suddenly their personal struggle turned into a larger battle, each pulling their friends and allies into an ever-expanding conflagration.

Their feud created a schism in the castoff community. Dozens of castoffs flocked to both sides, coming to stand for the side they thought right. Some sided with the Changing God, believing that he had a plan to stop the Sorrow’s genocide, or from a loyalty to the man responsible for their creation. Some sided with the First, believing that she had their best interests at heart against a man who had proven himself time and again to be focused solely on himself.

Realizing that the First was an existential threat, surpassed only by the destructive power of the Sorrow, the Changing God marshaled his forces to eliminate his foe, and this is when he discovered she had secrets of her own: she possessed a reality splitter she called Reconciler of the Truth. He discovered that his weapons were worthless – every time he launched a massive attack, she simply replaced the reality with one where the event didn’t occur, and then merged the realities together, collapsing them into a single observable state. Twice a day, she changed the course of the war, pushing ever closer to the Changing God’s headquarters as he struggled to launch multiple stratagems that would divert her attention.

After failing to destroy her several times, he sought a counter and at last managed to discover and repair a similar device that he named Heaven’s Rejoinder. Now time in the Endless Battle is torn, multiple parallel realities rolling and twining around each other, merging and splitting again with the major attacks. The two sides move and counter-move, trying to act secretly in ways that will allow them an undeniable victory, so much of the Endless Battle is fought in shadow, in clandestine tactics and small-squad engagements. They build and layer their feints, giving ground on certain fronts so that they can advance on others in separate realities.

But even this device was not proof against disasters. Over a century ago, the Changing God succeeded in summoning a biological moon and transitioning his consciousness to a body he created remotely within it. The First was occupied in a battle with the Sand Knights, a deadly mercenary company in the employ of the Changing God God who had been stymying the advance of the rebels for over a decade. Her lieutenant, Paj Rekken, was charged with leading an assault on one of the Sand Knights’ fortresses, and gained entry just as the First was torn apart in a coruscation of energies. Rekken did not know the First had been destroyed and snapped the realities together quickly to maintain the victory over the Sand Knights. By the time Rekken learned of the First’s death, the First was irrevocably lost.

His purpose achieved and his opponent eliminated, the Changing God remained on his moon, above the fray, and returned to his researches. Yet despite the removal of the principals, the battle rages on, its contestants battling for ideologies of transparency, equality, and the common good on the First’s side, and for duty, devotion, honor, and the hope of winning the Changing God’s trust on the other – the castoffs on the side of the Changing God do not want the First’s ideology dictating their lives. It is no longer merely a castoffs’ struggle. True, castoffs who are not directly involved in the Endless Battle provide funding to either side, or to both, in order to advance their own agendas – with centuries of knowledge behind them, with organizations of their own to tap, they have no shortage of funds. It is a place where warriors test their mettle, where mercenaries earn coin or renown, and where suppliers of food, flesh, and material can find a buyer of last resort. Though the commanders hold occasional parleys, there are too many here who are invested in seeing the war continue.

There is no chance of peace; the soldiers here are eager warriors and their commanders are intractable, always thinking they have a chance at breaking the stalemate. The battle remains confined to a geographically small area that has been tremendously scarred by the horrors of Ninth-World war; the scars extend through multiple dimensions and timelines. The commanders have found that the reality-bending Reconciler and the Rejoinder have made major destructive weapons worthless, and so they have had to resort to new tactics: hand-to-hand combat, personal reality shields, flights of envenomed arrows, detonations of limited effect and duration, poison gas, and more prosaic mechanical and primitive traps… the best they can hope for is small and incremental progress in their struggle, but they have reached no further than this stalemate. Mazes of trenches crisscross the terrain, with bunkers behind the lines and deep divots of earth torn between them. Portals find occasional use, but the trenches remain the best way to move troops without exposing them to the withering death of pulsing beams and curtains of energy that sweep across the field. Gravitic fluctuations are common in that no-man’s-land, and free-roaming energies crackle and hiss in the air. Quantum slug-throwers pierce the sky day and night, and torn dimensions leave room for ultraterrestrials to step through and wreak havoc.

