2017 was . . . an interesting year. Aside from the dumpster fire, I went from four years of reliable, steady work to juggling chainsaws.
Don't misunderstand me. Before Torment, I had no work at all, and our enormous family was slowly hemorrhaging money. Torment was literally (in the literal definition of literally) a Godsend, and although freelancing has been bumpy as hell this year, the connections I've made in the last five years are the only thing that has made any of it possible.
So! Looking back at 2017:
1) Torment was released. Not unlike the first one, sales have been unimpressive (so I hear; it's not like I see any financial reports), but the critics love it as do most of the people who have played it.
If history is any indicator, we can expect its successor to be the next crowd-funded success in another fifteen years.
2) I worked for Nexon . . . and now I don't. I realize now I didn't talk about this much on the blog, but yeah, I was doing game writing (and a little design) for a prototype for Nexon which the high-ups ultimately passed on. They not only passed on the prototype, but also the whole team, which unfortunately included me. But hey, I got paid for several months and had time to write on the side, so I ain't complaining.
3) I became a professional editor. I have begun editing for both private clients as well as the online editing firm Scribendi. The combination of these has made for steady work (private clients aren't always there, but they pay great and are super fun; Scribendi is always there).
When I started, I was somewhat hesitant about my editing abilities. I knew I had great attention to detail and a lot of experience with plotting and world-building, but I felt like there was a lot I didn't know about the editing world. Now, thanks in part to Scribendi's training courses, I super know what I'm doing. I edit. I'm an editor. And I love it.
4) I started streaming. Thanks to the magic of the internet, I've been able to play games I've been meaning to play, hang out with my family, and meet other gamers all at the same time. Streaming is a lot of fun, and I expect to keep doing it for a while. (I wish I could do it more, but making money on streaming is a lot more work than advertised.) If you'd like to join us, I stream most Sundays here or you can catch up on previous streams here.
As wacky as this year has been, I'm pretty happy with the state of my life. Torment was fun and amazing and I regret almost none of it, but I also essentially ignored my family for four years with a single credit to show for it. As a result, I learned important things about freelancing that have resulted in me making more money (or "enough" money, which really is better) with less time.
With that, here's a quick look at what 2018 might look like:
It starts with a lot of work. Like too much. But it's all awesome work, and some of it might lead to more work, and most importantly it means I don't have to worry about money for a while, which is always nice.
Cunning Folk. I've been talking with publishing folks about a book that long-time readers will recognize. I recently read my first draft and . . . yeah, I definitely wrote it a long time ago. There's a lot of dust to blow off it, and a lot of pieces that need a writer more experienced than past-Adam was, but there's also a definite possibility to publish some version of this book. I'm looking forward to that.
Blogging. Perceptive readers will notice that I've posted regularly for six weeks in a row now. Will this return to the glory days continue? Stay tuned to find out!
Streaming with my parents. My parents come to visit us a few weeks every year. This year, I'm going to see about introducing them (and myself) to a little game called Portal, and you can watch the fun.
Sea of Souls? The outline's on the editor's desk. We'll see.
Post-Apoc Ninjas? Also on editors' desks, but keep in mind it's been there for a while.
Gamebook? There are some unknowns here, so I can't say much about it. More news when there is news. (But, man, is it fun to write!)
So how are you all? Highlights from 2017? What are you looking forward to in 2018?
Showing posts with label Torment. Show all posts
Showing posts with label Torment. Show all posts
A Look at 2017 and the Alleged 2018
—
January 01, 2018
(2
comments)
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Cunning Folk,
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Current Status
—
March 11, 2017
(5
comments)
For a long time, not a lot had changed, hence the lack of updates. But here's what's going on in my life right now that you may (or may not) be interested in:
1) Torment is out. You probably already know this, but if you don't let me say it again: TORMENT IS OUT FOR PS4, XBOX, PC, MAC, AND LINUX. It's also getting some pretty great reviews, with a metascore of 83 on Metacritic. I don't think I could be happier with all of our work.
