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Torment: Tides of Numenera Kickstarter by InXile [Complete; $4.3 million funded]

Chairman Yang

if he talks about books, you better damn well listen
Chairman Yang, I won't dissect your post into individual points (partly because I'm on a business trip and shouldn't really spend too much of my time discussing RPG mechanics ;)), but I thought it was an interesting read. However, a major thrust of your argument (and one that I often see in relation to combat systems) is that -- in essence -- every encounter should be meaningful, and thus, tactically challenging.

This seems obviously true at first glance (why have it otherwise?), but I do in fact disagree with it. Why? Just like leveled enemies in games like Skyrim, I feel not having "throwaway" encounters would negatively impact the cohesion of the presented world. Which is something I personally value more in an RPG than consistently challenging and tactical battles. Basically, it seems terribly unlikely for your party to never encounter an enemy or group of enemies significantly "weaker" than them. (Admittedly, the same is true in reverse, which is one thing that makes believable RPG stories so hard to construct)
And this is where I think comparisons to purely tactical or strategy games fail: in those games, battles that don't require constant tactical attention are a design flaw, so there is no need for a system which accommodates such battles.
Fair enough. Let me expand my definition of "meaningful" to include combat encounters that aren't tactically interesting, but help with verisimilitude or a range of other things (character development in Torment, maybe). In that case, doesn't TB still work better than RTWP? You have the strengths of TB for the tactical fights. For the non-tactical fights, I'd say the combat system doesn't particularly matter, as long as it's quick. RTWP or a fast implementation of TB (even an Earthbound-style auto-kill) could both work.

Regarding auto-pause: I think that it sometimes "over-pauses", while true, is a weak argument against auto-pause vis-a-vis turn-based combat. Because, in a sense, turn-based always pauses -- and you can't just press space bar to tell the game to get on with it.
A game with auto-pause, like Baldur's Gate 2, has to accommodate players who will play without that auto-pause. That means diluting the tactical thinking needed for most of the encounters, and that's indeed the case in Baldur's Gate 2. You don't need full control except in a few rare fights. So now you have the option to use auto-pause for a game where it's rarely required. You have lots of pausing metagame overhead with little benefit. That's my fundamental problem with over-pausing.

You're right that a turn-based system is, in essence, a forced auto-pause for every round. That's great, though! The designers can now assume that every player is going to be making a deliberate decision for every character in every round of combat, with all relevant information up-front and easily available. Encounters can be designed around that.

That's the crux of my argument for Torment being TB instead of RTWP. You get the full potential depth afforded by a TB system, without any extra pausing work by the player.
 
A game with auto-pause, like Baldur's Gate 2, has to accommodate players who will play without that auto-pause. That means diluting the tactical thinking needed for most of the encounters, and that's indeed the case in Baldur's Gate 2. You don't need full control except in a few rare fights.

I don't think that's fair. BG2 had one the best trash encounter to real encounter ratios of any RPG. I also don't see the relevance of auto-pause in any case, it's got no necessary relationship with how much micro is needed. (I've never bothered with auto-pause even playing SCS 2 on insane.)

In general every RTWP game has an issue with pacing the amount of micro needed, but it's not obviously something that can't be got right.
 

Chairman Yang

if he talks about books, you better damn well listen
If you want to be in control every single round how is over-pausing a possible flaw?

And what kind of a point is that about balance? That's like me faulting turn based because the developers think some players might not care to think much so present a ton of bad battles you can win by mindlessly spamming attack orders each round.

That's just bad battle design, not a fault of the system used. The tools for full control are there in both cases and a designer thinking the player won't actually use them and designing the game around that would be silly.

And of course each battle system demands different things from the player, different decision making and preparation, so no, IE games didn't have X-Com's to hit system, they had their own system, and their own other systems... I'm sure plenty X-Com players found it tedious to join a mission with 10 troops and explore the map all in turn based mode moving each unit bit by bit to be in a good position just in case with nothing happening for 90% of the time until they finally find the enemy in a little corner and battle. I wouldn't use that situation as an example to show how turn based is such a bad choice, while you reach out to every hypothetical or encountered potential issue with real time with pause and present it as an universal flaw.

You're clearly trying way too hard and I've got nothing else to add, everyone's free to their preference. I love every kind of combat as long as it's well done so I don't care what they use, just how well they use it.
I'll address your points in the same order you raised them. I'll try to keep it short--I think I've written way too much on this topic already!

Over-pausing is a problem even if I want full control each round. With a TB system, I get full control because everything happens on a round-by-round basis. With a RTWP system, I can have full control, but then I also have the added hassle and tedium of pauses I didn't want (or unpausings that I needed). In BG2, if you want to actually have full control, you have to turn on auto-pause for EVERYTHING. Just doing an auto-pause every 6 seconds isn't going to cut it, because stuff can happen in between. That means tons of false positive pauses.