But they are castoffs. They have lifetimes to learn the craft of war, and they believe that they may yet find a way to destroy their foes.

Ask Torment Developers


Adam Heine and George Ziets have continued to answer questions from backers, which we periodically round up on our tumblr. George has answered a number of questions which we rounded up here. For future questions George asks you turn to his tumblr.

Here are some choice answers from Adam talking about the Numenera setting’s timeline, and about creatures from the Numenera books. Here’s Adam on what numenera are exactly:

So a brief recap for those unfamiliar: the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms. In those epochs, a number of great civilizations have risen and then disappeared into obscurity, each one orders of magnitude more advanced than all but the wackiest science fiction could even imagine.

The people of the Ninth World, however, are at approximately medieval technology levels, but they live among the debris and leftovers of a billion years of civilizations. Of course there are no books or other degradable things still lying around, but there are massive monuments made of metals nobody recognizes, giant crystals floating in the sky, mutated descendants of bioengineered creatures, automated military constructs following orders that don’t make sense anymore, and other weirder things that have withstood time.

The Ninth Worlders don’t understand how to make any of this stuff, but they know enough to cobble together useful artifacts from what they find.

To (finally) get to the question, “this stuff” is the numenera, but it doesn’t just mean sci-fi devices you find lying around (you actually don’t find sci-fi devices lying around much, but have to cobble your own). It also means the invisible forces still in the air. It means the datasphere that some civilization built around the planet — the one that can be accessed if you know what you’re doing (not that you’ll understand what you find) and beams the occasional strange vision (known as glimmers) into people’s heads at random. It means the creatures that look like they stepped out of a horror film. It means the dirt itself, which has been worked, refined, manufactured, or grown and then ground back into soil by time.

Although we do frequently use “numenera” to refer to the items and devices you will find in Torment, it really is ubiquitous and can be used by the clever or knowledgeable in infinite ways.


And here’s him describing our Crisis system:

Torment’s Crisis system (which we introduced in ridiculous detail here) might best be thought of as our “more than combat” system. Or better yet, think of it as a tabletop encounter, where combat is certainly one way to handle things, but where players have many, many more options available to them as well.

Yes, Crises are all turn-based. But no, they are not necessarily all combat. We use the Crisis system whenever there’s some kind of time-based pressure the player must deal with. For example, it would be a Crisis to sneak out of a prison or to try and rescue people from a rampaging horror. In the first case, the pressure comes from the guards who are patrolling or responding to alarms. In the second, of course, it’s the horror itself that provides the pressure. In both cases, while combat is a possibility, it’s not the ideal solution to the problem.

So the “other things” you can do depend on the individual Crises themselves. You might be repairing (or disabling) ancient devices, persuading people that you’re on their side, creating distractions to temporarily stop the horror, etc. We wouldn’t be able to do this kind of thing well in a massive dungeon crawl game, but since we’re focusing on quality over quantity — on a dozen or so handcrafted scenarios, woven tightly with the narrative and environment — we can afford to make each one really interesting.

As for quests, certainly there will be some that result in a Crisis, but just like PST there will be many quests (maybe most quests) that you can solve with just conversation and exploration. We’re excited about the Crisis system, but this is still a Torment game, after all, and that means that conversation and narrative are king.

If you’d like to ask Adam a question about Torment – or about anything, really – you can do so at his website here.


Interviews and more


There have been some very meaty interviews with the Torment team since our last update. Rock Paper Shotgun did a massive interview with Colin McComb, Adam Heine, George Ziets and Kevin Saunders, read part one here and part two here. GRYOnline interviewed Adam, Kevin, and Jeremy Kopman about game mechanics, story, companions and combat, an interview that’s available in Polish but also in English.

And of course our congratulations to our friends at Obsidian,who launched the Pillars of Eternity backer beta a few weeks ago and have already updated it since. We’ve enjoyed our playthroughs and look forward to playing more!