2) I have a new game design gig. I am not (currently) working for inXile and instead am doing narrative design for Nexon. I do very much hope I get to work with the fine folks at inXile again in the future, but I'm also pretty excited about what we're doing at Nexon. Such is the life of a freelancer.
3) I'm currently drafting "Secret Middle Grade Fantasy Project." I want to tell you more, but I can't. Suffice to say I'm excited about this project.
4) I'm also writing another Middle Grade novel. This one tentatively called Sea of Souls. It's very different from anything I've written, which makes me both scared and excited. I think it could be pretty great, but we'll see!
5) I'm considering starting a Twitch stream. Because obviously I have all this free time. If you don't know what Twitch is, don't worry about it yet (I'll explain more if/when I do). Right now, I'm just trying things out and deciding what I want to do with it (and why). Any thoughts you have on the topic are welcome.
6) I'm finishing up Rurouni Kenshin. Thinking about what to watch next. Probably Iron Fist (since I'm fully invested in the Netflix Marvel universe), but there are so. Many. Shows.
7) I'm (finally) playing Banner Saga 2. And discovering I really suck at it, but also discovering how not to suck at it, which is fun.
As for other things you might be interested in -- like Izanami's Choice, some kind of sequel to Izanami's Choice, Post-Apoc Ninjas, etc -- I have no new news on these things (hence the long periods of silence). But that doesn't mean they have disappeared. As always, I'll let you know when I have something to share!
So that's what's going on with me. What have you been doing lately?
1) Torment is out. You probably already know this, but if you don't let me say it again: TORMENT IS OUT FOR PS4, XBOX, PC, MAC, AND LINUX. It's also getting some pretty great reviews, with a metascore of 83 on Metacritic. I don't think I could be happier with all of our work.
2) I have a new game design gig. I am not (currently) working for inXile and instead am doing narrative design for Nexon. I do very much hope I get to work with the fine folks at inXile again in the future, but I'm also pretty excited about what we're doing at Nexon. Such is the life of a freelancer.
3) I'm currently drafting "Secret Middle Grade Fantasy Project." I want to tell you more, but I can't. Suffice to say I'm excited about this project.
4) I'm also writing another Middle Grade novel. This one tentatively called Sea of Souls. It's very different from anything I've written, which makes me both scared and excited. I think it could be pretty great, but we'll see!
5) I'm considering starting a Twitch stream. Because obviously I have all this free time. If you don't know what Twitch is, don't worry about it yet (I'll explain more if/when I do). Right now, I'm just trying things out and deciding what I want to do with it (and why). Any thoughts you have on the topic are welcome.
6) I'm finishing up Rurouni Kenshin. Thinking about what to watch next. Probably Iron Fist (since I'm fully invested in the Netflix Marvel universe), but there are so. Many. Shows.
7) I'm (finally) playing Banner Saga 2. And discovering I really suck at it, but also discovering how not to suck at it, which is fun.
As for other things you might be interested in -- like Izanami's Choice, some kind of sequel to Izanami's Choice, Post-Apoc Ninjas, etc -- I have no new news on these things (hence the long periods of silence). But that doesn't mean they have disappeared. As always, I'll let you know when I have something to share!
So that's what's going on with me. What have you been doing lately?
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Filed under:
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Giveaway winners and the future
—
September 09, 2016
(2
comments)
The Izanami's Choice signed giveaway is over, and our two winners have been selected. Congratulations to Jeanna M. and Jackie! I've e-mailed the winners and will send out your copies as soon as I can.
For the rest of you, I know. I'm sad, too. I wish I had signed copies for everybody! But you can still buy your own copy at any of these fine places: Amazon
| Barnes
& Noble | Indiebound
| Broken
Eye Books. I can't sign them for you, but maybe some day. Yeah... some day.
So what's up next? Several things:
1) Torment. We're pushing toward our release (early Q1, 2017), so expect to hear more about that as we get closer.
2) I'm working on my own stuff (specifically, I'm plotting the project listed as "Secret Fantasy Project" on the Works in Progress page).
