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I have to say, when I originally backed this I thought they were going to do it as a RTwP, and backed it despite my inability to get on with those games in the past. The fact that they've gone with Turn Based makes me very happy, since I always felt like you had to basically play turn based to get the most out of playing RTwP regardless.
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# ? Dec 8, 2013 15:43 |
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# ? May 13, 2024 09:20 |
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Turn based is great because real tabletop RPGs are all turn based anyway
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# ? Dec 8, 2013 21:46 |
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Grim posted:Turn based is great because real tabletop RPGs are all turn based anyway I can't tell if this is sarcasm or not.
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# ? Dec 8, 2013 21:55 |
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Kevin Saunders posted:[grid/no grid?] We’re planning to first try no grid at all, but none of the options have been ruled out. No grid would be my preference, but I guess we'll see what happens. CottonWolf fucked around with this message at 23:18 on Dec 8, 2013 |
# ? Dec 8, 2013 23:12 |
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MartianAgitator posted:this kerfuffle is completely the fault of of the devs, who could have just said "Turn-based or RTwP: TBD" on the kickstarter. Which would've likely gotten exactly the same kind of comments ("PS:T was RTwP so I assumed the successor would be too!" "betrayal!" "InXile was pro-TB all along!" "Inxile's only going for turn-based because W2 is turn-based!" etc.) once they would've announced the decision to go turn-based.
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# ? Dec 9, 2013 16:41 |
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I've said it before and I'll say it again - the solution for fixing the combat in a proper Torment sequel should not be making the combat better and more prevalent, but replacing it entirely with the Walking Dead/Wolf Among Us style gameplay. Also, that's what they should have done with Alpha Protocol.
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# ? Dec 9, 2013 17:04 |
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Megazver posted:I've said it before and I'll say it again - the solution for fixing the combat in a proper Torment sequel should not be making the combat better and more prevalent, but replacing it entirely with the Walking Dead/Wolf Among Us style gameplay. There were several elements of gameplay in TWD (I haven't played WAU yet). The dialog branching was already there in Alpha Protocol, so were you referring to the 'press <key> rapidly' gameplay? Because those quicktime events are/were/will forever be loving horrible and unnecessary.
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# ? Dec 9, 2013 18:52 |
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Drifter posted:There were several elements of gameplay in TWD (I haven't played WAU yet). The dialog branching was already there in Alpha Protocol, so were you referring to the 'press <key> rapidly' gameplay? Because those quicktime events are/were/will forever be loving horrible and unnecessary. And yet somehow, that poo poo works quite well for those games.
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# ? Dec 9, 2013 19:09 |
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Megazver posted:And yet somehow, that poo poo works quite well for those games. Yes, thank god the developers saw fit to bless me by having me press "Q" 30 times in rapid succession. What do you mean it works? It works on a technical level (not like their savegame system, lol) in that after having pressed a button many times the zombie is no longer slowly clawing at me, but as a legitimate gameplay device it's quite feeble and entirely unfun. Even the aiming portions when you had a gun in TWD were far more fun and interactive than that stupid thing you claim 'works' (note: I'm not calling you dumb, just that gameplay device you seemed to enjoy).
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# ? Dec 9, 2013 19:21 |
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The whole debate is a little surreal to me. It's like a reverse flashback. I remember when RTwP didn't really exist and how when Baldur's Gate came along and overnight popularized it people were screaming about the 'death' of TRUE ROLE-PLAYING it ruins their immersion or something. The screams of fury when the Fallout 3 game (the isometric one that was cancelled) was likely to use such a crass system. Now I'm seeing this whole debate in reverse. Now it's turn-based that breaks up the game and is a crappy outdated system. Now if only we can get Wasteland 3 to be announced as a FPS I'd think I was in some weird alternate universe.
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# ? Dec 9, 2013 19:26 |
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Well personally I'm devastated it isn't puzzle quest style match 3 combat. I thought this is supposed to be a thinking mans game? Kickstarter refund requested!
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# ? Dec 9, 2013 19:35 |
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Masonity posted:Well personally I'm devastated it isn't puzzle quest style match 3 combat. I thought this is supposed to be a thinking mans game? Kickstarter refund requested! That would actually make me kinda disappointed, honestly. Haha. Few things would make me feel like that from a videogame. I would be okay with well done Choose-Your-Own-Adventure branching dialog combat.
