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We are nearing the stage where I can more formally reveal "Fallen Gods," our next project. In the meanwhile, I'm excited to say that I've been given the wonderful opportunity to work as a writer on Torment: Tides of Numenera. As you guys probably know, the original Torment game (Planescape: Torment) was my principal inspiration for Primordia. The T:TON writing and design team is composed of people whose work I've long admired: Colin McComb, George Ziets, Kevin Saunders, Chris Avellone, Monte Cook -- to name just a few. Numenera was one of the very first projects I backed on Kickstarter as part of my commitment to using Primordia's revenue to support interesting projects; T:TON came not long after.

To suddenly be on the same team as these guys is not a dream come true because, first of all, my dreams tend to be unpleasant and, second, even my subconscious would not be so audacious as to invent such a scenario. While I am optimistic that this is another step on my game-writing path and not the destination, it does feel like a milestone as important as Primordia was.
That's... wow... *bows to Mark* Congratulations! :)

I likely forgot to post this before, so - I can honestly thank you for getting me into Planescape: Torment. Back when I bought that summer sale bundle that included Primordia, I only really played point-and-click adventures, and avoided RPGs because that genre seemed too complicated to me. But since I liked Primordia a lot, after reading your comments on its creation I became curious about Planescape: Torment, enough to look up a bit more info on it and decide that I can play it just fine. So I bought it here on GOG, and it has since joined Primordia on the list of my favorite games. Pretty sure I'm not the only person who did that.

If your work manages to promote something that inspired you to create it, surely that means you truly liked that inspiration? Then you very much deserve to work on its spiritual successor. Seriously, you underestimate yourself and your dreams way too much. :)
Congrats, Mark! No matter what you think, you earned this and you deserve it. Just do what you do and enjoy your time while doing it. I hope this leads to bigger and better things for both you and Wormwood Studios.
Seconding my fellow GOG forum users, I want to congratulate you for this amazing piece of news, you more than deserve it, Mark, Primordia is one of the best games I've ever played and I can asure you that, even though the whole game it's a tight, complete experience, your writing really makes it all come together and look and sound more organic and alive. So, kudos to the guys developing Tides of Numenera for noticing you and bringing you in, I'm positive you'll bring dedication, love and, most of all, quality to their cherished project.

I sincerely hope this will only bring good things for you and Wormwood Studios, as you guys certainly deserve it.
Thanks, guy!
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groze: I sincerely hope this will only bring good things for you and Wormwood Studios, as you guys certainly deserve it.
...and a new Wormwood Studios game!
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groze: I sincerely hope this will only bring good things for you and Wormwood Studios, as you guys certainly deserve it.
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RenKalan: ...and a new Wormwood Studios game!
Indeed. Which, to be honest, I'm more excited about than Torment: Tides of Numenera. I'm a huge Planescape: Torment fan (as is Mark and as should pretty much all the people who love Primordia be) and I have to say I was disappointed when they announced Tides of Numenera is going to be a turn-based RPG. One of the things I loved about Planescape was the freedom you get by the RTwP combat system from the Infinity Engine games, with minor tweaks adapting it to the kind of game PS:T is. Turn-based stuff is a big no-no in my book, and I have to say that, by now, I'm not planning on buying or playing Tides of Numenera just because of that. I understand TB combat has been experiencing a comeback of sorts thanks to games like Shadowrun and Divinity: Original Sin, but there still are players out there -- like me -- who won't get games because they're turn-based. And it's a shame, actually, because I think Planescape's formula was perfect as it was; yes, the combat was sub par as it was, it was no Icewind Dale (considered to be, by many, the finest example of well made combat in the Infinity Engine games), but, then again, aside from the D&D setting, I don't think Planescape ever attempted to be your regular IE AD&D CRPG, it always felt more like a "choose your own adventure" book in video game format that included combat from time to time (though most of it could be avoided altogether, depending on your choices throughout the game). I know I'm nitpicking and this shouldn't be that big of a deal, but it is, to me. I absolutely abhor turn-based stuff, unless it's very light or if the game's other strengths end up making up for it (the first two Fallout games spring to mind, for instance). Maybe this will turn out to be the case with Tides of Numenera, but until I get to watch some extended game play videos of it by regular gamers, I'm not getting excited by it or buying into the Planescape nostalgia hype bandwagon.