Our project lead Kevin Saunders has noted on twitter we hope to have a screenshot for you by the end of the month, so hopefully it’ll be less long before you hear from us again!

Thomas Beekers,
inXile line producer


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Первые кадры!

Update #33: Forget the Screenshot


TL;DR: First glimpse.

We couldn’t decide which screenshot so we slapped them all together and animated it.View the first glimpse of Torment: Tides of Numenera on our website!





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Привязал пластиковую карту в PayPal, проверил закидыванием одного бакса в копилку. Работает :)



Так что можно себе накидать на необходимую сумму, если вам чего не хватает в списке бонусов.
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Ну что, продолжим? :)

Апдейты старые (пока что), так что я буду немного их пояснять. Собирали деньги на расширение локации Bloom — хотели допилить кусок под названием Gullet. Требовалось собрать около 250 000, вроде. И собрали :) Я вот тоже вложился:



Заодно прикупив Wasteland 2 и забив себе место в титрах Torment :)





Так же будет лор про Оссифаган и развитие персонажа.

Update #34: Only 5 days for the Gullet!

Oct 11 2014

TL;DR: Gullet Stretch Goal ends on October 16th; Adam on character advancement; Colin on Ossiphagan lore; please claim your pledges and choose your add-ons by the end of the month.

Hi,

Kevin here. By now I hope you've all seen the recent Torment video, which revealed the first glimpses of the game.

We've made good progress on our The Gullet stretch goal. As Thomas mentioned in update 32, the Gullet is an area in the Bloom that is currently not planned to happen, but which we feel would add a lot to the flavor and pacing of the location.

You can read George's description of the area in update 32, but maybe it's good to explain a bit more what we feel it would add to the Bloom. As you would expect from a Torment area, the Bloom is heavily focused on dialog and narrative choices, as well as offering opportunities for exploration and discovery. The Gullet by comparison is closer to a puzzle in the sense that it offers a specific problem you have to overcome, with multiple solutions to success. Once in there's no way back and it's about using the tools at your disposal to get through. Exploring the location in more detail will allow you to find (the remains of) previous victims of the Bloom that were trapped in the Gullet, and scavenge for tools and knowledge that will aid in the challenges ahead. (The Gullet isn't a Crisis per se, but is relevant to one.)


A small subsection of the Gullet sketched out (artist Daniel Kim)

We have less than one more week left to the October 16th deadline. If you've been wondering why we feel tied to deadlines, it is because it's necessary for us to lock in each Zone's area design as we move into full production for it. We’re working on the Bloom currently and can only devote a certain amount of time/resources to it before we have to move on to ensure that other Zones get the attention they need. Currently we're 73% of the way to reaching our funding target, which will allow us to take on the Gullet. You can find our current funding total as well as top and newest contributors on our website. Just for clarity: all raised funds still go into Torment’s development, even if we do not hit the goal by the end of October 16th. But reaching this goal allows us to commit to including the Gullet. George would love to see his complete design realized (which is rarer than you might think), but we need your help to do it!

Speaking of the site, we recommend everyone to head over there and register on our website if you haven't already. Please specify your add-ons by Tuesday, October 31, 2014 and contact us immediately if you have any questions or difficulties. At that time, we will be closing off the add-ons that were available during the Kickstarter. Other offerings may become available, but they may not be the same values. (For example, during the Kickstarter, we made Wasteland 2 available as a $25 add-on. As the game's retail price is currently $40, we will be closing that option out. But if you gave us $25 during the Kickstarter to get Wasteland 2, we want you to be able to get it for the value we promised to you as a TTON backer.)

We've gotten great feedback on the website and Jason has been outstanding in quick turnarounds on improving it. One request from many backers was the ability to add a custom pledge amount to purchase add-ons or upgrade to available tiers, so we added this feature on the Pledges page. If you'd been meaning to upgrade or were looking at some add-ons, now's your chance. Any pledge will be registered instantly – verify your PayPal email and press «claim transactions» on the Email Addresses page if it does not. Check the Rewards page to see what add-ons and tiers are available to you. Not all rewards are available indefinitely, some tiers or add-ons become closed as rewards already shipped or due to limited availability.

