![]() ![]() ![]() If you’ve played through Planescape: Torment, you’ll notice examples from that game that we hope help to illustrate what kind of character would fall under each Tide (though remember, most people are more complex than a single Tide, and your character may embody more than one).īlue is the Tide of wisdom, enlightenment, and mysticism. The Tides are pushed and pulled by action, not motivation. The motivations of these people rarely matter the Tides describe the legacies they leave behind. Each Tide is embodied by heroes, villains, and folks just trying to do their best. As you read, remember that the Tides do not care about motives or morality. There are five Tides, and I want to walk you through each of them and then talk a little about how they’re used in the game. They are more like an invisible force (think magnetism or gravity) driven by people’s actions. They are not something people consciously strive for very few individuals even know they exist. Rather than focus on moral axes, the Tides look at a person’s legacy, at what they’re remembered for. We figured it was time to update you some on our design.įirst a refresher: the Tides are essentially our alignment system. ( Adam Heine) The last time we talked in-depth about the Tides was during our Kickstarter campaign. I’m looking forward to meeting Adam in person for the first time! In a couple weeks, Adam Heine and Colin McComb will be coming out to inXile to meet more of our production team (still hard at work on Wasteland 2) and to discuss various aspects of Torment’s design. We’re continuing through preproduction on Torment, designing various game systems and continuing to refine the story and character arcs. TL DR: Tides, Q&A with Colin McComb, combat discussion begins!, new Torment forums ![]()
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