Go Back   Shrimp Refuge Forums > Spelletjes > Videogames

Reply
 
Thread Tools
Old 15-02-2013, 18:31   #1   link
CSM
Kaat 4 lyfe
 
CSM's Avatar
 
Torment: Tides of Numenera



Kort samengevat: de rechten op Planescape waren niet te verkrijgen, dus wordt er gewerkt met de nieuwe setting Numenera die op Kickstarter een half miljoen ophaalde. Het spel gaat gemaakt worden door Inxile (van Wasteland 2) met Planescape: Torment alumni Colin McComb en Adam Heine, plus Kevin Saunders (lead op Mask of the Betrayer). Muziek zal geleverd worden door de originele componist Mark Morgan. Enigste die ontbreekt is Chris Avellone.

Quote:
First up, the new setting for this new Torment will be Numenera, an original roleplaying setting and system created (and recently Kickstarted by) Monte Cook, a contributing writer/designer on the original Planescape pen and paper RPG and assorted other Wizards of the Coast projects. A mix of fantasy and sci-fi with a strong focus on storytelling freedom, it may not be Planescape but hopefully it offers an appropriate blend of liberty and strangeness for a new Torment game.
Quote:
Fargo: The wheels for the Torment game have been in motion for quite some time. The more we explored the Numenera setting, the clearer it became that it’s a natural fit for a Torment game. And it isn’t too surprising that Numenera’s aesthetics work well for Torment given that Monte was a key designer for the Planescape setting.

Numenera is very exotic and rich, but is a flexible universe that empowers and support GMs. As Torment desires certain locations or features, we’ll be able to do what we need to while fully respecting the setting. This goes beyond a typical licensing arrangement as Monte will be giving us direct input and even provide writing for some of the game areas. I’m really pleased to have Monte be part of the team.
Quote:
Fargo: A Torment game requires big ideas and a truly exotic setting in order to explore the underlying thematic elements. Colin described it best when he said “Torment’s themes are essentially metaphysical, getting to the heart of what it means to be alive and conscious, and it’s easier to ask those questions in a setting that is far removed from the familiar.” Numenera is such a setting, and it has tremendous potential to cultivate those ideas. We won’t have faeries or devils, but we’ll have diabolical creatures from far dimensions with schemes beyond human imagination. We won’t have gods, but we’ll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes. We won’t have other planes per se, but we’ll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply. In terms of role-playing mechanics, we won’t be attempting to literally translate the Numenera tabletop system into electronic form. However, its gameplay mechanics are very solid and include several components that will lend themselves to great (and innovative) cRPG gameplay. It’s great to have the Numenera rules as a starting point and to be working with Monte to adapt them for a cRPG.
Quote:
Fargo: We know it hasn’t been done often in the game industry, but we’re envisioning Torment as a thematic franchise with certain themes that can expand over different settings and stories. We will focus on the same things that made people appreciate PST so much: overturning RPG tropes; a fantastic, unconventional setting; memorable companions; deep thematic exploration of the human condition; heavy reactivity (i.e., choice and consequences); an intensely personal (rather than epic) story.
Quote:
Fargo: We’re very early in Torment’s preproduction right now. We have a basic story outline, design sketches of the major characters, and thematic concepts defined. Wasteland 2 is in full production and we don’t want to detract from that focus. But with that said, the writers on Wasteland are complete for the most part and the concept artists are not involved at this stage in the game. The guys working on Torment are no longer working on Wasteland 2 and I want to keep these talented guys busy for us. Typically we do begin design of the next game while the production team is working on the current one. This allows the team to take a nice break once they are complete on the current game and then come back to roll onto a design that is thorough and polished. The last thing we want to do is break up a winning team.
Quote:
Fargo: Chris deserves all the credit that he receives and we are working with him on Wasteland 2 as you know. My role as executive producer is to assemble top notch teams and to make sure we stay on point for what we are creating. I’m really happy with the team we have assembled for this game. It was Chris who urged me to work with both Colin McComb and Kevin Saunders for this project and he has given us his blessing for another Torment. Colin McComb and Monte Cook were two of the primary developers of the Planescape campaign setting for TSR, and Colin was one of the main designers on the original Torment. Colin serves as creative lead for this Torment and will be driving the story vision for the game.

Kevin Saunders, the project director, worked with Chris at Obsidian for 5 years – including leading the Mask of the Betrayer (MotB) team. People might remember that MotB was very well received and there were more than a few comparisons to PST. Kevin was also the lead designer and producer for Shattered Galaxy, which swept the 2001 Independent Games Festival and was acknowledged by GameSpot as the Most Innovative Game of the year.

