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Torment: Tides of Numenera - Stronghold Feature Becomes a Reality
Torment: Tides of Numenera - Stronghold Feature Becomes a Reality
April 30th, 2013, 08:46
InXile has an update on Torment: Tides of Numenera. The update gives newsthat the stronghold feature will be included in Torment: Tides of Numenera despite the fact that the $4.5 million stretch goal wasn't conventionally reached.
Hello Forgotten Ones,More information.
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
--
“Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.”
“Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.”
Last edited by Couchpotato; April 30th, 2013 at 08:57.
April 30th, 2013, 08:46
Well, can't say I was sitting around waiting for this particular stretch goal, but nice surprise nonetheless. 
Player strongholds are hot, it seems. PE, D:OS and now this one…

Player strongholds are hot, it seems. PE, D:OS and now this one…
--
Exitus acta probat.
Exitus acta probat.
April 30th, 2013, 10:02
Cool, let's hope they make it a good one. Strongholds can be anything from relatively uninteresting novelties to very entertaining features.
SasqWatch
Original Sin Donor
April 30th, 2013, 10:24
I'm sure they've seen DOS kickstarter approach and attitude, and decided to be grown ups and appreciate what they earned. (although not sure if that's the case here, as they actually got the funding)
April 30th, 2013, 10:42
Originally Posted by wiretrippedFeel the same way, a stronghold didn't seem to be the thing this kind of game really needs, but I am sure they will come up with something interesting. However to me, this:
Well, can't say I was sitting around waiting for this particular stretch goal, but nice surprise nonetheless.
Player strongholds are hot, it seems. PE, D:OS and now this one…
but also our ideas for expanded reactivity, length and depth, pursuing some of our crazier ideas concerning choice and consequence.… is the real good news
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