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Torment: Tides of Numenera - even more literary than Planescape
Torment: Tides of Numenera - even more literary than Planescape
June 2nd, 2015, 12:51
PC Invasion are drawing out their content by releasing teaser lines from an interview with InXile that they'll later publish in full. Weird, but I'm eager for even snippets of info about Tides of Numenera, so here they are.
Project lead Kevin Saunders says that:

More information.
Project lead Kevin Saunders says that:
In terms of the gameplay, we’ve probably gone for even more of a literary approach than <em style="font-size: 1em;">Planescape[/i].Creative lead Colin McComb describes Numenera's design intentions:
We want our players to be active participants in this game, and thinking about it, and figuring out what it is that they’re pulling away from the game, and building in little verbal puzzles as well.The rest of the interview will be online in a few days.
Not puzzles in the sense of “you need to solve this” but in the sense of “there’s a greater mystery behind this” that someone who’s playing casually might miss, but someone who’s playing carefully will say, “hey wow! I figured that out.”
The main difference is that Planescape is built more around belief, and wisdom, and the exploration for answers regarding the soul; whereas Numenera is more around exploring the world around us as it is.
We don’t want to solely do the dark, grim, crushing experience that a lot of Planescape was, but at the same time we also want to convey the sense of incredible age.

More information.
June 2nd, 2015, 12:52
Word puzzles?
PLEASE NOOOOOO!
Consider that not all players are English scholars…
Case in point 1: remember an old adventure game called Callahan's Crosstime Saloon?
The game was good: great characters, excellenet graphics, cool premise - but the word puzzles killed it. Shame, because it was based on quality literary material (Spider Robinson's quirky books)
Case in point 2: Betrayal at Krondor and its Awful Chest Locks.
That game was hard then (pre-internet), and cakewalk now (post-internet).
So why implement a mechanic that's sole purpose is to frustrate players?
… and finally… an example of Getting Things Done Good:
Dark Heart of Uukrul and its Wonderful Crossword Puzzle:
This puzzle was an absolute blast to figure out - not the actual solution, mind you, but the grand idea! (Minor Spoiler: part of the dungeon was a huge crossword puzzle! When I realized this, I howled like a doped-up mad lycan)
PLEASE NOOOOOO!
Consider that not all players are English scholars…
Case in point 1: remember an old adventure game called Callahan's Crosstime Saloon?
The game was good: great characters, excellenet graphics, cool premise - but the word puzzles killed it. Shame, because it was based on quality literary material (Spider Robinson's quirky books)
Case in point 2: Betrayal at Krondor and its Awful Chest Locks.
That game was hard then (pre-internet), and cakewalk now (post-internet).
So why implement a mechanic that's sole purpose is to frustrate players?
… and finally… an example of Getting Things Done Good:
Dark Heart of Uukrul and its Wonderful Crossword Puzzle:
This puzzle was an absolute blast to figure out - not the actual solution, mind you, but the grand idea! (Minor Spoiler: part of the dungeon was a huge crossword puzzle! When I realized this, I howled like a doped-up mad lycan)
Keeper of the Watch
Keeper of the Watch
June 2nd, 2015, 14:09
Riiight, I'm at work, can't concentrate on riddles. 
But…
Dunno what's or who's Callahan.
Without looking the spoiler, the first thing on those three words that appears in my mind is a ship cook. Next thing i suspect, is a fly (where spoon is a paddle).
However seeing the spoiler I'm now clueless. Dunno any name that contains cook or fly.

But…
Dunno what's or who's Callahan.
Without looking the spoiler, the first thing on those three words that appears in my mind is a ship cook. Next thing i suspect, is a fly (where spoon is a paddle).
However seeing the spoiler I'm now clueless. Dunno any name that contains cook or fly.
--
Toka Koka
Toka Koka
June 2nd, 2015, 16:39
I do love huge and branching dialogue trees, but verbal puzzles seem like the easy way out to me. Not to mention they have no replay value at all.
Guest
June 2nd, 2015, 18:08
Originally Posted by Sacred_Path
Not to mention they have no replay value at all.
Originally Posted by FarflameReplay the game for its story? Very likely. Why? Because I want to experience it again.
Most puzzles and stories have no replay value
Replay it for the world puzzle? Not so much. Why? Because it was a stupid hindrance in my epic quest.
… unless if the emphasis is not actually on the puzzle, but on the context (see: Uukrul's crossword dungeon)
A mildly offensive, NSFW example on this, penned by Herr Governator himself

http://41.media.tumblr.com/tumblr_ks…4vjio1_500.jpg
Keeper of the Watch
June 2nd, 2015, 18:14
Originally Posted by FarflameBranching dialogue does, word puzzles do not. IMO they're a cheap way to make a game appear focused on dialogue. A "real" dialogue "puzzle" means finding your way through a branching conversation to reach the outcome you want.
It doesnt sound like a valid argument. Most puzzles and stories have no replay value (except some branching and different solutions).
It will be probably a minor thing so Im mildly positive.
Guest
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Torment: Tides of Numenera - even more literary than Planescape
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