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brother-eros: (seriously though, it's just cruel. The PC master-race have feelings too you know).
Do you really wish for this discussion (again)? And after all, why should I prevent others from playing a game I enjoy (or will enjoy)? I have faith in inXile to not screw up the game, no matter what platforms they develop it for.
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brother-eros: (seriously though, it's just cruel. The PC master-race have feelings too you know).
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JMich: Do you really wish for this discussion (again)? And after all, why should I prevent others from playing a game I enjoy (or will enjoy)? I have faith in inXile to not screw up the game, no matter what platforms they develop it for.
I agree, I don't really care what platforms this game is ported to provided the PC version is fine.

OTOH, I can't understand why anyone would want to play it on a mobile phone.
I mean, even the thought of trying to read the walls of text in PS:T on that small a screen makes my eyes ache.
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brother-eros: (seriously though, it's just cruel. The PC master-race have feelings too you know).
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JMich: Do you really wish for this discussion (again)? And after all, why should I prevent others from playing a game I enjoy (or will enjoy)? I have faith in inXile to not screw up the game, no matter what platforms they develop it for.
hehe, relax buddy, no-ones going to take your toys away from you. But you did it again, you started talking about casual gaming and now I'm sad, shame on you.

But porting to mobile is fine, that's the way it should have been done from day 1. :)

Edit to clarify: Porting itself I mean, not Torment, which is to say I am 100% in preference of stretch goals being made to increase the game as a whole and a port being funded by subsequent retail success.
Post edited March 21, 2013 by brother-eros
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Roman5: Really? I haven't kept an eye on Kickstarter, where has this happened?
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etna87: As Whitecroc mentioned: It was meant as a joke. I tried to make the numbers very unrealistic, maybe I should have exaggerated further.
(However, if you interpret "almost every campaign" in a certain mathematical sense, i.e. "every campaign except for finitely many campaigns", the statement would be true)
In all seriousness though up to 5% of pledges fail at the end of a kickstarter, which is always sad :(
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JMich: Update #8. Can't copy paste all of it atm, not sure if it's a post limit or something else. So

TL;DR: New Reward for $50 Tier and $75+ Tiers. Brian Mitsoda joins the writing team. Third Fathom. More Stretch Goals, including best-selling fantasy author Pat Rothfuss! George Ziets talks about Torment’s setting and the Bloom (video).
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JMich:
The posting size is erratic. Ive been able to post long posts before one day.But not the next. Annoying LOL. Thanks for update :)

" Loranc - Obsidian Orders' Tormented One 7 minutes ago

Adam Heine (writer/designer) was part of the Planescape: Torment team as a scripter and designer, moved on to design work on the canceled TORN project, and has since been honing his creative writing skills.

Nathan Long (writer) is a fantasy author who has penned numerous Warhammer Fantasy books, as well as his own Waar series. He has also penned film screenplays including Guyver: Dark Hero, and wrote for Wasteland 2.

Tony Evans (writer) has been working as a game writer and designer since the late 1990s, working on such cRPGs as Star Wars: Knights of the Old Republic 2, Dragon Age 2, Neverwinter Nights 2 and Mask of the Betrayer (among other things designing the Skein, writing One of Many). He was also the lead designer on NWN2: Storm of Zehir.

Mur Lafferty (writer) has written for several role-playing games including Vampire, Mage, Exalted, and World of Warcraft the RPG. She started podcasting in 2004 with her show Geek Fu Action Grip, and in 2005 began producing the award-winning podcast I Should Be Writing. She’s published several audiobooks via podcast, and her debut novel, The Shambling Guide to New York City, is coming out in May. She was a 2012 nominee for the John W. Campbell Award for Best New Writer in Science Fiction or Fantasy.

George Ziets (writer) was the Creative Lead of Neverwinter Nights 2: Mask of the Betrayer, directing the game’s overall creative vision. He was also the Creative Lead on Obsidian’s Dungeon Siege 3 and is one of the writers of Project Eternity.

