Torment: Tides of Numenera - Interview @ RPS
Rock, Paper, Shotgun has posted the first part of a new interview for Torment: Tides of Numenera. As usual here is a short sample of the interview.
RPS: It’s been more than a year since Torment’s Kickstarter wrapped up. What’s the pre-production process been like? How do you sit down and design a game like this? What do you prioritize?
Saunders: It’s been a combination of defining the breadth of the game at increasing levels of detail, while also delving into the very specifics for the most critical or risky elements. One aspect we prioritized early was the conversations. Adam Heine and Colin McComb were writing dialogue for the game soon after the Kickstarter campaign ended. We wanted to establish how we’d tell the story and imbue our conversations with as much reactivity as possible without making them prohibitively time-consuming to design and write.
Establishing our conventions for conversation design, and having in-game examples of them, was especially important given our host of writing talent.
Last summer, one of the systems Adam was working on was crafting. At that time, most of our design documentation was at a fairly high level, but Adam had some specific inspiration and thoughts about how crafting might work. So he ran with it, diving into a much deeper level of detail than most of our design at that time. Crafting touches many other aspects of the design: items, character abilities, loot and advancement, etc. Determining the details of that one system helped inform parts of many other systems, providing obvious answers for other design decisions and propelling our understanding of the game forward.