|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Torment: TON - Interview with George Ziets

Default Torment: TON - Interview with George Ziets

June 1st, 2016, 23:07
@GameGrin they interview George Ziets, Lead Area Designer, about Torment: Tides of Numenera.

GameGrin:

What was the most important thing to you, going into creating Torment: Tides of Numenera?

George:

For me personally, it was recapturing the exuberant weirdness of Planescape: Torment. That's what I loved most about the game, and that's what I still remember now, more than fifteen years after I first played it. In PST, I could remove my own eyeball, carry around my intestines, learn to understand the language of creatures who spoke in rebuses, engage in philosophical discussion with giant golems. Nearly every NPC was strange and memorable, with a unique voice that sounded different from everyone else. (At the time, as someone who was just getting started in game writing, this was a revelation to me, and it inspired me to be a better, more flexible writer.)

It was clear to me that the Planescape design team wasn't worried about conforming to expectations or being too different from the usual fantasy fare - they were letting their imaginations run wild.

I wanted to do the same in TTON. Fortunately, we had the benefit of the Numenera setting, which encourages imagination. It's a setting with a billion years of history and technology behind it, and literally anything can happen. We also had the benefit of some excellent, highly creative writers. When I was designing areas and coming up with strange NPCs and circumstances for the player to encounter, it was always a pleasant surprise to see how the writers fleshed out the characters and made them even more interesting than they'd been in the design documents.

Based on my playthroughs of our first zone, Sagus Cliffs, I think we've succeeded in creating a highly imaginative world for players to explore. If anything, some of the later content feels more "Tormenty" than Sagus Cliffs - it keeps the weirdness, but it gets a little darker and feels even more like the original game.
[…]

GameGrin:

In Torment, you're not able to customise the appearance of your character beyond the sex. What's the aim behind this design choice?

George:

In our game, the player is being dropped into the shoes of a specific character (much as the player took the role of the Nameless One in PST). In this case, that character is the Last Castoff, the most recently vacated body of the Changing God. It's important to our narrative that the character have, for example, a specific and recognizable tattoo, and that his or her head is scarred from the fall to earth that begins the story.

One notable change from Planescape: Torment is that your clothing won't be limited to a single outfit. You'll be able to wear a variety of armors, which range from the mundane (plate or brigandine) to the Numenera-exotic (living exoskeletons, synth armor from previous worlds, or even animate Bloom-flesh).


More information.
Silver is offline

Silver

Silver's Avatar
Spaceman
RPGWatch Team

#1

Join Date: Feb 2014
Location: New Zealand
Posts: 9,050
Mentioned: 80 Post(s)
+1:

Default 

June 1st, 2016, 23:17
This was a conscious attempt to follow the example of Planescape: Torment, which pushed the limits of what could be done in written text. For us, the best part is that our writers aren’t limited to what we can afford to portray through animations, unique models, and visual effects. They’re allowed to describe characters in far greater detail than our character assets depict, portray physical action in descriptive text, and even kill characters in dialogue. (We do impose some limits. Any action that can’t be performed while standing still – e.g., walking to another location – is typically animated in a cutscene. And our art director, Charlie Bloomer, is pushing hard to include as many custom animations and visual effects that he and his team can generate to support our narrative text.)
I find that visuals and text work together quite effectively in the beta.

Sacred_Path

Guest

#2

Posts: n/a
Mentioned: Post(s)

Default 

June 1st, 2016, 23:36
Love what I'm hearing. This game has a ton of promise and should be great and interesting to play.

Love that some games are going back to the isometric, text-narrative approach to gaming. Seemed like Spiderweb Software was the only company doing that for awhile. It's great to see ambitious projects like this that are taking the same route.

I actually prefer well-written text in RPGs over animated visuals, generally. You can do so much great stuff with text and the player's imagination plays a huge part in that.

Deleted User

Guest

#3

Posts: n/a
Mentioned: Post(s)

Default 

June 2nd, 2016, 21:39
In Torment, you're not able to customise the appearance of your character beyond the sex.
Suddenly, you hear the stir of modders gathering in the shadows…
rjshae is offline

rjshae

rjshae's Avatar
Periapt vs Paronomasia
RPGWatch Donor

#4

Join Date: Mar 2012
Location: Seattle
Posts: 5,325
Mentioned: 20 Post(s)

Default 

June 2nd, 2016, 21:48
Originally Posted by rjshae View Post
Suddenly, you hear the stir of modders gathering in the shadows…
generating female hair mods…



P.S. I installed an hair compilation mod for Skyrim…I now have 498 female hairdo to choose from.
--
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
azarhal is offline

azarhal

SasqWatch
Original Sin Donor

#5

Join Date: Oct 2007
Posts: 7,313
Mentioned: 25 Post(s)

Default 

June 2nd, 2016, 23:04
I tried to read nothing about this game in order to be surprised later. But I'd like to ask: is this set in the same world as PS:T, and are the characters new or old (if it's a sequel)? I think that's all I want to know about this game
Elel is offline

Elel

Elel's Avatar
Devout Priestess of RPGs

#6

Join Date: Jan 2013
Location: Russia
Posts: 574
Mentioned: 2 Post(s)

Default 

June 2nd, 2016, 23:12
Originally Posted by Elel View Post
I tried to read nothing about this game in order to be surprised later. But I'd like to ask: is this set in the same world as PS:T, and are the characters new or old (if it's a sequel)? I think that's all I want to know about this game
It's a new setting, and it's not a sequel but a spiritual successor.



But I'll be damned if we won't encounter something akin to a flying skull somewhere in the game

Sacred_Path

Guest

#7

Posts: n/a
Mentioned: Post(s)
+1:
RPGWatch Forums » Comments » News Comments » Torment: TON - Interview with George Ziets
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 10:42.
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