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Torment Kickstarter Concludes

The Kickstarter for Torment: Tides of Numenera has concluded, showing inXile entertainment has attracted almost $4.2 million in crowdsourced funding for the role-playing game. This is a record for the service, though Star Citizen surpassed $6 million in funding when PayPal donations are included. Word is that in addition to being wealthier, they are also humbled and excited:

We are both humbled and excited that you have given us this opportunity. The team we have assembled is pretty unbelievable and I have full faith that together we will create a true classic. I never stopped working to get Chris Avellone aboard to make sure we had the band back together. But it only got better when we brought on guys like Pat Rothfuss and Kevin Saunders to take the game to new heights. The trick is always to surround ones self with brilliant people and to create an environment in which creativity can flourish.

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26. Re: Torment Kickstarter Concludes Apr 6, 2013, 08:36 Slashman
Yifes wrote on Apr 6, 2013, 08:20:
El Pit wrote on Apr 6, 2013, 07:26:
storytelling IN WORDS instead of letting the player experience it. Sometimes it felt like reading a book instead of playing a game.

You can express more with words than you can with just animation and dialogue. The depth of storytelling that I experienced in PS:T surpassed any other game that I've played. Reading is a part of the gameplay experience, and that's not a bad thing.

Funny thing, Chris Avellone agrees with you and thinks that it's one of the weaknesses of the game. Personally though, I think it's one of the best aspects of the game, and put it on a level above his later works like KOTOR2 and NWN2

Playing a game should be a different experience than reading a book. The problem is that most developers cannot properly marry the two types of story telling and pick one over the other instead of achieving a decent synergy of both.

There are situations and events in a game that may be better related through actions and animation than through reading words on a page. The opposite is also true. Much of the time, developers make the wrong choice regarding which is which. But doing it all one way (and neglecting other avenues) doesn't always equate to a better game.

I don't want to play a game that feels like a choose-your-own path novel. I want it to be a game. I want it to use the capabilities of my computer to let me feel like I'm living it while remaining a deep experience.
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