Additionally, we have one of the unsung heroes of PST on the design team: scripter Adam Heine, who really helped breathe life into the game. He was also one of the designers on Black Isle’s TORN, having moved to that position in large part because of his excellent work on PST.

Our talented artists include Dana Knutson, the concept artist from the original Planescape campaign setting, and he’s been helping bring our ideas to life.

And to really show we are serious about the writing aspects of this game we brought Ray Vallese in as the editor to ensure the detail and consistency of the story. Ray too was part of the Planescape team at TSR.
Quote:
Fargo: I’ll let the producer Kevin Saunders answer that one: “The details of combat are still an open question, but our initial leaning is that real-time with pause will provide the better experience for the game. Whichever direction we ultimately take it, we’ll be giving combat considerable attention – we are aware that one of the criticisms of PST (including from Avellone) was its combat and we want to improve upon that aspect. The Numenera combat system provides a stronger starting place for a cRPG than AD&D 2nd Edition did and we’ll prototype early so that we have ample time to iterate over the course of the project. We are also working on ways to weave narrative elements into the combat system such that the gameplay and story complement each other. But I should mention that even while enhancing combat, we will stay true to PST by making it so players can almost completely avoid battles based upon their choices.”
Quote:
Let me turn this over to project director Kevin Saunders: “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.

We’ll 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.
Quote:
(Colin)
The story will be entirely different, though it will explore similar thematic elements. We’re not going to be doing *planes* per se, though we will see extra-dimensional travel and locations that are far removed from what we consider reality. The philosophical journey will be mirrored in a physical journey, and like Planescape, will feature locations that are nothing like we see in most fantasy role-playing games.
Quote:
Technically, what are your plans about the game engine ? Will you use an isometric 3D overall view like the first game or what looks like to be in Wasteland 2 ?

(Kevin)
Unity has worked out very well for us on Wasteland 2 and we will use it for Torment, leveraging both our experience and some of our work. We are still exploring our approach for the environments and view for Torment. Aaron Meyers, who was an artist on Planescape: Torment and many years of experience as an art lead is helping us to develop the look.
Quote:
(Kevin)
Torment will be a story-driven game like Planescape: Torment was. There will be multiple possible conclusions, optional areas and quests, and an emphasis on reactivity to player decisions, but it won’t be an open world.
Quote:
(Brian)
Some have been curious about the title. The “Tides” are part of a choices and consequences system that Colin, Kevin, and particularly Adam Heine have been designing for Torment. Adam was a scripter on PS:T and we were fortunate to bring him aboard the team, too. Kevin has said this about the Tides: “They could be loosely compared to D&D’s alignments or Ultima IV’s principles and virtues. But unlike alignments, they are not in direct opposition to each other and unlike the virtues, you won’t necessarily want to achieve them all. Nor can you, really… you’ll have to decide what’s most important to you.

The Tides are more nuanced and complex, with the “best” choice for any situation being a personal decision for you (or how you want to play) rather than a decision that we as designers judge. Now, NPCs in the game will certainly judge you based upon their own beliefs and agendas, but we will strive for the game itself to be impartial. We want to provide satisfying reactivity and allow you to explore your own answers, for you to play as you wish and have the game’s story unfold accordingly. We’ll talk more about the Tides down the road and there are aspects of the system for which we’ll be seeking backer input.”

The Tides are a good example of a way in which we are deviating from PS:T while being true to its legacy and also how we are injecting the Torment philosophy, as you mentioned, into the Numenera setting.


http://www.rockpapershotgun.com/2013...orment-sequel/
http://www.nowgamer.com/features/176...nera_crpg.html
http://www.dagonslair.com/dossiers/t...evin-saunders/

Last edited by CSM; 18-09-2014 at 02:27.
CSM is offline   Reply With Quote
Old 15-02-2013, 18:44   #2   link
DM
Senior Member
 
DM's Avatar
 
Location: Cork
Send a message via MSN to DM
hype is go.

