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Torment: Tides of Numenera - Cut Companions
Pinx found an answer on Reddit why some originally planned content has been cut from Torment: Tides of Numera:
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"We can say that any DLCs or expansions that we put out will always be free to our backers of that game, so there is no need to worry about paying for any additional content in Torment."
This is one reason why Inexile is a great rpg company. With so many AAA companies trying to get every penny they can squeeze out of gamers these days through preorder scams and bonuses and micro-transactions up the yin yang, this statement above is very refreshing. |
Not a big deal, IMO. Things get cut, things happen during development. The weird thing is when you have these stretch goals that I assume make some people pledge even more than they might otherwise because they want that stretch goal in the game. The most famous example of this I think is the day/night cycles in Divinity: Original Sin.
But overall, the game is going to be great (I think it will be a hit for InXile), so it's all good. Original Sin was great as well, even without that feature. Maybe they'll add some stuff back later for free if the game really does well and people ask for it. |
I agree as well. No big deal but hopefully some of the missing stuff will get patched in over time or form part of a "Directors Cut".
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I take deep and meaningful companions over many shallow ones any time. Shadowrun Dragonfall (as indie) had only few companions but you could make whole games or write novellas about each!
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That doesn't mean I don't want dialogue and story as well, but I'd prefer cutting back on that for most characters and adding more gameplay-oriented options. However, in my "perfect" game there would be many options for building your party via different companions and just enough dialogue and story to keep them interesting. Also, using your imagination can work well to fill in the blanks in story and dialogue as well. I usually have more fun when I do that anyway. |
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Managerial fuck ups are just as, if not more, likely reason. Quote:
IIRC, for example Larian, an actual great RPG company in my book, made update(s) concerning cut features long before release. |
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Worst thing about this is they probably wouldn't have even said anything had people not noticed what was going on and called them out on it.
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IMO this makes a good case for keeping all this stuff internal until the pruning has been done and the product is ready for general mass consumption. Might seem nice to air all your crazy ideas during the kickstarter when that's pretty much all you've got at that point, but it'll come bite you in the ass later when reality hits and it's time to actually make the damn game. Same shit with DOS and their day and night cycle. Too much work? Oops indeed. |
In the end, there's only so much money to spend before they have to ship so expecting everything to turn out perfectly as planned after a multi-year development is a pipe dream. The important thing at the end is if the game is good, and signs are positive so far. That said, they should be communicating better.
Not so much cut characters (unless they specifically promised a specific character), but things like cutting the Italian language (which was promised in the kickstarter). I can understand that it became too costly to justify that translation for the number of people who'd use it, but they should be telling people up front that it's been cut the moment they made that business decision, not just quietly changing it on their 'about torment' page and waiting for users to pick it up for themselves a month before release. Communicate, Inxile, communicate. |
That what you get for trusting InXile
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I don't see an issue here. No battle plan survives contact with the enemy. We're trusting the developers to put their expertise into play and create the best game they can with the resources they have.
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I downloaded the beta today (apparently all kickstarters with digital edition get it free) and did a 30 minute test drive and at least the prologue is very reminiscent of Planescape. It was very text heavy and if continues to be like PST then I prefer companions with more depth and uniqueness. BG had way too many and I dont even remember them all while PST had some of the best ever.
Also I had no illusions that the game would meet the deadline, if the quality is there then any transgressions will be forgiven. I also cannot recall a single kickstarter I backed that met scope and deadlines and most have never come close. |
Crafting (which was a stretch goal as well) also was cut from the game:
https://forums.inxile-entertainment….art=20#p179453 Italian localization is also cancelled. Refunds are being offered for people who were wanting it. |
I'm actually glad crafting is gone as its typically done, in favour of something more fitting the setting.
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Good crafting is a game on its own. IMHO it only works if you have a large amount of different variations and receipts. It works best, when you don't have to fear running out of ingredients. That means respawning mobs and ressources, returning to areas to collect these ingredients and so on. Imho it fits best to open world games and ARPGs, but it doesn't fit to games, where items are meant to feel special and unique.
I also wouldn't mind cutting companions. I don't think the rest necessarily becomes more "deep" or "meaningful" because of that decision. That are catchphrases, most of the time it only means more text for the remaining characters. But more text or details doesn't necessarily result in more depth. Sometimes beauty also comes with simplicity. So cutting companions first of all means it didn't fit to the budget. That's fine, sometimes you have to accept economic truths or time-tables. Cutting content isn't something extraordinary. It happens all the time and often you even can't determine the exact moment when this decision was made. You start with small changes to the concept, make it fit to the overall vision and suddenly you realize it turned the whole idea upside down or got lost somewhere on the road. When you're part of the process, it's a logical result of all the efforts and you don't necessarily realize how it looks from the outside. So I wouldn't blame them for not telling all the time what was cut during development. After all, a designer's first goal is to deliver a game, that seems coherent. Sometimes you have to make decisions for that and you don't want the crowd to interfere permanently with their thoughts and personal opinions. Because every artisan work needs vision, not democratic public votes. Cancelling a complete localization and don't communicate it on the other hand… well. You could expect more sensibility from a producer team, because it's their job to meet demands of different stakeholders. IMHO it was very silent on the public front during the last months. I can't speak for the official forums, but personally I don't care for that. I backed that game, it should at least have been mentioned in a progress report for backers. I'm not a million dollar investor, but IMHO the handling of the smallest investors - and IMO backers are invested in a product - reflects the true character of a company. ATM there seem to be two possibilities. They don't recognize backers as investors to their business. Because maybe they don't really need backers to make their games but use it as marketing and sales tool. That means they use it for a purpose, it wasn't originally meant for. It could explain different perspectives on that communication topic. Or they are simply not prepared to meet these demands. Of course I could think of more trivial reasons, like a publisher/distributor decision that wasn't communicated clearly in the internal process, simple misunderstandings and coordination problems, illness or simple things like that. Still doesn't look good when the whole world watches what you're doing there, especially a month before release. |
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Also, for crafting, I think it's cool when it encourages experimentation and often results in surprises you didn't think were possible. Divinity: Original Sin is a good recent example of this. |
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Then six weeks later in early August 2016 they revealed that the game was also going to be a simultaneous release on consoles. Anyone is free to do their own math and put two and two together but to me it is obvious why the final delay decision was made primarily (sure, as a secondary bonus the delay also gave them extra time for additional polishing but apparently not enough time to include the promised Italian localization or the cut companions etc.). |
Okay, well here's a little math: TToN has around a million words to translate into multiple languages. Meanwhile, the software is being written in Unity, which has built-in multi-platform support. Which part do you imagine takes more labor to implement?
