Torment: Tides of Numenera - Interview
The Tumblr page for Torment: Tides of Numener has a news of a new interview with Project Lead Kevin Saunders. It's avaiable in Italian and English.
Hello Kevin, my first question is about the exploration. In its latest update of Kickstarter , Montgomery Markland talked about the gameplay of the world-map of Wasteland 2. Can we expect something similar in Torment: Tides of Numenera or the focus of the game is too different? In general, do you think that the free-roaming is beneficial to the formula of RPG?
First of all, thanks for the well thought out questions! I think of the world-map as that of Wasteland 2 to be excellent gameplay elements, but also to influence the pace of the game and the kind of experience that this is going to create. In general terms, I believe that the free-roaming RPGs do well and that, in relation to the effort required, a world-map to add a lot of gameplay and depth to the game. Initially I dreamed of a world-map component in Torment, but over time I began to believe that it could not marry well with our vision of the game. We'll see.
I love the idea behind the Crises, but I'm curious to know how you intend to manage them. Mainly through the text book style game, or with the "normal" gameplay? Incorporate elements of puzzle-solving, instant deaths and challenges of another kind? What do you think are the pros and cons of Crises compared to a more "system-oriented" to the non-violent gameplay (eg stealth or hacking in Deus Ex / Vampire: The Masquerade - Bloodlines)?
The Crises take place within the structure of the normal-gameplay, but separately from exploration and conversations, a bit 'as the exploration of real-time combat is separated from the classics in the GDR. We expect that the interface and change some options available to you during a Crisis (example: we could realize that certain options for the camera are better suited to the gameplay of Crises that the exploration of the world). There will be no sessions in style text adventure; there will be the text, but at the same way that there is in the rest of the game. You will be potentially engaged in conversations (limited duration) and you can examine objects of the scenario. I think it's accurate to say that the Crises include elements of puzzle-solving. We do not want to play dirty tricks to players with an "instant-death" impossible to predict, but if you are careless you will pay the consequences.
Release: In development