Kevin out (for now).

Character Advancement


Adam here. I'm going to talk about how character advancement will work in Tides of Numenera.

Before that, I should tell you how it works in Numenera tabletop, because it's not a strictly traditional advancement system. First, as we've often said, you get XP when you solve problems, complete quests, and make discoveries—not for individual kills. Second, XP is spent, not accumulated – like cyphers, XP are a resource not intended for hoarding. Most of the time, you'll have less than 4 XP, because that's how much most character advancement steps cost. Third, you can also spend XP on short-term benefits—on things other than character advancement.

That last one raises a couple of obvious questions. Why would you spend XP on short-term benefits when you can give your characters lasting benefits like new abilities (or flipped around: what happens if you spend all your XP on short-term benefits and get to the final confrontation with a 1st-Tier character)? Also, if the game has enough XP such that players can spend some on short-term benefits and max their Tier by the end, what's to stop them from spending all their XP on advancement up front, basically maxing out their Tier halfway through the game? How could we balance the game like that without scaling?

Our answer to these questions is what we are, in Torment, calling Discovery Points (DP). Throughout the game, you will gain both XP (per character) and DP (for the party).

Experience Points are gained primarily by accomplishing critical path tasks: progressing quests and solving Crises and other major encounters. Each character gains their own XP individually, though usually if the party completes a Crisis or a quest, all party members will gain the XP. (SIDEBAR: Sometimes you can leave a Companion behind and pick them up again later in the game. In these cases, they will gain their own XP outside of your influence (they don't just sit around waiting for you, after all). So if you pick them up again, you will find them close to your level.)

Each character spends their own XP on character advancement steps, each of which cost 4 XP. These advancement steps include:

1) Increased Stat Pool
2) Increased Stat Edge
3) Increased Maximum Effort Level
4) Additional Skill Training
5) Improved paincasting ability (Last Castoff only)
6) Additional Class Abilities (beyond what you get for your Tier)
7) Reduced Armor Penalties

Every four advancement steps, the character will advance to the next Tier. The first five can only be advanced once per Tier, and #5-7 are really optional steps (the Last Castoff's paincasting ability will be improved in other ways in the course of the game).

Typical character advancement might look like this: (gain 4 XP) add a new Skill, (gain 4 XP) increase Might Edge, (gain 4 XP) increase Maximum Effort Level, (gain 4 XP) distribute 6 new Stat Pool points. Then as soon as the fourth one is done, that character advances to the next Tier—they gain new abilities from their Focus and choose new abilities and Skills from their Type (glaive, jack, or nano). They can also then use XP to purchase any of the advancement steps again toward the next Tier.

We're planning on balancing the game out to 6th Tier (the maximum Tier in the Corebook), though completionists may still be able to purchase certain advancement steps beyond that if they collect enough XP.

Discovery Points are primarily gained through (wait for it) discovery: figure out how to communicate with an ancient (and alien) intelligence, access a memory abandoned by the Changing God in your brain, or decipher the tale told by an ancient set of moving cave drawings.

DP can also be gained by accepting Intrusions. These are opportunities to make an easy encounter more interesting, rewarding the player for dealing with an added complication. For example, say you're taking on the Sorrow directly (it's not a good idea, but let's say that you are). You discover it's weak against fire damage and, with the help of a flamethrowing artifact you found, are actually doing pretty well against it.

Then an Intrusion occurs. The Sorrow begins to shifts its own molecular make-up so that it's weak against something else but fire barely hurts it. This Intrusion won't always happen: most Intrusions will only trigger when an encounter is already proving easy for you, and many of them have additional conditionals that must be met. Now that this one has triggered, you have a choice: you can spend 1 DP to stop the Intrusion (how that works out narratively depends on each Intrusion, for example maybe you strike a lucky blow, doing little or no damage, but disorienting the Sorrow long enough that it can't finish the shift), or you can let it happen to gain 2 DP.