3) I hope to write more in the world of Izanami's Choice, but that's not up to me yet. (In a way, it's kind of up to you. BUY MY BOOK!)
4) I'm obsessively watching my Amazon sales rank, because I heard you're not really an author until you do that.
5) I'm coming up with the next No Thank You, Evil! campaign for my kids.
6) I'm trying to finish Stranger Things before somebody spoils it for me. I mean spoils it more.
All of which means I'm... still doing more than one human should be capable of in 24 hours. Yeah, I don't know how it works either (most of the time it doesn't, I think).
As always, watch this space (or this one, or this one) for what I'm doing, whether any future giveaways surface, or whatever the latest ridiculous thing my kids' said is. And stick with the newsletter to make sure you don't miss any new fiction I have coming out.
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Izanami's Choice,
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Torment Beta is going live
—
January 21, 2016
(4
comments)
As you read this, either the Torment Beta is live or it will be very soon. A few thousand of our backers (everyone who pledged for it) will get to play the opening and first major location in the game I've been working on for over three years.
Better than that, the Beta will go public on Steam Early Access next week. Anyone -- even you -- can see what I've been working on, and why I haven't talked much about writing (or anything really), for so long.
Am I excited? You bet. I love creating, and I hate not being able to show people what I'm creating. It's about time.
Am I scared? Not as much as you might think. I was scared before the Alpha Systems Tests went out, because Torment is not a typical RPG, and I wasn't sure what people would think of it. But the Alpha backers got it. They read thousands of words, made tough decisions, and they got it.
The Beta has its rough edges that I'm sure we'll get comments on, but the stuff that really makes it Torment -- the art, the writing, the characters, the choices -- that's the stuff I'm least worried about. It's all in there. A lot of the remaining work is prettying up the package.
So, yeah, if you want to see what I've been working on all this time, check out the Steam Early Access release next week. Or, if you can't wait -- or you're not sure whether epic reading, tough choices, and dying Earth fantasy is your thing -- then watch this video, where my boss Brian Fargo and colleague George Ziets play through the first hour of the Beta. Enjoy.
Better than that, the Beta will go public on Steam Early Access next week. Anyone -- even you -- can see what I've been working on, and why I haven't talked much about writing (or anything really), for so long.
Am I excited? You bet. I love creating, and I hate not being able to show people what I'm creating. It's about time.
Am I scared? Not as much as you might think. I was scared before the Alpha Systems Tests went out, because Torment is not a typical RPG, and I wasn't sure what people would think of it. But the Alpha backers got it. They read thousands of words, made tough decisions, and they got it.
The Beta has its rough edges that I'm sure we'll get comments on, but the stuff that really makes it Torment -- the art, the writing, the characters, the choices -- that's the stuff I'm least worried about. It's all in there. A lot of the remaining work is prettying up the package.
So, yeah, if you want to see what I've been working on all this time, check out the Steam Early Access release next week. Or, if you can't wait -- or you're not sure whether epic reading, tough choices, and dying Earth fantasy is your thing -- then watch this video, where my boss Brian Fargo and colleague George Ziets play through the first hour of the Beta. Enjoy.
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Accomplished this year; expect to accomplish next year
—
January 01, 2016
(3
comments)
My head has been deep in Torment for so long that I feel like I haven't done anything else this year. Turns out I have!
House of Ivy and Sorrow. A young adult fantasy from Natalie Whipple about witches. I have always loved Natalie's worldbuilding, and I love unique takes on witches. House of Ivy and Sorrow delivers both.
Primordia. A graphic adventure in the classic style of the Sierra *Quest games, with a heavy dose of influence from Planescape: Torment. It's an insanely cool world in which humans are gone and only intelligent -- and surprisingly sympathetic -- robots remain. Written and designed by Tides of Numenera's own Mark Yohalem. If you liked Planescape or Space Quest, you should definitely check this out.
Frostborn. A middle-grade, Norse-influenced fantasy novel from Lou Anders. If Banner Saga were a book about a boy and a half-giantess, this is what it would feel like. My boys loved it. I loved it. I need to get my hands on the sequel for them.