Om dan later vermorzeld te worden.
DM is online now   Reply With Quote
Old 15-02-2013, 20:36   #3   link
Dov
epo <3
 
Dov's Avatar
 
FTW
Ps:T is nog altijd het beste spel dat ik ooit heb gespeeld.
Als dit nog maar half zo goed wordt, ftw.
Hun definitie zit alvast goed: "Torment’s themes are essentially metaphysical, getting to the heart of what it means to be alive and conscious, and it’s easier to ask those questions in a setting that is far removed from the familiar"
Dov is offline   Reply With Quote
Old 15-02-2013, 20:48   #4   link
Dj El Marriachi
Senior Member
 
Dj El Marriachi's Avatar
 
Als er iets is waar ik spijt van heb, dan is he dat ik nooit Planescape Torment en de oude fallout games heb gespeeld indertijd.
Dj El Marriachi is offline   Reply With Quote
Old 16-02-2013, 00:09   #5   link
lapino
Senior Member
 
lapino's Avatar
 
Location: Oudenaarde
Wat houdt je tegen?
__________________
Gaming Rig: Fractal R5, Intel Core i5-6600K| Asus Hero VIII Z170 | 16gb DDR4 ram | EVGA GTX1080 FTW | Samsung 256gb 850 SSD + Crucial 500gb MX100 SSD| Dell u2713H
Consoles: PS4, PS Vita (nick: LapinoBEL)


When I die, I want to die like my grandfather, who died peacefully in his sleep. Not screaming like all the passengers in his car.
lapino is offline   Reply With Quote
Old 16-02-2013, 09:18   #6   link
Dj El Marriachi
Senior Member
 
Dj El Marriachi's Avatar
 
Omdat ik heb gezien wat je moet doen om het fatsoenlijk draaiende te krijgen op huidige systemen met widescreen.
Dj El Marriachi is offline   Reply With Quote
Old 16-02-2013, 10:22   #7   link
Divolinon
Una
 
Divolinon's Avatar
 
Location: Ninove
Send a message via ICQ to Divolinon Send a message via MSN to Divolinon Send a message via Skype™ to Divolinon
Patchke installeren en that's it.
__________________
Never take life seriously. Nobody gets out alive anyway.
Divolinon is offline   Reply With Quote
Old 16-02-2013, 10:56   #8   link
Wolf
Oh no
 
Wolf's Avatar
 
Quote:
Originally Posted by Dj El Marriachi View Post
Omdat ik heb gezien wat je moet doen om het fatsoenlijk draaiende te krijgen op huidige systemen met widescreen.
Ik heb het gisteren gedaan op 27" scherm - speelbaar - 20 minuten werk?
__________________
If we must never take any chances, we should have nothing at all, for nothing is certain. —Blaise Pascal
Wolf is offline   Reply With Quote
Old 16-02-2013, 10:57   #9   link
Divolinon
Una
 
Divolinon's Avatar
 
Location: Ninove
Send a message via ICQ to Divolinon Send a message via MSN to Divolinon Send a message via Skype™ to Divolinon
Zelfs niet, Fallout 1 mod

PS:T guide
__________________
Never take life seriously. Nobody gets out alive anyway.
Divolinon is offline   Reply With Quote
Old 16-02-2013, 11:16   #10   link
Dj El Marriachi
Senior Member
 
Dj El Marriachi's Avatar
 


Dat is het probleem. Die mods maken alle resoluties mogelijk, maar dan moet je je er wel over kunnen zetten dat een hoop piepklein is. Ik vind dat niet aangenaam spelen.

Ik zit al langer te twijfelen om eens een oude pc en 15 inch scherm te kopen gewoon om al die oude spellen te kunnen spelen. Zal er eens werk van maken.
Dj El Marriachi is offline   Reply With Quote
Old 16-02-2013, 11:23   #11   link
Holly Martins
a real pantload
 
Holly Martins's Avatar
 
Die zoomfunctie van BG:EE was heerlijk om mee te spelen.

Maar dat hoeft je niet tegen te houden DJ, een mens past zich snel aan aan dingen.
Holly Martins is offline   Reply With Quote
Old 16-02-2013, 11:43   #12   link
lapino
Senior Member
 
lapino's Avatar
 
Location: Oudenaarde
Quote:
Originally Posted by Dj El Marriachi View Post


Dat is het probleem. Die mods maken alle resoluties mogelijk, maar dan moet je je er wel over kunnen zetten dat een hoop piepklein is. Ik vind dat niet aangenaam spelen.

