New part-time project:
|Ultimate Chicken Horse|
|Shadowrun: Dragonfall - Director's Cut|
Currently answering questions in the comments:
|Ultimate Chicken Horse|
|Shadowrun: Dragonfall - Director's Cut|
Other highlights and comments:Brother, friend, and various involuntary photobombers, as people file into our classic RPGs panel. pic.twitter.com/nVCMZ7PExO— Adam Heine (@adamheine) September 1, 2015
Met so many *ridiculously* nice game devs at #PAXPrime. Anyone talking crap about these people online is basically talking out of their ass.— Adam Heine (@adamheine) September 1, 2015
terrifying and really, really fun. Honestly, I would have loved to just sit and talk RPGs with Annie, Mitch, Swen, and Josh without all those people watching. Sounds like an awesome afternoon to me. We talked for an hour about RPGs and the difference between old-school and modern RPGs (and why we tend to like the former), as well as answering some very good questions from the audience.Talked Torment and gaming and story and writing and kids with @PatrickRothfuss today. He's super awesome and nice. Also I fail at pictures.— Adam Heine (@adamheine) August 30, 2015
This is the first time the public has gotten to play (part of) a game I'm making since 1999. The terror and excitement is exactly the same.— Adam Heine (@adamheine) August 15, 2015
...all those ads [that interest me] require the submission of "samples" of one's own work, and I suspect that those that don't clearly require it just take it for understood. ...what is adequate for "submitting"? How many "pieces"? How long? Of what kind? Most ads mention no details whatsoever...
Any other advice for an aspirant "writer" who is trying to approach the gaming industry?
Last, if the choice is between getting Torment released and replying to me, by all means please just work on the game and release it already. I'm dying here [insert pun about my "torment" here].Heh. Fortunately for you, my brain needed a break and your question provided it. But I appreciate your anticipation!
A: "Help! There's a murderer on the loose!"Of course I'm not actually talking about a murderer. It would be so much simpler if I were. I'm referring to online harassment, stalking, threats, and severe sexism -- particularly toward women, particularly in and around gaming culture. A recent public example being Anita Sarkeesian, who was stalked and driven from her home by abuse for bringing up the objectification of women in several mainstream games. I wish it were the only example -- if it were, maybe then we could talk about whether it actually happened -- but it's not even close.
B: "No there isn't. You're just making up that murderer nonsense to get attention."
A: "What? But... dead bodies. Murder. Facts."
B: "Fabricated. I mean, look how obviously these pictures have been photoshopped."
A: "These pictures are from the NY Times. One of the bodies is right over there. Someone is murdering women."
B: "Now you're blowing everything out of proportion. They're not murdering women. They're murdering men, too. But you don't see me complaining about it."
A: "Complaining? I... Look, I'm not saying men haven't been murdered. I'm saying the killer is primarily stalking and killing women. Even most of the men he's murdered were because he accused them of being women. Why are you arguing about this?"
B: "Oh, so now you're blaming me? I didn't murder anybody! You need to get your facts straight. There are a lot worse things than being murdered, you know."
C: "Hey, I heard you're trying to raise this issue about women getting murdered again. I thought you were a rational person, but I guess I was wrong."
D: "Woah! Stop blaming us for the murders! I interact with women all the time without murdering them!"
E: "Oh my God! You're not talking about this 'murderer' again, are you? Shut the f*** up!"
If someone wants to become a writer for video games, what would your advice be?
You are currently the project lead for Torment: Tides of Numenera for InXile Entertainment. With that in mind, if you could be the "boss"/project lead for any type of Compute role-playing game, and decide everything about it's setting and design, what would you make?
If the player it to be forewarned about possible failure, or chances for that failure - shouldn't that be dependent on level of his skill for that specific task?These are cool ideas, and if we had more resources to devote to implementing and debugging this kind of gameplay, I'd put it in Torment. (I know it doesn't seem all that complicated, but even a small thing like this can increase balancing and debugging time exponentially.) At the moment, pending prototyping and iteration of our exploration gameplay, we're allowing the player to choose how much of the task difficulties they see (actual numbers vs. abstracted numbers (default) vs. none), primarily focusing our resources toward conversations, Crises, and reactivity instead.
So, a low level, beginner thief would not be able to know how dangerous some trap or lock is with any greater precision (this lock looks challenging, duh), while a master thief would be able to evaluate the dangers with more exact precision, presumably knowing the exact type and maker and specific of the lock or trap.
Or at least be able to deduce the potential risks with more precision?
- instead of some global knowledge available to everyone - of that class?
Save scumming in usual gameplay may be fine, but what about saving during TB combat?It's likely this will be possible in Torment (our Crises are planned to be longish, in-depth affairs), so I stand by my statement in this interview. Namely, we are taking care in our design so as not to encourage nor require savescumming, even in TB combat. But for some folks, that's how they want to play, so we're not going to expend tons of resources to prohibit it.
- have you played Age of Decadence?
As for [random number generation (a topic dealt with in the same interview)]... isnt that what gives RPG mechanics a very valuable sense of authenticity and believability? Lets look at... Sergei Bubka, at his prime. World recorder and master champion of his sport with no one equal or even close in skill at the time. Did he succeed in every single jump? Furthermore... shouldn't RNG lessen the more skilled a character is and be greater the lower level of skill is? (but never be completely removed?) Seems reasonable and believable to me.I agree (though as I said in the interview, deterministic can be fun too). Sounds like you'll enjoy Torment's design :-)
Something like that, yeah :-)
Oh, i guess the fact that the player has the option of switching between all those Foci will be excused through narrative - of player being a castoff.
Why aren't you writing a novel right now? :)
What will you look for in an intern? What are some basic skills the intern must have? What kind of attitude should s/he have if they want to apply at a company? (Given that, ofcourse, the company you work for, accepts interns)
What's the next gift you're going to give your wife?
Are you guys going to make the [Torment] combat system like Planescape/Baldur with the pausable real-time mode?. Because right now there are WAY too many "turn based combat games" like Banner Saga , Blackguards , ShadowRun, Wasteland, Divinity Original Sin ETC. And I really think that many people want that old school RPG complex combat system, so it would be great if you guys go with the real time paused system :)
How come the Changing God doesnt get that his discarded shells are continuing to live? He seems as a rather smart guy and he makes them himself. - Does every shell survive or just some? How come?
Can I play T:ToN without having to learn the massive lore beforehand? Can I as a layman play the game and learn about the world and rules through playing the game rather than having to study beforehand?
I ask because whenever I see an interview or an update, I've got the strong sense I'm missing a vast amount of knowledge.
I backed both Project Eternity and Torment Tides of Numenera, but my attention had been focused mostly on following Project Eternity. I now have this idea that starting T:ToN I might be well out of my depth. I hope not, because so far, I like everything I've read. And as a fairly critical person, that's rare.
You're pretty cool. What's your shtick?