a couple of questions that arose directly from my playthrough of Pillars of Eternity.
First question: As far I remember, in Torment we will have separate inventory screens for each character, won't we? And if so, any hope you guys are reconsidering this part of the GUI?
I'm not sure where I might have mentioned separate inventory screens. If I did, it was either very early in design or else a mistake. Our inventory design is based on Pillars of Eternity's -- partially because we had just gotten their codebase at that time (so we could see how they were doing things) and partially because a single inventory screen for the entire party is just a good idea.
Additionally, as you mentioned in the full text of your question, Alessandro, TTON's weapon sets will be representative, so a single weapon can be used in multiple weapon sets. See this update for more info on that.
My second question: in a another KS update you wrote (quote): "For us, a “puzzle” isn’t an attempt to divine the will of the designer, but rather an obstacle with multiple solutions involving various Difficult Tasks and their applicable Effort and skills".
Does this mean that Torment won't have any puzzle/problem with not-so-obvious solution? Which is to say: Will the puzzle-solving elements of the original game be dropped in favor of the effort management of the new one (please don't do that. If you are not 100% convinced, I can send you my boxed copies of all Quest for Glory games, as a reminder of how you can have puzzles that feel like real puzzles even if they can be solved in multiple ways according to your character skills :D)?
I can see how your concern might arise from my quote. Rest assured that PST is our primary example in terms of how conversations are designed. "Puzzles" in TTON will take many forms. Simple ones might require one of a couple of Difficult Tasks, but many more will require you to talk to people and pay attention to your surroundings (or at the very least, they will be made much easier by doing so).
What we won't do is, for example, require the player to decipher an elaborate and unique sequence of actions to collect an item they don't even know they need. We also don't want the player to get stuck because they missed some foozle or failed the wrong Task. We are trying to emulate a tabletop RPG session more than a graphic adventure, and that means doing the best we can to anticipate what things players will want to try, and implementing what might happen for each one.
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