Ik zit al langer te twijfelen om eens een oude pc en 15 inch scherm te kopen gewoon om al die oude spellen te kunnen spelen. Zal er eens werk van maken.
Heb hier nog een 17" viewsonic scherm staan, je mag het hebben als je wil
__________________
Gaming Rig: Fractal R5, Intel Core i5-6600K| Asus Hero VIII Z170 | 16gb DDR4 ram | EVGA GTX1080 FTW | Samsung 256gb 850 SSD + Crucial 500gb MX100 SSD| Dell u2713H
Consoles: PS4, PS Vita (nick: LapinoBEL)


When I die, I want to die like my grandfather, who died peacefully in his sleep. Not screaming like all the passengers in his car.
lapino is offline   Reply With Quote
Old 16-02-2013, 12:42   #13   link
Dj El Marriachi
Senior Member
 
Dj El Marriachi's Avatar
 
Heb ik wel interesse in. Als ik nog eens bij mijn pa in Gent ben, kan ik weleens langs Oudenaarde komen. Als ge dan toevallig tijd hebt, wil ik wel wat deftige bierkes meenemen en kunnen we eens wat in co-op spelen ofzo.
Dj El Marriachi is offline   Reply With Quote
Old 16-02-2013, 13:33   #14   link
CSM
Kaat 4 lyfe
 
CSM's Avatar
 
"Standard PST can be played windowed mode, but you won't be able to see videos unless you set destkop color resolution to 16 bit."

"What you need to do is open up torment.ini, search for "Full Screen=1" and change it to "Full Screen=0" and it'll run in a window."
CSM is offline   Reply With Quote
Old 16-02-2013, 13:42   #15   link
KingSix
Senior Member
 
KingSix's Avatar
 
Jd le Marriachi plz
KingSix is offline   Reply With Quote
Old 16-02-2013, 19:49   #16   link
Theremin
cool happy genius hero
 
Theremin's Avatar
 
Location: The Universe!
Ook enorm hyped voor dit spel ondanks het feit dat er nog maar weinig concreet van bekend is, maar ze hebben toch de juiste insteek. Hoeft daarom PS:T niet naar de kroon te steken want das zowat het beste spel ooit maar als ze het niveau halen van een Mask of the Betrayer zal ik al wreed content zijn.
Theremin is offline   Reply With Quote
Old 04-03-2013, 15:56   #17   link
ExReey
Grunger
 
ExReey's Avatar
 
Quote:
“In Torment: Tides of Numenera, players will have to decide for themselves the eternal question: what does one life matter? Numenera’s Ninth World is a vision of a world in which massive civilizations continue to rise and fall with only cities, monuments, and artifacts left behind to serve as reminders of their past existence. These reminders have become part of the accumulated detritus of eons and now this assortment of ancient power is there for the taking. The humans of the Ninth World call the ancient power left behind the numenera. One of these humans has discovered a way to harness the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You.”
I.want.this.NOOOOWWWW
ExReey is online now   Reply With Quote
Old 05-03-2013, 22:01   #18   link
CSM
Kaat 4 lyfe
 
CSM's Avatar
 


Quote:
Wasteland 2 should launch in October of this year, and Torment will have a launch date in 2014. Most of the funding will go toward hiring concept artists and game designers, including many who worked on the original title, named Planescape: Torment, developed by Black Isle Studios and published by Interplay Entertainment in 1999. The new title isn’t a sequel per se since that story is complete, so its characters will not return. Rather, the new Torment will be a role-playing game that delivers the same kind of experience and feeling that Planescape: Torment evoked. This is part necessity since InXile does not own the original title’s intellectual property.

...

Fargo acknowledges the complexities of the game-development process. He has 10 writers and four artists ready to start work on the new Torment. Once InXile receives funding, the team will go into preproduction for about nine months. Then, the full ensemble will roll off of Wasteland 2 and move to Torment. Kevin Saunders is the project manager on the new Torment.

Fargo said the company is hoping to raise $1 million. He will match every dollar raised above that, up to $2 million, by throwing in another 10 percent. So if the company raises $2 million, Fargo will throw in $100,000 of his own money.

Game developer Chris Avellone created a YouTube video promoting the new campaign.



http://venturebeat.com/2013/03/04/in...-game-torment/
Quote:
Brian Fargo ‏@BrianFargo

And all your Mac and and #Linux users are going to be quite happy that we will be supporting those platforms for #Torment.
Quote:
Brian Fargo ‏@BrianFargo

I was so excited when I saw this #Torment sculpture that I had to show it off. It's the First Castoff character.

Quote:
Brian Fargo ‏@BrianFargo

@theasianplayboy we go live Wednesday at 6am PST. We've had great feedback from the people we showed it to. Exciting times.
CSM is offline   Reply With Quote
Old 05-03-2013, 22:04   #19   link
CSM
Kaat 4 lyfe
 
CSM's Avatar
 
Quote:
A billion years from now, the people of Earth live in the era of the Ninth World, an age built upon the vestiges of eight great civilizations before them. The flickering remnants of each once-great society – ancient nanotechnology, the data-web threading between still orbiting satellites, bioengineered monstrosities, creatures transplanted from distant stars, and myriad strange and wondrous devices – make up what people call Numenera.