Shovel Knight. A crowd-funded side-scroller in which you play a knight whose primary weapon is his shovel. It's way more fun than that sounds. Shovel Knight is Mega Man and Ducktales and every platformer I've ever loved.
Tales of Monkey Island. If you know Monkey Island, then odds are you've heard of this one, but I only just played it this year. I love it almost as much as the Curse of Monkey Island (being my favorite of the series). My only real problem with it is that there will probably never be a sequel.
What did you love in 2015?
- The public got to see part of that game I'm working on.
- I got two new short stories published: "The Patch Man" and "Curiosity."
- I officially met the requirements to be an active member of SFWA (not that I've joined yet, but I can!).
- I read 11 books. (That's not a good reading year for me, but a couple of those books were part of James Clavell's enormous Asian Saga, and I also critiqued a couple of novels).
- I went to PAX, had breakfast with Pat Rothfuss, and even spoke to people.
- I wrote a novella.
- I have a new novel on sub.
- And in my personal life: our blind daughter started school, we finally made progress in getting our paperless child an ID card, I fell in love with Star Wars again, and the teen-formerly-known-as-Sullen is no longer sullen -- she even laughs at my jokes again!
- The public will get to see the rest of the game I'm working on, and we'll find out whether the last three years were worth it. (Hahaha! I'm just kidding. I haven't had to worry about income for three whole years! What do I care if you like the game or not?)
- (Still kidding. Please like the game.)
- You'll probably get to read that novella I wrote.
- I may finally discover a way to consistently write novels as well as design computer games for a living. Either that or time travel. We'll see!
House of Ivy and Sorrow. A young adult fantasy from Natalie Whipple about witches. I have always loved Natalie's worldbuilding, and I love unique takes on witches. House of Ivy and Sorrow delivers both.
Primordia. A graphic adventure in the classic style of the Sierra *Quest games, with a heavy dose of influence from Planescape: Torment. It's an insanely cool world in which humans are gone and only intelligent -- and surprisingly sympathetic -- robots remain. Written and designed by Tides of Numenera's own Mark Yohalem. If you liked Planescape or Space Quest, you should definitely check this out.
Frostborn. A middle-grade, Norse-influenced fantasy novel from Lou Anders. If Banner Saga were a book about a boy and a half-giantess, this is what it would feel like. My boys loved it. I loved it. I need to get my hands on the sequel for them.
Shovel Knight. A crowd-funded side-scroller in which you play a knight whose primary weapon is his shovel. It's way more fun than that sounds. Shovel Knight is Mega Man and Ducktales and every platformer I've ever loved.
Tales of Monkey Island. If you know Monkey Island, then odds are you've heard of this one, but I only just played it this year. I love it almost as much as the Curse of Monkey Island (being my favorite of the series). My only real problem with it is that there will probably never be a sequel.
What did you love in 2015?
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Writing Status
—
October 14, 2015
(4
comments)
Those of you who saw my post about my super ridiculous September may want to know how I made out. Here are where things stand on all things writing and a few other things.
I'm on schedule for Torment. At least I should be. I'm pretty happy with what I've gotten done, anyway!
I wrote a novella. Specifically, I drafted and revised the novella known as "Post-Edo Bladerunner" on the Works in Progress page. It is out of my hands for now. With luck, this will be a thing you can read in the near future. We'll see.
There may be another story for you to read soon. Specifically, this one, but that is also out of my hands. I'll let you know.
Air Pirates is no longer on submission. For those of you who have been reading this blog for a long time, I know this is really sad news. Though honestly it's been nearly four years since I got my agent; Air Pirates has not been on submission for that entire time, but it has been for a lot of it. I'm sure most of you already figured out it wasn't happening.
We got a lot of great feedback on Air Pirates, and at least one editor wants to see more of my stuff (an editor I really, really, really, really, really want to work with). But a lot of people expressed that -- while they loved the world and the characters and the story -- the category and genre of the thing was kind of hard to pin down, which means it would be kind of hard for them to sell.
