alcaray: "Tides" does not make less sense than the D&D alignment construct. And how TSR based the structure of the multiverse upon it.
squid830: Well the D&D alignment construct, as used by Planescape:Torment, felt like it had more of an effect. There were certain items that you could only use if you had a certain alignment.
I do appreciate that different tides have some effect on conversations and the ending (albeit only minor), and you can use tidal surge, but the instances of both of these were too few.
No way I'm going to speak nice of D&D (
3.xed) alignments and speak bad of tides. Even if the setting of numenera is new for me. They are the same, simple mechanical representations of something with severe restrictions to their metrics.
In TTON, it's used in a nice approach (I'm not sure if it's also the way in the standard setting). They give an idea of how the main character could react to something according to his previous choices (which should define his alignment or tides and not otherwise). And because he has a tendency, others reacts to him under that assumption. Yet, surprises can happen, the character can truly do something else and you are not restricted.
By the way, the end of the changing god CAN BE totally different if you are more alike to him (AKA: has the same dominance on the tides as him). And I believe that the tides also have a big impact over the Bloom.
Another thing I totally disagree with the first critique. The fact that the description in text MATCH what happens on the screen, it was so nice to me. The first time, I was ignoring the environment, and I focused only in the text (a habit born from playing Engine's games). And surprise! Everything has enough detail in the design to reflex the text. The tattoos were there. The creature in the sphere was visible from time to time, etc. Discovering that, was like passing from 2D to 3D with Mario 64 (or it was Mario RPG?).