Imagine this future humanity with all of its complexities, and among them a powerful man who spent centuries occupying human bodies and “skipping” from one to the next at will. Now imagine what would happen if one of those inhabited bodies was cast aside in this strange and alien Ninth World and suddenly became conscious, having never lived a day of its own?

[...] “Essentially you are waking up, not as somebody who has lived a full life already, but as somebody who has not lived a life at all,” McComb tells IGN. “You are the cast-off shell of somebody who has learned how to skip from body to body over the centuries. This person is escaping a dreadful hunter. He [realizes], “Oh, well, looks like this body’s doomed.” He skips out of it, you fall to earth, you wake up, and you’re not dead. You’re like, “Who the hell am I?”

...

Players will build their own character using an adaptation of the Numenera tabletop rules, which include three different class types: the warrior-like Glaive, the wizard-esque Nanos, or hybrid types called Jacks (as in ‘of all trades’). According to the tabletop game, Glaives can come light or heavy depending on your preference between speed and strength. Nanos harness the Numenera to work miracles, which are called Esoteries. Jacks have a lot of tricks that make them good at many things, but masters of none.

There will also be two sets of modifiers: descriptors and focus, which will grant bonuses in a variety of categories. Some descriptors (again, from the tabletop game) are Clever, Tough, Strongwilled or Mystical. Focus varies from crafting illusions to becoming a master of a single weapon.

Saunders explains it like this: “You are this specific character, but we will give you flexibility in terms of what class and descriptors and focus that you have. That will evolve throughout the game.”

...

One of Planescape: Torment’s defining features was its cavernous dialogue, with lengthy conversations between complex characters. Transitioning those elements into this game is absolutely necessary for Torment: Tides of Numenera, says its creators. “We’re planning to start from the same dialogue system that has worked for Torment and other games in the past", explains Saunders. “We intend to innovate in some ways as far as the user interface, but we’re not looking to create a more modern dialogue system, like where you pick a stance. The player will have options to choose from and they’ll pick from those.”

McComb elaborates, saying, “We’re going to provide actual lines of dialogue. We do have other things planned for the dialogue trees as well, based on your previous actions. Hopefully that will come across well.”

...

Judging the potential success of a Planescape: Torment successor in terms of already funded projects like Wasteland 2 and Cook’s Numenera, Torment: Tides of Numenera could see tremendous interest, but the team is ready to scale the final experience to the demand of the audience.

Saunders says, “Definitely, the scope of the game overall will depend on how we fund it. In terms of the overall content, we’ve developed the storyline to be very modular. It can scale well regardless of how much we have to work with. In terms of something like the combat system, I would say that the more funding we have, the more free we would be to venture away from the foundation that Wasteland 2 provides. We’d be more likely to consider adapting the Wasteland systems more closely if we had a lower level of funding than if we did exceptionally well.”

http://www.ign.com/articles/2013/03/...es-of-numenera
Quote:
"The Tides are our version of the alignment system in D&D, which is perhaps the closest parallel," he said. "There are five of them, but they don't oppose each other directly. It's not like good versus evil. There's much more complicated interactions between them."

The Tides system is the developer's way to track the results of player action, which are a de facto demonstration of what's important to them. There is no right or wrong, but rather a series of choices with consequences.

"There are forces you are manipulating here, but it's essentially an external manifestation of the choices you have made," McComb said. "If you've decided that your choice is to become a bloodthirsty butcher, people will react to you that way, and your powers within the game will change as well."

As an example, McComb offered the Passion Tide, which is color-coded red to give it meaning beyond its one-word description.

'When your Passion Tide is strong, it means you're more driven by the things that move you, as opposed to reason or empathy," he said.

http://www.polygon.com/2013/3/4/4060...-entertainment

Last edited by CSM; 05-03-2013 at 22:12.
CSM is offline   Reply With Quote
Old 06-03-2013, 15:45   #20   link
CSM
Kaat 4 lyfe
 
CSM's Avatar
 
FUCK IT, WE'LL DO IT LIVE



http://www.kickstarter.com/projects/...es-of-numenera

$368,732 pledged of $900,000 goal
CSM is offline   Reply With Quote
Reply

  Shrimp Refuge Forums > Spelletjes > Videogames

Thread Tools

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 +1. The time now is 20:12.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.