I'll take Words for $100, Alex. ;) |
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They certainly don't do the translations themselves and including (copying&pasting) the outsourced translations back into the game via the editing tools is something that a bunch of interns could do working in shifts in a fairly short amount of time (if that is even required… I don't know how Unity handles multiple languages exactly but they might even have more convenient ways to work with outsourced localization which could minimize any manual work). The console port OTOH requires a lot on the part of the actual devs because they need to adhere to all the standards and specifications of the consoles, meet requirements, pass certifications, yada, yada, yada. It's quite a lot of actual extra development work instead of something that is not even done in-house for the most part like localizations. The console port also requires a different interface and lots of fine-tuning due to the text-heavy nature of the game (inXile said they wanted to pay extra attention to making it viable to read long texts from 10ft away on the couch). The PC version was promised to be DRM-free. Chances are 99.9% that the main reason for the delay was the simultaneous release on PC and consoles to minimize the effects of PC piracy on console sales. |
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More broken kickstarter promises. This is why I've held off backing anything for quite a while despite the temptation. ( really tempted by POE2)
I have a feeling this would be a much different and nastier thread if this were EA or Bethesda. |
I constantly read about broken promises but can't find what exact promises were broken in Torment2.
Nastier if it wasn't inXile? Really? I remember yelling like crazy about MMOization of Wasteland3 and what happened? Noone basically reacted - I just got answers to shove off with my once bitten twice shy. And it's also inXile. Development of a game involves numerous plans and ideas, some of those just don't fit in the final product or are too complicated to realize in some reasonable time. So some content gets cut. Some of it return over time as we saw with Kotor2 where fans reconstructed cut materials. Some returns as DLC if developer has funds to finish later what was cut - please do not mix this with deliberate cutouts to milk fans. Some cuts don't appear ever in a game, but sometimes gets integrated within another game (usually a sequel). And some content is cut because the publisher does not want to admit PC pwnage over garbageware. Code: Watch Dogs. Thank god for modders. Where exactly inXile went wrong with Torment2? Show me please. I just don't see it. |
They've cut stretch goals, i.e. features that have been promised for achieving specific funding goals. And they didn't communicate it.
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Sure, most if not all games have content cut for a bunch of reasons. No big deal on this part.
However, they - InXile - did advertise the game on said cut content during the Kickstarter Pitch. This makes it kinda of a big deal, not to mention they further salted the wound with zero communication up to this point, and at this point it has been months, if not years since they knew there was going to be a lesser number of companions than originally advertised/promised. I mean we're like a month from release and a companion is not soemthing you throw in the game in the last minute. Or the 2nd City. Furthermore, they - again InXile - flat out lied twice - once, with the advertised Italian translation which they are not delivering, even when this was cited as one of the reasons for the last delay, which was really for the simultaneous console release, and a 2nd time, when they said getting a publisher in Techland was to pawn off stuff like lcalizations, among other things, when it was just a nice bonus, they got a publisher for again, the console release, since no boxed console versions would get them zilch (I would think), since Digital only release is not a biggie on the console front. Pawning off localizations and other stuff was a nice side bonus to that, but still. In any case, we would have already had Torment 2 already out if not for Fargo's console play. Which I'm majorly puzzled about. Original Torment has always been a niche title, why would its "spiritual successor" be any big on consoles right now? Wish they pushed a mobile port, and they would probsbly get morr sales on that |
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Pulling back on the translations without explanation isn't very nice but they indicate they will refund money to those wanting those translations. Not ideal but I know I'm not going to back PoE2 this time around for a number of reasons but this doesn't help. |
Just not seeing the outrage. The Italian localization is not that big a deal, Jesus. Just how many Italian customers of Torment: Tides of Numenera are out there? Maybe, oh, a handful or so, relatively speaking. It's a very small number, let's be blunt. The way some go on and on about it in some previous posts, you would think it is millions upon millions. Gimme a break. And I have a feeling most Italians will be able to get by with an English edition, somehow. (I think most Italians know English as a second language, let's get real)
I'm a backer of the game, and I'm not disappointed in any way whatsoever, indeed, I'm glad they have taken such a long time to make it because I have heard very good things about all the polish and improvements they have made, and I'm looking forward when the game drops in a month or so. Just to offer a different perspective. |
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To be honest I never read stretch goals. Backed the project before those were even mentioned. I wish someone listed which ones were removed. Translations/localization, sorry, I don't know what and why, but better none than lousy or laughable translation. |
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