Air Pirates is not dead. I love that world way too much. There is a major revision in its future (maybe even a rewrite?), but we'll see. What happens to Air Pirates depends on various career things that are out of my control over the next several months. Speaking of which...
Post-Apoc Ninjas is on submission. This novel has had its own bumpy ride, but I have learned a lot of things from the Air Pirates feedback and other soul-crushing critiques, and so I've revised the crap out of it. The result is something my agent loves (and if preliminary feedback on the Post-Edo novella is an indication, the critiques may also have leveled me up as a writer). Now that thing my agent loves is Out There.
Don't get excited yet, though. Publishing is slow, Tricia and I are cautious, and, well... you know what happened with Air Pirates. The point is I'm still writing and things are still moving.
The Thai government is happy with us. Or at least they're leaving our home alone, which in bureaucracy terms is the same thing.
No children died while my wife was gone. Though there was a fractured bone incident, but that wasn't my fault, and I handled the crap out of it.
Though it was a close thing.
Was there anything else you wanted to know?
I'm on schedule for Torment. At least I should be. I'm pretty happy with what I've gotten done, anyway!
I wrote a novella. Specifically, I drafted and revised the novella known as "Post-Edo Bladerunner" on the Works in Progress page. It is out of my hands for now. With luck, this will be a thing you can read in the near future. We'll see.
There may be another story for you to read soon. Specifically, this one, but that is also out of my hands. I'll let you know.
Air Pirates is no longer on submission. For those of you who have been reading this blog for a long time, I know this is really sad news. Though honestly it's been nearly four years since I got my agent; Air Pirates has not been on submission for that entire time, but it has been for a lot of it. I'm sure most of you already figured out it wasn't happening.
We got a lot of great feedback on Air Pirates, and at least one editor wants to see more of my stuff (an editor I really, really, really, really, really want to work with). But a lot of people expressed that -- while they loved the world and the characters and the story -- the category and genre of the thing was kind of hard to pin down, which means it would be kind of hard for them to sell.
Air Pirates is not dead. I love that world way too much. There is a major revision in its future (maybe even a rewrite?), but we'll see. What happens to Air Pirates depends on various career things that are out of my control over the next several months. Speaking of which...
Post-Apoc Ninjas is on submission. This novel has had its own bumpy ride, but I have learned a lot of things from the Air Pirates feedback and other soul-crushing critiques, and so I've revised the crap out of it. The result is something my agent loves (and if preliminary feedback on the Post-Edo novella is an indication, the critiques may also have leveled me up as a writer). Now that thing my agent loves is Out There.
Don't get excited yet, though. Publishing is slow, Tricia and I are cautious, and, well... you know what happened with Air Pirates. The point is I'm still writing and things are still moving.
The Thai government is happy with us. Or at least they're leaving our home alone, which in bureaucracy terms is the same thing.
No children died while my wife was gone. Though there was a fractured bone incident, but that wasn't my fault, and I handled the crap out of it.
In the hospital with my 5-year-old and her fractured elbow. The universe is like, "You can't single dad. Take this!"
Guess what, I can.
— Adam Heine (@adamheine) September 22, 2015
Though it was a close thing.
Anica's home. Multiple siblings are now saying they want to break their arm too. http://t.co/3d8MS5uy2o
— Adam Heine (@adamheine) September 23, 2015
Was there anything else you wanted to know?
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Torment
Fix All The Things!
—
September 09, 2015
(3
comments)
I know some of you want to hear what my time at PAX was like. I intend to write that post, but you'll have to wait a little longer. I have a crapload of work to do, including but not limited to:
However, you can hear me at my panel, wherein I and several awesome designers talk about what makes a classic RPG. There is no video recording, but the audio is here:
- Write Torment conversations
- Design Torment conversations for others to write
- Review Torment conversations others have written
- Fix a number of problems created by the most recent round of Torment cuts
- Finish a novella by October
- Write a newsletter by October
- Give the Thai government a bunch of documents they asked for while I was in the US (timing, man, seriously)
- Fix everything that broke around the house while I was gone
- Parent several children...
