16-01-2013 00:03
[img=1000x728]http://i.imgur.com/fCmmP.jpg[/img]
A new PlaneScape: Torment game has been one of the most requested games over the years, what took so long in getting a sequel to go ahead? Was it the PlaneScape license that was the problem? I would expect you would get different answers from different people but for me it seemed pointless when I could not even get a Baldur's Gate 3 kicked off.
Certainly if I could not get BG3 or Wasteland 2 going then the prospects for a more niche oriented RPG like Torment were less than bleak. Let us all thank crowd funding once again for giving us these opportunities.
YouÔÇÖve already spoken about how you're using Numenera as a setting, so if a Torment game isnÔÇÖt about PlaneScape, what is it about?
The concept of Torment is not specific to a single setting. ItÔÇÖs about the philosophical journey of a single character searching for meaning in a deeply personal story of self-reflection and self-realization.
ItÔÇÖs about a symbolic path through oneÔÇÖs legacy and oneÔÇÖs future. The setting is a valuable tool for helping to define that pathway thematically, and Numenera is the right setting for the story we want to tell and the questions we want to ask this time around: what does one life matter?
Just how similar ÔÇô and in what ways will it be ÔÇô is this new Torment game be to PlaneScape Torment? How do you pick out what is important?
WeÔÇÖve had more than a decade to absorb the lessons and experiences of the players and creators of the game, and we think the important part of PlaneScape Torment was the philosophical, intellectual, and emotional journey taken by the Nameless One and his companions.
His story is complete, but PlaneScape TormentÔÇÖs thematic elements are timeless. We intend to create an experience that evokes similar feelings, with deep, meaningful choices, clear reactivity, a rich and personal story, and interesting companions.
You talked about perhaps using turn-based combat instead of real-time with pause: is that wise? Surely the fans would wage war against you?
Let me turn this over to project director Kevin Saunders: ÔÇ£We see the key elements of the combat system for this game as agnostic of whether the implementation is real-time with pause, turn-based, or some hybrid, like a phase-based system.
WeÔÇÖll discuss further in the future, but, briefly, by key elements, we mean aspects like: ensuring that character customization choices influence combat, meaningful tactical decisions, synergy with the narrative and creative elements, accentuating and further developing the companions, etc.
Because we can craft the game we are promising regardless of this specific decision, it is exactly the type of question for which weÔÇÖd involve our backers.
We would outline what we will attempt to achieve through combat, and how it is interwoven with the narrative and overall gameplay, present the primary options, and let our backers weigh in ÔÇô confident that we can satisfy our design goals for this game while taking their preferences into account.
WeÔÇÖve been taking this approach with Wasteland 2 and have found backer input to be invaluable in such design decisions.ÔÇØ
To what extent does using Numenera give you extra freedom that PlaneScape perhaps might not have done?
Numenera is new and exciting, and there is extensive room for us to help Monte grow and expand his setting. ItÔÇÖs the right setting for the story we want to tell.
What better place to talk about a lifeÔÇÖs legacy than a setting in which youÔÇÖre literally surrounded by the remnants of a billion-year-struggle to shape the world?
Additionally, working with Monte gives us great flexibility in negotiating changes and improvements. We can reach him quickly and expect a fast turnaround.
How much will you be taking from the Numenera combat system, and how much will you be designing yourself? Is there much flexibility here?
We plan to use the Numenera system as a starting place, but will focus on making the best combat system for the game. The rules themselves have some flexibility and Monte is also on board with our adapting them into a cRPG form that differs from the tabletop system as best suits Torment.
What is the most interesting element of Numenera that appeals to you with regards to a Torment game?
I canÔÇÖt immediately think of a setting thatÔÇÖs even remotely similar to Numenera. ItÔÇÖs not just unfamiliar, itÔÇÖs genre crossing, imaginative, and far removed from what we ordinarily see in games, and this makes it a place where we can easily explore the questions that a Torment game demands.
When can we expect to see more of this new Torment game? At what stage will you be ready to show it to the world?
WeÔÇÖre very, very early in the preproduction stages of Torment right now. WeÔÇÖre developing the overall vision for the game and creating concept to illustrate the how the Numenera world and people look when viewed through the darker lenses of Torment.
WeÔÇÖre excited to share what weÔÇÖre envisioning, but will exercise restraint and wait until we feel itÔÇÖs ready.
YouÔÇÖve already said youÔÇÖll be looking to use Kickstarter again, but is there a risk that the crowdfunding community will be a little more suspicious a second time around?
I think that people should be rightly wary of us or anyone using Kickstarter so I totally get any suspicion. My greatest successes have come from building and fostering talented teams.
Keeping my team together and having an early start on pre-production is how I always kept the consistency at Interplay. This requires funding the game earlier, which of course rubs up against someone who might want us to wait until Wasteland 2 is complete and they have experienced how great it is.