Brian Mitsoda (writer) started out with Interplay in quality assurance in the 90s, working QA on Planescape: Torment, but was soon promoted and was the lead writer on Black Isle’s TORN project. After its cancellation, he joined Troika Games and designed and wrote Vampire the Masquerade: Bloodlines. He has since opened his own studio, DoubleBear Productions and ran a successful Kickstarter to fund his turn-based zombie survival RPG, Dead State.

And Pat Rothfuss which they don't have an epilogue for him yet."

So many writers......
Post edited March 21, 2013 by nijuu
http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/434472

Updated our Journal (9): Chris Avellone
Update #9 · Mar. 22, 2013 · 5 comments


TL;DR: Chris Avellone @ $3.5M.

Hi.

Welcome, newcomers, to the land of the Forgotten Ones. We are thrilled that Pat Rothfuss may join our writing team. We have yet more good news for you all today.
$3.5M Stretch Goal – Chris Avellone

Our $3.5M Stretch Goal will add Chris Avellone to our team. You’ve probably heard of him, as he was the lead designer for Planescape™: Torment, the game that inspired us to create this project. Chris will be the first to say PS:T was a team effort, but he was its creative visionary and wrote the lion’s share of the game. He later cofounded Obsidian Entertainment, where he is the Creative Director. Chris was the lead designer for Star Wars: Knights of the Old Republic 2, and has contributed his design expertise to every project Obsidian has developed. He also worked with inXile on Wasteland 2 last year, including designing the area showcased in our gameplay first look video.

Of course, from the start, we hoped Chris could contribute to Torment as well. But as recently as a couple weeks ago (16 days to be precise), we didn’t know whether Torment would even fund. And besides, Chris’s commitment to Project Eternity made it unclear whether he’d have the time. Given his key role in Planescape™: Torment, and the respect he has earned from the game’s fans, we didn’t want to even hint that Chris might be involved unless we were certain it would be possible. Our unexpectedly strong start – because of you – made it an option we could explore. So explore we did. We’ve been able to work out the scheduling matters so that Chris can contribute to Torment without impacting Project Eternity.

At $3.5M, Chris will be joining our design team. He’ll have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World of Numenera.

We are truly excited at the possibility that Chris could collaborate with us on Torment.
Other Things

We have a few other things to mention.

$2.85M Stretch Goal – Achieved!

Thanks to you, we’ll be implementing the Extensive Epilogue to give each playthrough a more thorough conclusion. (See our Stretch Goal information on tumblr for more information.) You surged us past this Stretch Goal less than a day after we announced it!

$3.35M Stretch Goal – Castoff’s Labyrinth gains new feature: Lacunae

Not everyone in the Labyrinth has a living counterpart. Lacunae are figments of your mind that represent parts of yourself (or do they?). Through conversing with a Lacuna, you'll discover puzzles and quests, and might even enhance your own abilities. As we delve to deeper fathoms, you’ll be able to find more Lacunae with whom to interact. (The Fourth Fathom is less than 2000 backers away!)

Signed Items

In case you were curious, both Chris and Pat will be signing the Collector’s Edition game boxes in the Artifact Collector and higher Tiers.

Graphical Approach

We'll be speaking to the topic of graphics next week.

Too Many Writers?

A few of you have asked whether we're bringing too many writers on the project. Will it be difficult to manage? How will they all agree? Rest assured that more writers only helps us. Colin is in charge of the overall story, and will define the constraints required for each area to connect with the larger story. Each writer will then have one or more specific areas (and/or companions in some cases) to flesh out. There will be considerable creative freedom, especially for areas that are less central to the core storyline, but the result will be a cohesive whole.

We’re also developing conventions that all writers will follow, ensuring consistency in design and also how the Ninth World setting is conveyed. These will include writing style conventions, though not any so rigid as to constrain each writer’s talents.

