

by the founders of Pixar, in which they talk about how every Pixar movie starts off as a piece of shit. There’s a great book called Creative Inc.

I’ve never been on a product where it was run perfectly and you know everything. When everything’s place, it can become more like that, but whenever you’re trying to innovate in any way, it’s always very messy. The only times it was straight forward was, for example, Icewind Dale, where all the systems were in place, we knew what it was, it wasn’t that deep as a product – and by the way, it was one of my favorite games – but it was very straight forward, you knew exactly what you were doing, all the systems were in place.

I’ve been involved in very few products in which it was straight forward. So this drama is part and parcel of development. The original producer for that project was replaced. Fallout 2, behind the scenes, was a mess. I’ve been involved in a lot of products before as you know, and whenever we’re doing something different or innovative, they’re messy behind the scenes. But overall, they had the lion’s share of the resources of this company. Maybe we could’ve moved the start time up a couple of months while we were doing Director’s Cut things. I think the only games that have more word count is MMOs done over a long period of time.ĭid the fact that InXile was taking on several different projects – Wasteland 2, Director’s Cut, Wasteland 3, Bard’s Tale 4 - at the same time affect Numenera's production? Why did you decide to take on so many projects at the same time, given this risk?īrian: The majority of the entire company was on Torment, that was very much the case. You know how many we are at now? It’s 1.6 million words, probably a world record for a single player game. Even today, after we made the “cuts,” the original specification for the game was 600,000 words. I had to change what we were doing.Īnd, to talk about scope, the product was wildly over scoped. And so, at that time, if we had gone along that route, the game would not be done until the year 2018. No abilities or weapons were in outside of the alpha systems. At that point, we’ve gotten the first pass of combat.

Kevin left the project in late 2015, right? At that point, we were roughly two years into production. Can you talk about why he left and how his departure affected production?īrian: I can’t talk about an employee’s specific performance, but what I can do is to provide you with a factual history of things. Kevin Saunders left before the end of production. Today, we'rehappy to present the report of his visit to Brian Fargo's court. That was an opportunity we couldn't pass up, and so a couple of weeks ago we dispatched our secret agent in Southern California to inXile's headquarters in Newport Beach. To that Jim responded with a counter-proposal - an in-person visit to inXile, to be followed by an AMA with several of Torment's developers. Our initial proposal was a humble one - a reveal-all AMA with George Ziets, probably the only person at inXile who still has our community's trust. Jim told us he was seeking to make peace with the Codex, and that he was willing to hear our demands. It may not be a coincidence that shortly after its release, we received an entreaty from inXile PR representative Jim Redner. And now that it has been a month and a half since the release of Torment: Tides of Numenera, it's quite clear that the game has not been a success. Our friends at the Codex (who can be real drama queens sometimes) are talking with inXile Entertainment again: RPG Codex Report: A Codexian Visit to inXile EntertainmentĮver since Techland canceled our interview with Brian Fargo last year, our relations with InXile have been strained, to say the least. It is not your normal game, and is much better for it. If you like games where you must think deeply and act consciously, buy Torment: Tides of Numenera. Its audio is moody rather than modern and its gameplay recalls strategic pen and paper RPGs instead of the real-time combat in most modern games. It doesn’t have the graphics of a Grand Theft Auto but its images are dreamy and artistic rather than hyper-realistic. In that way, I think Torment: Tides of Numenera is greater than the sum of its parts. The measured pace of this game makes room for deeper thought rather than the frantic emotions a first-person shooter elicits. It is a true computer role-playing game (CRPG) that concentrates on story rather than just an endless supply of re-skinned targets. This small piece of dialogue from the turn based role-playing game Torment: Tides of Numenera encapsulates what I love about it. GiN has reviewed Torment: Tides of Numenera: Torment: Tides of Numenera offers Deep RPGing, Fantastic Worlds