DP is gained and used by the whole party, and it is spent on short-term benefits. We haven't finalized what all those benefits will be, but some examples might include:

• Refusing an Intrusion
• Making a recovery roll without needing to rest
• Gaining an extra level of Effort on a task for free
• Taking extra movement during a Crisis
• Performing an extra action during a Crisis
• Retrying a failed action during a Crisis
• Crafting special items that require a crafting cost

The goal here is to maintain the mechanics that make Numenera fun, to keep Torment balanced (so we can estimate approximately what power level characters will be in a given Zone), all while doling out frequent and exciting rewards.

Adam out.

Lore Update: Ossiphagan


Colin here.

Far to the southeast of the Sagus Protectorate, a ring of mountains stand, carven alien faces adorning their peaks. Fires erupt within this ring, rivers of magma pouring down the inner faces of the mountains to create vast pools of constantly churning molten rock and metal.

Few, if any, natural volcanoes remain extant on the planet today. So then how is it that Ossiphagan’s ring of fire continues to bubble, boil, and erupt in a never-ending cycle?

Based on the best guesses of the Aeon Priests who have ventured here, the Lava Fields of Ossiphagan seem to have gone through at least three major shifts. Before the volcanoes erupted, the plains were home to enormous beasts covered in spines and claws, larger than almost any beast known to the Ninth World. None alive in the Ninth World know how they came here, whether they were created or grew, or whether they were one of the civilizations that dominated the planet in epochs past. Neither does anyone know why so many of these behemoths died on these plains – whether they chose this place or were slain here, destroyed by some power of untold magnitude. But die they did, in staggering profusion, and their steel-hard bones stood testament to their passing in the eons that followed.


An illustration from Adam Heine's upcoming From the Depths novella, set in Ossiphagan (artist: Rebecca On)

In later ages – how much later, none can say – the terraformers came. At least one civilization among the prior worlds had the ability to engage in terraforming and large-scale geological reshaping. We know this because someone hurried along the process of continental drift to join the continents into a supercontinent, created impossible landscapes, thrust crystalline spires into the sky, and re-routed the entire continental subduction process to channel a good portion of the Earth’s magmatic flow to this single point, where they carved alien faces high on their artificial mountains, from which the lava spilled. Why? None know. Some suggest that the fire wights that prowl the constantly bubbling magma may be the descendants of the original builders – they have certainly bedeviled Ossiphagan’s visitors throughout living memory.

It is believed that yet another civilization made use of these planetary forces for their own ends. Visitant legends suggest these planetary forces were used as a massive, interstellar forge, and that Earth was an important stop for the ships that plied the interstellar winds.

So Ossiphagan was born. The bones that littered the landscape provide excellent natural insulation against the flame, the fractures and striations within the basis for an intricate network of tunnels and walkways, and so seem to have been repurposed into towers filled with incomprehensible machinery. Force screens that still (largely) function might have shielded those who ventured into the super-heated air. Within the towers, alien and almost-incomprehensible control panels seem to direct the flow of magma from one holding pen to another – perhaps to purifiers or waiting vessels? The academics are uncertain on this point. Some of the bone-towers appear to be designed to signal through the air, for they emit non-lethal (to humans, at least) pulses of energy into the sky – perhaps to direct vessels, or as a lighthouse of some sort for the planet. Other towers seem to have played a part in guiding the molten metals to ruined buildings ringing the great furnace, for great sweeps rotate and direct the churn. Aeon Priests believe that for uncounted years the Forge of the Night Sky played a vital role in interstellar and intergalactic trade.

But as is so often the case in the Ninth World, those who might have shed light on the truth seem to have disappeared, and with them the history of Ossiphagan. All that remains is guesswork: perhaps the trade route died or the galaxies spun apart or a war swept the shipping lanes. Whatever the truth, the great vessels stopped coming. The control towers went unmanned. Time worked its insidious ruin on the structures, and the faces on the peaks eroded with the centuries.


