|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Torment: Tides of Numenera - even more literary than Planescape

Default 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:

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.

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.
The rest of the interview will be online in a few days.


More information.
Hexprone is offline

Hexprone

Hexprone's Avatar
Thou hast lost an eighth!

#1

Join Date: Jan 2012
Location: San Francisco
Posts: 1,198
Mentioned: 6 Post(s)

Default 

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)
duerer is offline

duerer

Keeper of the Watch

#2

Join Date: Mar 2008
Posts: 799
Mentioned: 8 Post(s)

Default 

June 2nd, 2015, 12:56
Originally Posted by duerer View Post
Word puzzles?
PLEASE NOOOOOO!
Consider that not all players are English scholars…
Actually yes please.
It's more challenging that way and you can learn something new.

Stuck for hours on one? Ask here. I will.
--
Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
Original Sin 1 & 2 Donor

#3

Join Date: Apr 2009
Posts: 23,468
Mentioned: 230 Post(s)

Default 

June 2nd, 2015, 13:39
OFF

Originally Posted by joxer View Post
Actually yes please.
Hey, how about an easy one?
This is from Callahan's and it made me quite a bit mad back in the day I played that game:

Broth + paddle + vagabond
And the answer is
Spoiler – minor clue - not a full solution!

Good luck!
duerer is offline

duerer

Keeper of the Watch

#4

Join Date: Mar 2008
Posts: 799
Mentioned: 8 Post(s)

Default 

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.
--
Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
Original Sin 1 & 2 Donor

#5

Join Date: Apr 2009
Posts: 23,468
Mentioned: 230 Post(s)

Default 

June 2nd, 2015, 16:07
Spoiler
Ovenall is offline

Ovenall

Ovenall's Avatar
SasqWatch

#6

Join Date: Jan 2010
Location: Downtown Chicago, IL
Posts: 1,561
Mentioned: 4 Post(s)

Default 

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.

Sacred_Path

Guest

#7

Posts: n/a
Mentioned: Post(s)

Default 

June 2nd, 2015, 17:55
Originally Posted by Sacred_Path View Post
Not to mention they have no replay value at all.
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.
Farflame is offline

Farflame

Farflame's Avatar
Keeper of the Watch

#8

Join Date: Feb 2014
Location: Ferdok in Aventuria (Europe)
Posts: 1,289
Mentioned: 25 Post(s)

Default 

June 2nd, 2015, 18:08
Originally Posted by Sacred_Path View Post
Not to mention they have no replay value at all.
Originally Posted by Farflame View Post
Most puzzles and stories have no replay value
Replay the game for its story? Very likely. Why? Because I want to experience it again.

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
duerer is offline

duerer

Keeper of the Watch

#9

Join Date: Mar 2008
Posts: 799
Mentioned: 8 Post(s)

Default 

June 2nd, 2015, 18:14
Originally Posted by Farflame View Post
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.
Branching 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.

Sacred_Path

Guest

#10

Posts: n/a
Mentioned: Post(s)

Default 

June 3rd, 2015, 06:36
I was about to bitch about reading a book with even more text, but I happen to adore word puzzles

DArtagnan

Guest

#11

Posts: n/a
Mentioned: Post(s)
RPGWatch Forums » Comments » News Comments » Torment: Tides of Numenera - even more literary than Planescape
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 10:47.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch