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VanishedOne: I'm not sure. http://tormentrpg.tumblr.com/post/66194576273/updated-our-journal-24-roll-for-initiative has them pushing TB because they think it allows 'greater depth of choice' and 'more complicated options', which isn't something you'd necessarily say to people who you think aren't much bothered about tactical combat.

I'm inclined to suspect ambition (or, more negatively, hubris): a desire to make an RPG that's thoroughly deep and thoughtful in its every aspect. They're part of a tradition of CRPG-making that sees tabletop gaming as the ideal of reactivity which computers can only approach: you can tell because another reason they want TB is that it's 'truer to tabletop RPGs'. (Contrast the dismissal of realism in the latest update.) From that point of view, it makes sense to aim at ToEE-without-the-half-hearted-dialogue-and-storyline. If you don't have a tabletopper's heritage, of course, it's a point of view you may not share...
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Crosmando: Well, Numenera IS a tabletop RPG, so they have a point.
Sure, but what they're making needs to work as a computer RPG. A tabletop system provides a (rather abstract) model of what the players are notionally doing. If you try too hard for fidelity to the tabletop system when making your computer gaming system, you're going to end up twice removed from what the fiction says is going on. That's why I find it odd that they apparently care much less about realism than about - erm - tabletopism.

Of course, it might be that TB is the best option for papering over those cracks. But if there are numerous cracks to paper over, that might mean the Numenera system isn't actually a good choice for a computer RPG in the first place. We can't really tell at this point.
So new update today:
http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/701213

As expected, it's a huge wall of text. I suggest reading the part by Adam Heine about how skills, task difficulty and "Effort" works, a really interesting system.

It looks like the extended development of Wasteland 2 may just yet really help TToN quite a bit, by being able to have an even longer pre-production process getting the story and mechanics right before the WL2 team switches over to start building Torment.
https://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/731869
There's a really good interview with design lead Adam Heine on the fan-run Italian Torment blog]There's a really good interview with design lead Adam Heine on the fan-run Italian Torment blog. Talks foci, item-based progression, XP, tasks, save-scumming and combat.
Updated our Journal (29): Cliffs Notes
TL;DR: Sagus Cliffs Lore, adapting tabletop rules for CRPG gameplay, web developer position at inXile
Update too long for a post, go read it on the KS.
Hmmmm, I wonder what the "balance" of fantasy to science-fiction in the game will end up being
New update. We have Ziets on board full time as our lead area designer. Wooo!
Interview over at RPG Codex
I really liked that part:

"This is partly a matter of personal taste, but I place much less value upon familiarity in new settings. Audiences are a lot more flexible than we often think. To me, it’s more important that character motivations and emotions feel believable and identifiable, regardless of setting. If you create characters who feel and act in a believable way, have problems that players can identify with, and are likable, audiences will tolerate a lot of weirdness in setting details. "
I think this should be a general goal for video game design you should aim for. Not be realistic, that´s not interesting---but WITHIN the setting, always stay realistic!
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RadonGOG: I think this should be a general goal for video game design you should aim for. Not be realistic, that´s not interesting---but WITHIN the setting, always stay realistic!
Verisimilitude's the term for it, I bring it up a lot in design meeting/discussion, I'm totally with you (and George), it's one of the key things in any fictional work (even the non-fantastical), but probably even more so for video games.
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RadonGOG: "This is partly a matter of personal taste, but I place much less value upon familiarity in new settings. Audiences are a lot more flexible than we often think. To me, it’s more important that character motivations and emotions feel believable and identifiable, regardless of setting. If you create characters who feel and act in a believable way, have problems that players can identify with, and are likable, audiences will tolerate a lot of weirdness in setting details. "
I think this should be a general goal for video game design you should aim for. Not be realistic, that´s not interesting---but WITHIN the setting, always stay realistic!
I understand this quote quite the opposite way: what matters is not the verisimilitude but how much the audience can identify with the character. If the setting is such that the character's actions make sense within the setting but are not something that the audience can identify with, then it won't work.
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RadonGOG: "This is partly a matter of personal taste, but I place much less value upon familiarity in new settings. Audiences are a lot more flexible than we often think. To me, it’s more important that character motivations and emotions feel believable and identifiable, regardless of setting. If you create characters who feel and act in a believable way, have problems that players can identify with, and are likable, audiences will tolerate a lot of weirdness in setting details. "
I think this should be a general goal for video game design you should aim for. Not be realistic, that´s not interesting---but WITHIN the setting, always stay realistic!
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ET3D: I understand this quote quite the opposite way: what matters is not the verisimilitude but how much the audience can identify with the character. If the setting is such that the character's actions make sense within the setting but are not something that the audience can identify with, then it won't work.
He actually combinds those four aspects in that interview:
Feel in a believable way, act in a believeable way, Problems you can identify with and general likeable characters.
I don´t think that he put in a huge weighting in this. But I, for my own, think that the second aspect is the biggest problem within most games.
But, just to put it up for another time, I believe that George sees them nearly all at the same level...

And yes, I have to totally agree to you too: This wouldn´t lead to an image of a likeable char ;)
Updated our Journal (31): Starting to Ramp Up
TL;DR: Update on our progress; Wasteland 2’s planned late-August launch sets Torment’s to the fourth quarter of 2015; Colin on the Tabaht; Adam talks Toy
Update too long, can't post. Go read it ;)
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JMich: Updated our Journal (31): Starting to Ramp Up

TL;DR: Update on our progress; Wasteland 2’s planned late-August launch sets Torment’s to the fourth quarter of 2015; Colin on the Tabaht; Adam talks Toy
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JMich: Update too long, can't post. Go read it ;)
For everybody who doesn´t have the time I´ll try to summarize:
Focus is to explain why it´s a good think that TTON is delayed and it´s launch is set to end of 2015. Generally, the team thinks that it´s better if they get finished technology from those who work on PillarsOfEternity then investing much time now in technology that will get an overhowl in the near feature. But as the Eternity-Unity2D-Engine is now feature-complete and Wasteland II devs will be allocated to Torment-Team full-power production can start in round two months.
They´ve already did tons of design basics, but only consumed 20% of the budget yet...
...which leads them to have a very positive look on the future!

Oh, and Chris is talking about a fraction/ a species/ whatever, unsummerizeable in my eyes...
...as well as Adams description of one of the NPC-Followers!
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JMich: Updated our Journal (31): Starting to Ramp Up

Update too long, can't post. Go read it ;)
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RadonGOG: For everybody who doesn´t have the time I´ll try to summarize:
Focus is to explain why it´s a good think that TTON is delayed and it´s launch is set to end of 2015. Generally, the team thinks that it´s better if they get finished technology from those who work on PillarsOfEternity then investing much time now in technology that will get an overhowl in the near feature. But as the Eternity-Unity2D-Engine is now feature-complete and Wasteland II devs will be allocated to Torment-Team full-power production can start in round two months.
They´ve already did tons of design basics, but only consumed 20% of the budget yet...
...which leads them to have a very positive look on the future!

Oh, and Chris is talking about a fraction/ a species/ whatever, unsummerizeable in my eyes...
...as well as Adams description of one of the NPC-Followers!
Thank you for summarizing what I was not going to bother reading. I, for one, appreciate well utilized delays. Some games could have really used a few (Legends of Dawn, Two Worlds, Knights of the Old Republic 2, Gothic 3, Daggerfall, etc).
Speaking of finished technology, Vampire: Bloodlines - The Masquerade was developed with an incomplete version of the Source engine if I recall correctly.

I'll probably go for the $39 pledge... eventually.