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# ? Dec 9, 2013 20:05 |
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If I can't play the new Torment game with a plastic guitar controller, I am going to ask for my backer pledge back.
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# ? Dec 9, 2013 20:08 |
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Gyshall posted:If I can't play the new Torment game with a plastic guitar controller, I am going to ask for my backer pledge back. My Wizard of Rock has some pretty wicked high level licks.
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# ? Dec 9, 2013 20:18 |
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Megazver posted:And yet somehow, that poo poo works quite well for those games. It works for the type of game that The Walking Dead is being an extremely linear adventure game with light action elements. Basing all the combat in an open ended RPG entirely around QTE rapid button inputs doesn't seem like a good idea. Especially if the game is going to have considerable length, I'd rather micromanage a team of people through each encounter than break my keyboard hammering the space bar.
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# ? Dec 9, 2013 21:41 |
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Brought To You By posted:It works for the type of game that The Walking Dead is being an extremely linear adventure game with light action elements. Basing all the combat in an open ended RPG entirely around QTE rapid button inputs doesn't seem like a good idea. Especially if the game is going to have considerable length, I'd rather micromanage a team of people through each encounter than break my keyboard hammering the space bar. That's the point. It's Torment. Why the hell does it even need a poo poo ton of combat? It was 90% visual novel as it was and those were the good bits. "Man, I wish they'd cut the Civic Festhall to use those resources to add more areas like Curst Underground" - said no one ever. The action/combat sequences in the recent adventure games are used where you have to quickly choose between interesting outcomes of varying and sometimes not obvious severity, not as replacement for "Oh hey there's like fifty mobs between you and the quest destination. Good luck!"
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# ? Dec 9, 2013 22:00 |
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While combat wasn't the focus, it was still a good part of the original game, and i think it would have been an overall lesser game with less of that combat,
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# ? Dec 9, 2013 22:09 |
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Oasx posted:While combat wasn't the focus, it was still a good part of the original game, and i think it would have been an overall lesser game with less of that combat, I think you could easily do away with combat with a theme like this, but you'd have to change the setting a little. Nobody wishes for combat in a game like Phoenix Wright (or it's at least wildly successful without it), and you can do the same here, except it's always easier to just go "Here's a dagger, click the mouse button to stab someone." I enjoy the combat instances in games with a setting like D&D or similar that are isometric. But depending on the content and depth of other gameplay systems I could very easily do without it.
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# ? Dec 9, 2013 22:37 |
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I'd also be in favor or replacing the combat in a Torment game with something else.
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# ? Dec 10, 2013 16:25 |
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I get that combat is less the focus of this game, but I like having it there so I can see how much more powerful I am now that I have done a whole bunch of stuff, and can flex my combat might at enemies that caused me trouble earlier.
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# ? Dec 10, 2013 20:55 |
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Chairchucker posted:I get that combat is less the focus of this game, but I like having it there so I can see how much more powerful I am now that I have done a whole bunch of stuff, and can flex my combat might at enemies that caused me trouble earlier. You're thinking IN the box, man.
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# ? Dec 10, 2013 21:04 |
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Megazver posted:And yet somehow, that poo poo works quite well for those games. I don't know, Jurassic Park was done by the same crew and seemed entirely made of mash-buttons-in-sequence gameplay. I thought it was pretty terrible.
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# ? Dec 10, 2013 21:18 |
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Telltale just got the licenses for the video game adaptation of the TV show adaptation of the Song of Ice and Fire book, as well as Borderlands So get ready for more of those. I like what they did with TWD, and A Wolf Among Us is alright for what I've seen so far (one episode), but I don't think that'll work for everything. Also gently caress them for not allowing to remap the keyboard. Not everybody on earth uses a QWERTY keyboard. gently caress them for that.
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# ? Dec 10, 2013 21:35 |
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Drifter posted:I think you could easily do away with combat with a theme like this, but you'd have to change the setting a little. I am not saying you can't make a game without combat, but i was more saying that i disagreed with the whole idea that combat sucked in PS:T (which is a a weird notion, because it works almost exactly the same as in the BG and IWD games). I think people forget just how much fighting there was to do, of course the story and the characters are what makes it memorable, but even if there was a way to magically remove all combat and have it be an adventure, i think it would make the game worse overall.
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# ? Dec 10, 2013 21:52 |
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90% of combat suckage in PST was that bloody radial menu for spells which you had to click through a dozen times to get to your best spell. Then do it again next round. Hairtearingly frustrating.
