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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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29. Re: Torment Kickstarter Concludes Apr 6, 2013, 12:21 Creston
Slashman wrote on Apr 6, 2013, 08:36:
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.

You need to take into account that Torment is going on 14 years old. Portraying a deep story through graphics and animation simply wasn't possible back then. If you wanted to have deep characters, you had to describe everything they did in words, because on screen they were half an inch tall and looked like amorphous brown blobs. (or yellow blobs, if you had given them the yellow armor.)

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.

That's fine, but don't expect that out of a Kickstarter. What you describe costs a metric shitload of money. While it is certainly possible with the power of today's PCs, it also requires an incredible amount of work. I believe Bioware had somewhere between 30 to 50 animators working on the Mass Effect series (IIRC) for all the animation in their dialogues. And apparently the average salary for these guys is around 80 grand a year.

Also, writing words is cheap. A good writer can churn out around a few thousand words a day. While doing so for a game is probably impossible, since there are far more varieties in what you have to write compared to a novel, I'm sure that Avellone can still take an area and put a thousand words of dialogue and descriptions in there in a day. If said dialogue doesn't have to be voiced and animated, he's done. On to the next area. If it DOES have to be voiced and animated, it's probably going to be worked on for the next few months by the equivalent of a small development house.

This next Torment game is going to be a massive BOOK, and in very many ways a choose-your-own-path novel. It's not going to be what you are describing. If they wanted to do that, they'd have needed around 10 times what they hauled in.

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