A black-and-white version of the cover illustration from Adam Heine's upcoming From the Depths novella, set in Ossiphagan (artist: Rebecca On)

Yet the constant churn continues. The old machines in the heart of the mountains still push the molten rock and metal through the mouths of the mountains. Those who have come to Ossiphagan — whether driven to a last refuge by the forces of the Tabaht or exploring the fires that erupt to the southeast of the Sagus Protectorate — report that the force-screens still hold against the fire wights that roam the channels. The controls still function, if anyone alive can puzzle them out. Other secrets may lie hidden as well.

The name of the Forge of the Night Sky still conjures wonders. But as far as anyone can tell, nothing from it has reached the sky for years.

History of the Lore

In July 2013, we revealed an image from Chang Yuan. My original title for it was “The Ruins of Ossiphagan”, but Kevin thought we ought to have something more evocative (personally, I thought it was plenty evocative, but that’s because I knew what the whole picture was about when I requested it; in retrospect, Kevin was right – as usual).

The three options I provided all still work:

— The Dwellers in the Magma Fields
— The Bonedancers of Ossiphagan
— The Forge of the Night Sky

It was the latter that won out. Just as well, because Adam got to write about the first two for his novella, telling us about the bridges and bones and the strange lights at the heart of the picture. But we’ve got more secrets for the place, and you’ll uncover those as you play Torment.

Colin out.

Torment Team Together


Wasteland 2's release saw a few developers that worked on both that title and on Torment visit inXile offices. Here's a snapshot from Brian Fargo's twitter:


From left to right: Chris Avellone, me, Colin McComb, Brian Fargo, Steve Dobos, George Ziets

This led to our fans on the Codex to ask the astute question «what does one haircut matter?» The answer, it turns out, is a lot:



Adam Heine is missing from the picture, but we are planning on another team meeting in the near future. Whether we’ll all be sporting the Colin look by then is to be determined.

Kevin Saunders
Project Lead


www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/1013967
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Из интересного: вышла первая новелла про Золотую Волну (я пока использую термин «Волна» (Tide), пока не ясно, как это официально будет на русском), небольшой отрывок из неё и немного AMA от Джоржа Зитса.

Update #35: The Gullet Extended, Gold Tide Rising

Oct 18 2014

TL;DR: Gullet Stretch Goal extended to October 31; Gold Tide novella released; Monte Cook Games videos and more.

Hi, Thomas here. I'd like to start out today's update with a huge «thank you!» for the immense outpouring of support we received for our stretch goal to add the Gullet into the game. We received some incredibly generous pledges from many backers, including an anonymous donor ($1665), Pookie ($1271), Najiok ($900), Hiro Protagonist ($750) and even a pair of $750 pledges from our very own Colin McComb and Kevin Saunders.

Unfortunately, we fell somewhat short of our goal (about 15%, or $35,000) to see the Gullet added to the final game. However, we did not want to see this great effort of yours go for naught, and we also realized based on comments about this stretch goal as it closed that awareness had not spread widely enough. Some people suggested extending the deadline, in part to allow word to spread to where it didn't before.

So, we're moving the stretch goal deadline for the Gullet to the end of Friday, October 31. Just over $30,000 to go!

Coincidentally this is also when we will be closing a number of add-ons from our Kickstarter period. So while new backers are more than welcome you may also want to consider some of our add-on options! And to remind everyone: please specify your add-ons by Friday, October 31!

From the Depths: Gold Released


We've released the first of our From the Depths novellas. If you need a refresher: the From the Depths stories are a series of novellas being written by people involved in Torment: Tides of Numenera and Numenera itself. While not required reading to play, they provide a richer understanding of the Torment world and characters as well as the Tides.

If the Digital Novella Compilation was part of your Tier, or if you pledged for the $15 add-on, then you can retrieve Adam's novella it RIGHT NOW at our site. It's available DRM-free in all the most common eBook formats (epub, mobi, azw3, and PDF).