But regardless of my thoughts on timing we need to show more on Wasteland 2 before it makes sense to talk about the timing of a Torment Kickstarter.
http://www.nowgamer.com/features/1766807..._crpg.html
A new PlaneScape: Torment game has been one of the most requested games over the years, what took so long in getting a sequel to go ahead? Was it the PlaneScape license that was the problem? I would expect you would get different answers from different people but for me it seemed pointless when I could not even get a Baldur's Gate 3 kicked off.
Certainly if I could not get BG3 or Wasteland 2 going then the prospects for a more niche oriented RPG like Torment were less than bleak. Let us all thank crowd funding once again for giving us these opportunities.
YouÔÇÖve already spoken about how you're using Numenera as a setting, so if a Torment game isnÔÇÖt about PlaneScape, what is it about?
The concept of Torment is not specific to a single setting. ItÔÇÖs about the philosophical journey of a single character searching for meaning in a deeply personal story of self-reflection and self-realization.
ItÔÇÖs about a symbolic path through oneÔÇÖs legacy and oneÔÇÖs future. The setting is a valuable tool for helping to define that pathway thematically, and Numenera is the right setting for the story we want to tell and the questions we want to ask this time around: what does one life matter?
Just how similar ÔÇô and in what ways will it be ÔÇô is this new Torment game be to PlaneScape Torment? How do you pick out what is important?
WeÔÇÖve had more than a decade to absorb the lessons and experiences of the players and creators of the game, and we think the important part of PlaneScape Torment was the philosophical, intellectual, and emotional journey taken by the Nameless One and his companions.
His story is complete, but PlaneScape TormentÔÇÖs thematic elements are timeless. We intend to create an experience that evokes similar feelings, with deep, meaningful choices, clear reactivity, a rich and personal story, and interesting companions.
You talked about perhaps using turn-based combat instead of real-time with pause: is that wise? Surely the fans would wage war against you?
Let me turn this over to project director Kevin Saunders: ÔÇ£We see the key elements of the combat system for this game as agnostic of whether the implementation is real-time with pause, turn-based, or some hybrid, like a phase-based system.
WeÔÇÖll discuss further in the future, but, briefly, by key elements, we mean aspects like: ensuring that character customization choices influence combat, meaningful tactical decisions, synergy with the narrative and creative elements, accentuating and further developing the companions, etc.
Because we can craft the game we are promising regardless of this specific decision, it is exactly the type of question for which weÔÇÖd involve our backers.
We would outline what we will attempt to achieve through combat, and how it is interwoven with the narrative and overall gameplay, present the primary options, and let our backers weigh in ÔÇô confident that we can satisfy our design goals for this game while taking their preferences into account.
WeÔÇÖve been taking this approach with Wasteland 2 and have found backer input to be invaluable in such design decisions.ÔÇØ
To what extent does using Numenera give you extra freedom that PlaneScape perhaps might not have done?
Numenera is new and exciting, and there is extensive room for us to help Monte grow and expand his setting. ItÔÇÖs the right setting for the story we want to tell.
What better place to talk about a lifeÔÇÖs legacy than a setting in which youÔÇÖre literally surrounded by the remnants of a billion-year-struggle to shape the world?
Additionally, working with Monte gives us great flexibility in negotiating changes and improvements. We can reach him quickly and expect a fast turnaround.
How much will you be taking from the Numenera combat system, and how much will you be designing yourself? Is there much flexibility here?
We plan to use the Numenera system as a starting place, but will focus on making the best combat system for the game. The rules themselves have some flexibility and Monte is also on board with our adapting them into a cRPG form that differs from the tabletop system as best suits Torment.
What is the most interesting element of Numenera that appeals to you with regards to a Torment game?
I canÔÇÖt immediately think of a setting thatÔÇÖs even remotely similar to Numenera. ItÔÇÖs not just unfamiliar, itÔÇÖs genre crossing, imaginative, and far removed from what we ordinarily see in games, and this makes it a place where we can easily explore the questions that a Torment game demands.
When can we expect to see more of this new Torment game? At what stage will you be ready to show it to the world?
WeÔÇÖre very, very early in the preproduction stages of Torment right now. WeÔÇÖre developing the overall vision for the game and creating concept to illustrate the how the Numenera world and people look when viewed through the darker lenses of Torment.
WeÔÇÖre excited to share what weÔÇÖre envisioning, but will exercise restraint and wait until we feel itÔÇÖs ready.
YouÔÇÖve already said youÔÇÖll be looking to use Kickstarter again, but is there a risk that the crowdfunding community will be a little more suspicious a second time around?
I think that people should be rightly wary of us or anyone using Kickstarter so I totally get any suspicion. My greatest successes have come from building and fostering talented teams.
Keeping my team together and having an early start on pre-production is how I always kept the consistency at Interplay. This requires funding the game earlier, which of course rubs up against someone who might want us to wait until Wasteland 2 is complete and they have experienced how great it is.
But regardless of my thoughts on timing we need to show more on Wasteland 2 before it makes sense to talk about the timing of a Torment Kickstarter.
http://www.nowgamer.com/features/1766807..._crpg.html