Still, I love the work of Mark and the rest of the team at Wormwood and I know how huge Tides of Numenera is, so all I can do is to feel glad he managed to become a part of something this big, and how this exposure can help their small studio in the long run. And, obviously, I'm more excited for whatever Wormwood puts out next than for Tides of Numenera.
Post edited April 22, 2015 by groze
Mark, I'm actually happy both for you and Torment.
May the combats not so awfull than PsT, where we had to god-mod cheat to hurry them..
(I know you should not be involved in their developpment in Torment).
Post edited April 22, 2015 by ERISS
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ERISS: Mark, I'm actually happy both for you and Torment.
May the combats not so awfull than PsT, where we had to god-mod cheat to hurry them..
(I know you should not be involved in their developpment in Torment).
They are taking an entirely new approach to combat (turn-based, with little to no trash combat). I actually kind of liked PS:T's combat in a meaningless, almost jRPG way. :)
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WormwoodStudios: turn-based
Welp, I know what I am playing after Wasteland 2 :D
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WormwoodStudios: To suddenly be on the same team as these guys is not a dream come true because, first of all, my dreams tend to be unpleasant and, second, even my subconscious would not be so audacious as to invent such a scenario. While I am optimistic that this is another step on my game-writing path and not the destination, it does feel like a milestone as important as Primordia was.
Late reply, but I haven't been looking at the game specific forums of late.

Congratulations on all fronts! I found the writing in Primordia to truly be top-notch, it really stands out in this department and I look forward to experiencing both Fallen Gods as well as the new Torment. Both games are now high up on my watchlist. :)
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WormwoodStudios: I'm excited to say that I've been given the wonderful opportunity to work as a writer on Torment: Tides of Numenera. As you guys probably know, the original Torment game (Planescape: Torment) was my principal inspiration for Primordia. The T:TON writing and design team is composed of people whose work I've long admired: Colin McComb, George Ziets, Kevin Saunders, Chris Avellone, Monte Cook -- to name just a few. Numenera was one of the very first projects I backed on Kickstarter as part of my commitment to using Primordia's revenue to support interesting projects; T:TON came not long after.

To suddenly be on the same team as these guys is not a dream come true because, first of all, my dreams tend to be unpleasant and, second, even my subconscious would not be so audacious as to invent such a scenario. While I am optimistic that this is another step on my game-writing path and not the destination, it does feel like a milestone as important as Primordia was.
I'm happy you were in, I think you saved the game, without you it would have been a big bullshit. At now it's just an half finished book, barely a game.
Post edited March 02, 2017 by ERISS
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WormwoodStudios: I'm excited to say that I've been given the wonderful opportunity to work as a writer on Torment: Tides of Numenera. As you guys probably know, the original Torment game (Planescape: Torment) was my principal inspiration for Primordia. The T:TON writing and design team is composed of people whose work I've long admired: Colin McComb, George Ziets, Kevin Saunders, Chris Avellone, Monte Cook -- to name just a few. Numenera was one of the very first projects I backed on Kickstarter as part of my commitment to using Primordia's revenue to support interesting projects; T:TON came not long after.

To suddenly be on the same team as these guys is not a dream come true because, first of all, my dreams tend to be unpleasant and, second, even my subconscious would not be so audacious as to invent such a scenario. While I am optimistic that this is another step on my game-writing path and not the destination, it does feel like a milestone as important as Primordia was.
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ERISS: I'm happy you were in, I think you saved the game, without you it would have been a big bullshit. At now it's just an half finished book, barely a game.
Well, I only had a very small role on it (five Meres, Inifere, the Council Clerk, the philethis, and then a bunch of small things here and there), so I doubt I deserve so much credit. Sorry your reaction was so mixed, though. :/