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-   -   Torment: Tides of Numenera - Update 6, Inhabiting the Bodies of Others (http://www.rpgwatch.com/forums/showthread.php?t=19766)

woges March 14th, 2013 03:10

Torment: Tides of Numenera - Update 6, Inhabiting the Bodies of Others
 
New update, new video, new stuff.
Quote:

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.
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More information.

Couchpotato March 14th, 2013 03:10

I love his apology. A little bit of humor and a little bit of trolling.:) Perfect.

Link-http://www.youtube.com/watch?v=wwDWx1cAqP4

Remember it's called role playing people.

rjshae March 14th, 2013 03:12

Pledged. Not sure yet if I'll like it, but I'm intrigued enough to jump in.

akarthis March 14th, 2013 12:14

I'm really happy about this effort but i try to hold a small basket. Recreating a masterpiece is a tough job. I'll just follow the way of "wait and see".

Sacred_Path March 14th, 2013 12:43

I'm a backer, but I have to say I'm a bit skeptical about some gameplay/ story elements.

Like inhabiting the bodies of others, going to a weird place when you die, being perpetually hunted… it seems like they're putting in stuff just because it's "out there". That's not a good way to approach games (and where does it end?).

GhanBuriGhan March 14th, 2013 14:01

Quote:

Originally Posted by Sacred_Path (Post 1061188259)
I'm a backer, but I have to say I'm a bit skeptical about some gameplay/ story elements.

Like inhabiting the bodies of others, going to a weird place when you die, being perpetually hunted… it seems like they're putting in stuff just because it's "out there". That's not a good way to approach games (and where does it end?).

Hmmm, can't say I share your worries. I find all this very exiting - it's fresh, different, and yet seems to be all well placed into the story and lore of the place.

Nameless one March 14th, 2013 14:11

Brian Mitsoda on team, that is nice to hear.Also loved the apology:).

rjshae March 14th, 2013 16:30

Quote:

Originally Posted by Sacred_Path (Post 1061188259)
I'm a backer, but I have to say I'm a bit skeptical about some gameplay/ story elements.

Like inhabiting the bodies of others, going to a weird place when you die, being perpetually hunted… it seems like they're putting in stuff just because it's "out there". That's not a good way to approach games (and where does it end?).

Making weird stuff stuff up is not a good way to approach a fantasy game? Heh. :)

As long as the game setting is internally consistent and doesn't just change the rules to advance the story, then I'm okay with that approach.

Sacred_Path March 14th, 2013 17:30

Quote:

Originally Posted by rjshae (Post 1061188296)
Making weird stuff stuff up is not a good way to approach a fantasy game? Heh. :)

making up weird shit for the sake of being weird is bad in case of games and other things.

"What does one life matter" is a hell of a question to answer decently. I'd rather not they piled on weird stuff on top of that. On the contrary, I think if you want to answer that question you have to have really banal options in the game, not "ZOMG I died and I'm now inside my own head. Feels good man"

Roq March 14th, 2013 18:08

Quote:

Originally Posted by rjshae (Post 1061188296)
As long as the game setting is internally consistent and doesn't just change the rules to advance the story, then I'm okay with that approach.

Couldn't agree more. And if you are breaking the laws of physics, you've got to know you're doing it and have some sort of reasoning behind it. I'm perfectly comfortable with floating islands, out of body experiences etc. as long they fit into the game world.

rjshae March 14th, 2013 20:16

Quote:

Originally Posted by Sacred_Path (Post 1061188305)
making up weird shit for the sake of being weird is bad in case of games and other things.

"What does one life matter" is a hell of a question to answer decently. I'd rather not they piled on weird stuff on top of that. On the contrary, I think if you want to answer that question you have to have really banal options in the game, not "ZOMG I died and I'm now inside my own head. Feels good man"

I'm interpreting the implementation in terms of the character being a type of god. In that sense I'd expect the character to have particularly unique abilities that wouldn't be available to an ordinary mortal. Hopefully the other "weird shit" is just an implementation of Monte's concept for a game setting. :)

darkling March 14th, 2013 23:37

I hate Monte Cook so much that I resent this entire project.

But I still backed it. I'm furious about this too.

Roq March 14th, 2013 23:49

Quote:

Originally Posted by darkling (Post 1061188365)
I hate Monte Cook so much that I resent this entire project.

But I still backed it. I'm furious about this too.

Had never heard of Monte Cook, before this KS. Why don't you like him?

rjshae March 15th, 2013 00:39

Hatred of creative people just seems like a waste of energy. :S

guenthar March 15th, 2013 06:33

I don't see what the problem is making a non-aspect (dieing) into an aspect of gameplay. Reloading every time you die is not an aspect of gameplay but if there is something that effects the gameplay and story related to dieing then it actually becomes a part of the game. You will probably still have the capability of reloading when you die but there will probably be a reason to actually die and go through this part of the gameplay.

GhanBuriGhan March 15th, 2013 06:57

And incorporating dying in the gameplay is of course one of the notable features of PS:T.

Sacred_Path March 15th, 2013 13:00

Quote:

Originally Posted by darkling (Post 1061188365)
I hate Monte Cook so much that I resent this entire project.

But I still backed it. I'm furious about this too.

I see what you did there

but I actually backed it because I wanted a game with a strong narrative (compared to the more traditional fantasy stuff I've backed). Just piling on weirder and weirder elements doesn't help there, although a certain degree of alienation is probably necessary if you want to go against the tropes.

I'm p. sure any reviewers who will point out that "less would have been more" will attract the vitriol of the fanboys.

Roq March 15th, 2013 13:54

Quote:

Originally Posted by Sacred_Path (Post 1061188426)
I'm p. sure any reviewers who will point out that "less would have been more" will attract the vitriol of the fanboys.

I think the death mechanic is a potentially interesting idea. The take one step, save, rinse and repeat method in most single player games is something that surely could use some alternatives other than iron man modes, which tend to be too extreme. You can't ask them to innovate and then scream when they actually do something a bit differently :).

Mr Smiley March 15th, 2013 14:57

Quote:

Originally Posted by darkling (Post 1061188365)
I hate Monte Cook so much that I resent this entire project.

Would the reason for this hatred of yours perhaps be his use of a DRM-encrypted PDF system when selling his electronic d20 material through the DriveThruRPG.com store some years back? Or is it personal?

Sacred_Path March 15th, 2013 15:47

Quote:

Originally Posted by Roq (Post 1061188432)
I think the death mechanic is a potentially interesting idea. The take one step, save, rinse and repeat method in most single player games is something that surely could use some alternatives other than iron man modes, which tend to be too extreme. You can't ask them to innovate and then scream when they actually do something a bit differently :).

Well… as has been remarked, they're not actually innovating. I'm willing to bet that if it hadn't been for PS:T, they would have gone with a regular death mechanic.


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