BG2 has a good deal of easy encounters. Not because it's bad design, but because at the very least, you'd expect the developers to accommodate players who use auto-pause and those who don't. If they're only going to accommodate auto-pausing players, why have a RTWP system in the first place?

I'm referring to the RTWP flaws as universal because I haven't seen a single game that solves them. I'm picking on BG2 because it's generally hailed as the best example of RTWP, but if a different game addresses the issues I've raised, I'm all ears. You can't do the same thing with TB systems because many games have solved the issues you've raised (including the new XCOM, which is what I was referring to with my earlier posts).

For what it's worth, I won't be hugely broken up if Torment goes with RTWP. It's just not optimal.
 

Chairman Yang

if he talks about books, you better damn well listen
I don't think that's fair. BG2 had one the best trash encounter to real encounter ratios of any RPG. I also don't see the relevance of auto-pause in any case, it's got no necessary relationship with how much micro is needed. (I've never bothered with auto-pause even playing SCS 2 on insane.)

In general every RTWP game has an issue with pacing the amount of micro needed, but it's not obviously something that can't be got right.
Is there a game that actually got it right, though? If every game in the genre has these issues, there's a good chance it's a fundamental flaw with the genre.

BG2 had a good meaningful encounter ratio by RTWP standards. Compare it to most of the SRPG genre and it falls short, in my opinion.
 

Minsc

Gold Member
With a RTWP system, I can have full control, but then I also have the added hassle and tedium of pauses I didn't want (or unpausings that I needed). In BG2, if you want to actually have full control, you have to turn on auto-pause for EVERYTHING. Just doing an auto-pause every 6 seconds isn't going to cut it, because stuff can happen in between. That means tons of false positive pauses.

I enjoy both systems, but battles in an sRPG for me can take vastly longer than RtWP. That's not to say they aren't even more enjoyable since it is usually a more detailed system being played out, but I feel this 'hassle and tedium' of pushing the spacebar (which takes no thought or time at all, it's really second nature) is probably being exaggerated a little (especially in comparison to all the confirmations and actions required of every round in a TBS - even if it recalls your last action, you still have to manage way more hassle and tedium in the sense of input required to complete a battle). Plus, once you get a good handle on all the keyboard shortcuts for selecting units and performing actions, you can fly through a lot of commands needed.
 
Some interesting stuff in there, and Monte's video explanation of the world and some of its culture sounds great.

We’ve been asked some questions about what types of relationships the PC might have with their companions. Our position is this: adhering to our four pillars, we are going to craft nontraditional, complex, and believable characters. We are going to develop the companions with enough depth that we understand their motivations and personality. And then we will write them to respond appropriately to the situations they encounter. Love, which comes in many forms, is certainly relevant when exploring themes of legacy, abandonment, and mystery – and we expect to explore this emotion in ways that fits the story and characters. Meaningful friendships, even feelings of affection, will be possible, but relationships of the flesh would be inconsistent with our narrative.

I'm not sure what this signifies exactly, but it suggests some sufficiently wierd narrative concepts :D
 

Jackben

bitch I'm taking calls.
"Relationships of the flesh"? Really?
I don't understand if they are just trying to stay in-character with the wording here but I agree that it comes off pretty goofy, lol.

Though I'm totally down with not having sex scenes or heavy focus on romance options. Not necessary at all for this game and I'm glad it is not being shoehorned in.
 
Figured they'd have to post an update tonight to kick off the week whether they hit the 2.5 mark or not---nice to see it was a meaty one of sorts.

Amusing, but ultimately nice sentiments on not chasing after a general audience or any poorly wrought sex scenes...rather interesting that the cRPG will apparently have more complexity afoot in some respects than the P&P source for a change. Though, I can't help but reckon the Numenera campaign proper is bound to inherit some good general notions in the wake of the lot of it when all is said and done that it wouldn't have otherwise if some other game ended up being host to Torment this time around.
 
Yeah, what I found odd about that phrasing is the idea that a physical relationship is something that wouldn't fit with the narrative. Why would that be? Is your character incapable? Is there some terrible repercussion for castoffs that prevents them from reproducing?

I'm hoping it's something creepy and strange like that at any rate, rather than just 'no sex, because'.
 

~Kinggi~

Banned
They also keep reiterating that they wont be focusing on game length but instead on "reactivity". I mean thats fine and all, as long as they are aware people expect a pretty long rpg to begin with....Also isnt every new area they add adding to the game length?
 
Yeah, what I found odd about that phrasing is the idea that a physical relationship is something that wouldn't fit with the narrative. Why would that be?
Because not every story has to contain a romance, especially a physical one? If it doesn't work in the tone and theme, it doesn't work, there doesn't have to be a literal reason not to. Setting out on writing an RPG with the thought that it must have romance in it is really assbackwards anyway. Whatever feels right to the narrative.