The first one we're releasing is written by our Design Lead Adam Heine, and set in Ossiphagan – which was the subject of the lore piece in update 34. It is one of the five From the Depths novellas that give specific insights into the nature of the Tides, with Adam's focusing on the Gold Tide. An excerpt:

Luthiya gripped the ragged edge of the rock, her heart beating thrice as fast as it should've been. A wide river of magma coursed fifteen meters below them, and within it—or were they above it?—floated a dozen or so humanoid shapes. They were golden and ethereal, like wisps of flame, though there was nothing to burn. In another place and time, they might've been beautiful, but Luthiya couldn't see past the fire. Fire meant destruction. Death. The Tabaht.

«What are they?» she breathed. And why is Ama excited about these... things?

«Fire wights,» Ama said.

«Wights?!» Luthiya hugged herself tightly, remembering old Shue ghost stories in which the dead returned from Abaddon to feed on the living.

Ama touched Luthiya's arm. «Hush, child. I'm not ready for them to know we're here. Fire wights is a misnomer, based on how the Ossiphagans saw them. These creatures are very much alive.»

«Which brings us back to the question,» Luthiya said, more quietly.«What are they?»

Ama sighed, as though Luthiya should already know. «Old, of course. Probably not of this world at all. They're extremely intelligent, if somewhat difficult to communicate with. I wonder if the thermebus would be useful in.. .»

Ama continued talking to herself, and Luthiya ground her teeth. The nano often did this: babbling to herself as though Luthiya weren't there or couldn't understand what she was saying. Normally, Luthiya would let her run on—she'd learned a lot of useful things that way—but there were more important things right now. «Are they dangerous, Ama?»

«What?» Ama looked at her and blinked, obviously having forgotten Luthiya was there. «Oh, no, child. They are not fire any more than they are undead. They aren't even hot, though they can become so. They communicate through a form of temperature variation. One could spend another three or four lifetimes trying to under—»

«Ama,» Luthiya said as politely as she could behind clamped teeth. «Why are they exciting?»

Her face lit up as she said, «I don't know.»

«What?»

«There's something important about this place, Thiya. I feel it, and it has something to do with the wights.» There was a spark in her eyes Luthiya had never seen before. Joy... but scarier. «I think we can help them.»

«Help them?» The nano was always strange, but this was beyond that. It was one thing to spend hours staring at some metal orb that hung by its own power, but Ama seemed unusually detached from reality at the moment. «We're having enough trouble helping our—»

«Look!»

Ama pointed as some of the wights came together in a circle. Flamelike coils stretched forward from their bodies. Arms, Luthiya thought. The wights plunged their arms into the magma, then the circle began to spin. The magma spun with them, as though the wights were stirring it.

As Luthiya watched, the magma changed color from red, to orange, to gold. The wights rose into the air and a tower of golden magma rose out of the river with them. She gasped. How is that even possible?

The magma continued to rise. Some of the wights remained at the base, coaxing more magma into the tower, while others guided it toward the cavernous ceiling. Finally they reached the roof where a smaller circle of wights had formed and was molding the magma into the ceiling itself.

Luthiya wasn't sure when it changed, but the magma became a shimmering black, a pillar of twisted glass that hadn’'t been there before. «Like the chantry,» she said in awe.

«And the bridges,» said Ama, smiling down at her. «Think what we could do with their help. We could rebuild this city.»


Monte Cook Games Videos


Monte Cook Games has released a set of «How to Play» videos which serve as excellent introductions into the Numenera pen and paper game. If you're unfamiliar with the game's world and rules – or even if you're not – the How to Play Numenera video is definitely recommended viewing. Less relevant to our backers, but still a fun and interesting watch, is the How to Play The Strange video. Both feature Monte Cook, Shanna Germain, Bruce Cordell and Jen Page. Give 'em a watch!

Ask George Ziets


Lead Area Designer George Ziets has continued answering questions on his Tumblr, which as always you can find