The result is a very modular design, with a single creative lead to make sure everything ties together (and having Chris Avellone review the creative elements will only strengthen the vision). Managing a team of writers is how many story-driven RPGs are made, including Planescape™: Torment. Chris Avellone was the lead on PS:T, but there were seven designers working with him to make the game as deep and rich as it was. We’ll be following the same approach on Torment, as well as having Ray Vallese as a dedicated editor to further bolster consistency.

Have a great weekend!

Kevin
MCA :O

Awesome
Heh, I knew they wouldn't do this completely without him. Alright then, let's see how high we can get with the pledges.
I wonder how their PayPal funding goes - my donation made 4 days ago still didn't appear on my account...
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Novotnus: I wonder how their PayPal funding goes - my donation made 4 days ago still didn't appear on my account...
We batch process PayPal pledges every week, usually on Monday, but it can take two Mondays. If it still doesn't show up after next Monday, send in a support ticket via http://www.inxile-entertainment.com/support
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Novotnus: I wonder how their PayPal funding goes - my donation made 4 days ago still didn't appear on my account...
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BrotherNone: We batch process PayPal pledges every week, usually on Monday, but it can take two Mondays. If it still doesn't show up after next Monday, send in a support ticket via http://www.inxile-entertainment.com/support
Is that for the Kickstarter page or the Tormentrpg.com site? My kickstarter page shows I have pledged, but the tormentrpg.com shows no donations made. Is this how it will be until April 5th and then tormentrpg.com will be updated with my donation on KS.
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Novotnus: I wonder how their PayPal funding goes - my donation made 4 days ago still didn't appear on my account...
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BrotherNone: We batch process PayPal pledges every week, usually on Monday, but it can take two Mondays. If it still doesn't show up after next Monday, send in a support ticket via http://www.inxile-entertainment.com/support
Thanks!
Wiki:

>Avellone contributed to the 1998 game Fallout 2 and continued to work on its franchise.[3]
>
>Interplay acquired the rights to produce a role-playing video game set in the Planescape campaign setting of Dungeons & Dragons with the development led by Avellone. The 1999 game Planescape: Torment removed character death as a motive and also won acclaim for its narrative.[3]
>
>Avellone worked on all the titles of the Icewind Dale fantasy role-playing game series, which were released from 2000 to 2002.

>For the company Avellone worked on the role-playing games Star Wars: Knights of the Old Republic II (2004) and Neverwinter Nights 2 (2006) and on the action role-playing game Alpha Protocol.[3] He also worked as a senior designer on Fallout: New Vegas.
>
>He worked as the project director and lead creative designer on Dead Money, Old World Blues and Lonesome Road Fallout: New Vegas DLC.[1]
Post edited March 22, 2013 by oasis789
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BrotherNone: We batch process PayPal pledges every week, usually on Monday, but it can take two Mondays. If it still doesn't show up after next Monday, send in a support ticket via http://www.inxile-entertainment.com/support
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jjsimp: Is that for the Kickstarter page or the Tormentrpg.com site? My kickstarter page shows I have pledged, but the tormentrpg.com shows no donations made. Is this how it will be until April 5th and then tormentrpg.com will be updated with my donation on KS.
For now that is just for donation via PayPal. We will batch import the entire Kickstarter pledge database some weeks after the Kickstarter closes (it takes some time to finalize payments etc)
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JMich: Do you really wish for this discussion (again)? And after all, why should I prevent others from playing a game I enjoy (or will enjoy)? I have faith in inXile to not screw up the game, no matter what platforms they develop it for.
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mystral: I agree, I don't really care what platforms this game is ported to provided the PC version is fine.

OTOH, I can't understand why anyone would want to play it on a mobile phone.
I mean, even the thought of trying to read the walls of text in PS:T on that small a screen makes my eyes ache.
At first I would say I do agree with you but... Games which are also ported to consoles tend to also "consolize" the controls... And that´s horrible.