They also keep reiterating that they wont be focusing on game length but instead on "reactivity". I mean thats fine and all, as long as they are aware people expect a pretty long rpg to begin with....Also isnt every new area they add adding to the game length?
It's both, not either-or. Reactivity is a big focus for inXile with Wasteland 2 and Torment both, but both will also be really long. No (full) voice acting and no big focus on graphics allows us to do that.
 

dude

dude
What about sex makes it inconsistent with their narrative? I can't think of a single explanation to this.
I mean, I don't need sexy-time in my RPGs, but I need to know why my character fucking someone is inconsistent with the story :p
 
D

Deleted member 102362

Unconfirmed Member
I'm not sure what this signifies exactly, but it suggests some sufficiently wierd narrative concepts :D

"Relationships of the flesh"? Really?

Could tie into the whole "you're a castoff shell" flesh relationship thing.

But yeah, it sounds like they're deliberatly avoiding writing physically intimate relationships, hopefully in service of the main story. That would make for some interesting pillow chat, though.

"So, tell me about yourself."

"Well, I'm the last castoff body of a God who's now the Angel of Entropy who's actually actively trying to hunt me down."
 
What about sex makes it inconsistent with their narrative? I can't think of a single explanation to this.
I don't know how to answer this, because you're working from the assumption that there should be sex, and that's the design principle you work out from, but it makes more sense to me to say that for there to be romance or sex, there has to be a good narrative and character logic reason for there to be.
 

Midou

Member
both will also be really long. No voice acting and no big focus on graphics allows us to do that.

This is a movement I can get behind. I always found it silly when some games (particularly RPGs) try to have 100% voice acting, that means every time they want to add something, there are so many more steps to take, and it will discourage them from creating more content.
 

~Kinggi~

Banned
This is a movement I can get behind. I always found it silly when some games (particularly RPGs) try to have 100% voice acting, that means every time they want to add something, there are so many more steps to take, and it will discourage them from creating more content.

I would still like some "flavor" voice acting though. I think if you hear them say some lines you can imagine the rest. And i also am hoping for some iso-2d graphics style stretch goal. A game like Torment really should have attractive visuals. Although maybe i misinterpreted his message to mean they arent going for AAA 3d engine graphics like the Witcher series or something.
 
Because not every story has to contain a romance, especially a physical one? If it doesn't work in the tone and theme, it doesn't work, there doesn't have to be a literal reason not to. Setting out on writing an RPG with the thought that it must have romance in it is really assbackwards anyway. Whatever feels right to the narrative.

I agree completely - it was a speculative question on my part, not an accusatory one. The way the sentence was phrased made it seem as if it was a noteworthy aspect of the narrative that physical intimacy would not be possible, so I was just wondering 'out loud' why that might be. If that interpretation is incorrect and it's just a thematic decision, then fine by me!
 

Midou

Member
I would still like some "flavor" voice acting though. I think if you hear them say some lines you can imagine the rest. And i also am hoping for some iso-2d graphics style stretch goal. A game like Torment really should have attractive visuals. Although maybe i misinterpreted his message to mean they arent going for AAA 3d engine graphics like the Witcher series or something.

I did like having the few lines of voice dialog, usually when you met a person. Would be cool if there was still a bit of it here and there for that. Plus for stuff like 'updating my journal' and level up quotes. :p
 

dude

dude
I don't know how to answer this, because you're working from the assumption that there should be sex, and that's the design principle you work out from, but it makes more sense to me to say that for there to be romance or sex, there has to be a good narrative and character logic reason for there to be.

Most stories, regardless of medium, contain romance. This is just natural, there's just so much you can tell with a romance. I'm not saying a game must contain one, but that they usually add a lot to the game. Romance is one of the deepest relationships two people can have, it has many layers and many complications that make it an interesting subject to explore.
I understand wanting to explore something different, but saying that it's "inconsistent with the narrative"... Tells me what exactly? That my character is detached from human emotions? From his companions? I don't see any logical reason for my character not to pursue love, even in the darkest times of his life (maybe he will look for it especially during those times.) I don't mind the game leaving romance be, if the developers do not want to explore them, I just don't like that the reasoning given is the story.
 
Most stories, regardless of medium, contain romance. This is just natural, there's just so much you can tell with a romance. I'm not saying a game must contain one, but that they usually add a lot to the game. Romance is one of the deepest relationships two people can have, it has many layers and many complications that make it an interesting subject to explore.

The game will likely have some romance where it makes sense to the narrative and characters, as the update says, just no easily available silly flirting and sex at the drop of a hat.
 