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# ? Dec 10, 2013 22:38 |
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You could save spells in quickslots IIRC. I actually enjoyed playing as a mage in torment because it felt so good blasting things to smithereens with high level CGI spells. You go from being soooo weak early on to just annihilating things it was great.
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# ? Dec 10, 2013 22:50 |
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Wachepti posted:You could save spells in quickslots IIRC. I actually enjoyed playing as a mage in torment because it felt so good blasting things to smithereens with high level CGI spells. You go from being soooo weak early on to just annihilating things it was great. I really enjoyed all those cinematic spells, too.
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# ? Dec 10, 2013 23:38 |
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Sleep of Bronze posted:90% of combat suckage in PST was that bloody radial menu for spells which you had to click through a dozen times to get to your best spell. Then do it again next round. Hairtearingly frustrating. For me the bulk of combat suckage was the complete lack of autonomy my NPCs seemed to have. After every enemy downed, it seemed like I had to give everyone a new job. I would've preferred for them all to just move on to the next thug and start punching.
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# ? Dec 11, 2013 07:44 |
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That, the trouble they had with getting around other characters during a fight, and Grace's insistence on wasting all of her heals unless I babysat her or turned the AI off entirely.
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# ? Dec 11, 2013 07:53 |
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I liked turn based stuff. Pledged $25.
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# ? Dec 11, 2013 08:59 |
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I just downloaded Torment through gog and got a bunch of mods for it updating the resolution. My god, is the artwork beautiful for this game or what? I really hope Numenera lives up to its predecessor.
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# ? Dec 16, 2013 03:16 |
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Bunch of update stuff. Heres a little bit of it: http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/701213 quote:...
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# ? Dec 21, 2013 02:20 |
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I just stumbled on a cool little thing (apologies if it was posted here, but I never saw it): a Planescape: Torment developers retrospective podcast interview last year, including hopes for a future kickstarter. A lot of familiar names in it; I don't think I realized at the time how much this was a 'getting the band back together' situation for the original creative team.
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# ? Dec 22, 2013 17:18 |
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Fuschia tude posted:I just stumbled on a cool little thing (apologies if it was posted here, but I never saw it): a Planescape: Torment developers retrospective podcast interview last year, including hopes for a future kickstarter. A lot of familiar names in it; I don't think I realized at the time how much this was a 'getting the band back together' situation for the original creative team. I think it was while talking over doing that podcast that a) MCA suggested to Colin he'd join the WL2 writing team and b) Adam told Colin he'd like to get back into videogame development. So yeah!
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# ? Dec 22, 2013 19:38 |
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The core book for Numenera (the tabletop RPG, I mean) is 50% off in DriveThruRPG's New Year's sale for those who are interested. $10 for me in the US.
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# ? Jan 8, 2014 00:53 |
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Is there a dedicated Numenera thread where I can ask about the RPG? I skmimmed through TG and I couldn't find any, which is too bad because it sounds interesting and I want to see if it actually plays well or if it needs to be houseruled to hell and back or what.
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# ? Jan 9, 2014 03:11 |
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There is.
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# ? Jan 9, 2014 03:17 |
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In case anyone missed it, the latest update has a long write-up on inventory and loot mechanics. It's fairly similar to Planescape: Torment's system, but with proper equipment slots, weapon sets, and without a limit to the number of items you can carry (though they'll still be limited by
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# ? Jan 29, 2014 18:37 |
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Holyshitholyshitholyshitquote:“Lately we’ve had increased emphasis on developing Torment’s aesthetics and environments. To that end, we have some news related to our environment art: late last March, we announced that we’d be collaborating with Obsidian Entertainment on technology. This primarily meant their conversation editing tools. I’m happy to say that we’ve taken things a step further and recently reached an agreement to license Obsidian’s technology for Pillars of Eternity to use in Torment.” I already liked the 3D demo screenshots they published, but if they make it 2D with the quality of what we've seen from Pillars of Eternity, I mean. Just. gently caress. YES. I wonder how much 3D work was done and needs to be thrown out now, though, and what the impact will be on the development time. It's all for the better, though.
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# ? Feb 10, 2014 13:55 |
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# ? May 13, 2024 09:20 |
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This was in the Torment update like a fortnight ago.
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# ? Feb 10, 2014 14:10 |