Purkake4

Banned
This also flies a bit in the face of PST, with the whole Deionarra arc being set up on the concept of love.

Not to mention the Annah and FFG stuff.
 

dude

dude
The game will likely have some romance where it makes sense to the narrative and characters, as the update says, just no easily available silly flirting and sex at the drop of a hat.

Yeah, and I respect that. I usually take great offense in how romances are in modern games (Win the Sex minigames) and I appreciate you trying to do it in a dignified way, I just don't like the whole anti-romance thing going on with RPG fans lately. People act as if there's something inherently ridiculous or shallow about romances - But these kind of character interactions and relationships are what RPGs are all about for me...
 
Yeah, and I respect that. I usually take great offense in how romances are in modern games (Win the Sex minigames) and I appreciate you trying to do it in a dignified way, I just don't like the whole anti-romance thing going on with RPG fans lately. People act as if there's something inherently ridiculous or shallow about romances - But these kind of character interactions and relationships are what RPGs are all about for me...

I totally agree. I don't want to turn this into a hate-bioware thread but I think their latest releases had definitely something to do with this.
edit: ok good I'm not the only one thinking this
 

dude

dude
All Bioware romances are shallow and ridiculous so...

Someone didn't play BG2? Romances in BG2 were amazingly done - They were tasteful, they never culminated with the sex as a reward (maybe because BioWare couldn't "reward" with creepy polygonal soft-porn) and they were actually rather interesting on a personal level. Jaheira was dealing with Khalid's death, Aerie was a broken cutie you had to carefully mend, Viconia has a whole bunch of shit to deal with, Anomen had a lot of stuff going on as well (especially if he failed the exam.)
Each character also regarded sex differently (Viconia would just do it, but with Aerie rushing it will end badly.) They were good stories, and while entirely optional they also felt integral to the story because of how well they were made.

Anyway, but Post-BG2 BioWare definitely fits your description.

I totally agree. I don't want to turn this into a hate-bioware thread but I think their latest releases had definitely something to do with this.
edit: ok good I'm not the only one thinking this

Yeah, new-BioWare is horrid in romances. And this runs deep - Look as how Morrigan was designed, than look as Viconia. Viconia doesn't even have a cleavage! and she was the seductress character. This is the symptom of the overall sickness plaguing the romance parts of new BioWare games.
 
Yeah, and I respect that. I usually take great offense in how romances are in modern games (Win the Sex minigames) and I appreciate you trying to do it in a dignified way, I just don't like the whole anti-romance thing going on with RPG fans lately. People act as if there's something inherently ridiculous or shallow about romances - But these kind of character interactions and relationships are what RPGs are all about for me...

I think that has a lot to do with the uneven handling of romances for some time now in RPGs. But we agree in that it doesn't make sense to set out with a "we won't do romances" attitude either, that is just as bad as your first narrative decision being "we have to have romances!" In a plot with this many characters' fates meeting and companions key to your own narrative, it's quite likely the writers will hit upon points where romantic possibilities make sense, and if so, they should feel free to include them.
 

Chrysalis

Member
Romances in stories are like multiplayer components in games. Sometimes the creative vision simply doesn't require them. Time and time again, they are shoe-horned in for the sake of mass appeal. If the Torment story does not lend itself well to conventional romances, let it not be constrained by them.
 

Zeliard

Member
I'm largely with dude on this. I don't know of any character-driven story that wouldn't benefit from an effective element of romance, nor of any such narrative where romance would somehow be a jarring inclusion if done properly.

Romance - and love in general - is as natural a fit into almost any character-driven narrative as conflict is, with deep attraction representing conflict's thematic opposite. Whether or not it's done well is another matter, of course.
 

JDSN

Banned
Hey Brother, this is probably in pre-planning stages and it wasnt until just recently that we saw footage of Wasteland; but considering the investment of getting the IP,prepating a crew and being almost guaranteed to get a decent fan funding, is there any chance that we might see some footage or pics of the game before the KS is over?
 

Dresden

Member
Someone didn't play BG2? Romances in BG2 were amazingly done - They were tasteful, they never culminated with the sex as a reward (maybe because BioWare couldn't "reward" with creepy polygonal soft-porn) and they were actually rather interesting on a personal level. Jaheira was dealing with Khalid's death, Aerie was a broken cutie you had to carefully mend, Viconia has a whole bunch of shit to deal with, Anomen had a lot of stuff going on as well (especially if he failed the exam.)
Each character also regarded sex differently (Viconia would just do it, but with Aerie rushing it will end badly.) They were good stories, and while entirely optional they also felt integral to the story because of how well they were made.

Anyway, but Post-BG2 BioWare definitely fits your description.
I was always fond of how trainwreck-y Aerie could get. Not to mention having a face only her mother could love.
 
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