- ...while my wife takes her own trip to the US
However, you can hear me at my panel, wherein I and several awesome designers talk about what makes a classic RPG. There is no video recording, but the audio is here:
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Filed under:
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temporary insanity,
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Classic RPGs Panel at PAX
—
July 27, 2015
(6
comments)
Hey, all! If you're going to PAX Prime next month, I'll be on a panel there.
The panel is "CLASSIC RPGs FOREVER!" (yes, in all caps, apparently), and it'll be on Sunday, August 30th at 11 AM in the Sasquatch Theater.
We'll be talking about resurrecting subgenres of classic RPGs that were once thought dead. I'll be joining veteran game developers Annie Mitsoda, Josh Sawyer, Mitch Gitelman, and Swen Vincke, with Penny Arcade's Jeff Kalles moderating.
I'm super excited and super terrified. This will be the first time I've ever been on a panel (or even seen a panel, or gone to PAX, or gone to any convention of any kind). It'll be awesome to talk games with a bunch of developers I admire, but yeah, combine a thousand unknowns with enormous crowds with nigh-clinical introversion and you get something that's even scarier than what I already do all day.
But hey, I'll manage. I always do.
So if you're going to be at PAX, let me know! It's possible I might be able to do something about that information without crawling under my bed in terror.*
* That's a joke. My bed is a mattress on the floor. I can't crawl under there without straining something.**
** Unless I crawl under the bed at my hotel. Hm, there's an idea....
The panel is "CLASSIC RPGs FOREVER!" (yes, in all caps, apparently), and it'll be on Sunday, August 30th at 11 AM in the Sasquatch Theater.
We'll be talking about resurrecting subgenres of classic RPGs that were once thought dead. I'll be joining veteran game developers Annie Mitsoda, Josh Sawyer, Mitch Gitelman, and Swen Vincke, with Penny Arcade's Jeff Kalles moderating.
I'm super excited and super terrified. This will be the first time I've ever been on a panel (or even seen a panel, or gone to PAX, or gone to any convention of any kind). It'll be awesome to talk games with a bunch of developers I admire, but yeah, combine a thousand unknowns with enormous crowds with nigh-clinical introversion and you get something that's even scarier than what I already do all day.
But hey, I'll manage. I always do.
So if you're going to be at PAX, let me know! It's possible I might be able to do something about that information without crawling under my bed in terror.*
* That's a joke. My bed is a mattress on the floor. I can't crawl under there without straining something.**
** Unless I crawl under the bed at my hotel. Hm, there's an idea....
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Q: Which is harder, game writing with a team or solo-writing novels?
—
July 09, 2015
(2
comments)
I actually got this question on Twitter, but I thought it deserved more than 140 characters. Although if you're into the tl/dr version then here you go.
So which is harder? Writing a game or a novel? Writing solo or on a team?
Game vs. Novel
First, you should know that I've never written for a non-Torment game, and Torment has lots (and lots and lots) of words. It's entirely possible there are games for which writing is a piece of cake. I wouldn't know what that's like.
What's difficult about game writing is the lack of control. In a novel, the characters do exactly what I tell them to (my characters do, anyway). But in a game, the player can do anything he wants (within the rules of the game). So a character I intended to be major might die before he gets a single line, and the writing has to handle both options equally well. So a dialogue that would be 150 words in a novel becomes an enormous branching, interlocking tree.
Novel writing has its own challenges, of course. For one thing, it's more than just dialogue. A lot more. A Torment game has more descriptive prose than most, but it still doesn't come close to what you need in a novel. The novelist has to let the reader into the protagonist's head, to feel what she's feeling. In a game, that's done for you -- the player's already in their own head -- but in a novel, that connection is a lot of work.
(As an example of how much work... By far, the biggest critique note on my Ninjas novel was, "Not enough description and emotion." It took me two months to revise that critique away, increasing the size of the novel by more than ten percent -- 10,000 new words almost exclusively adding description and emotion!)
Solo vs. Team
The best part of working on a team is that I don't have to write all the words. Torment has several writers working part- and full-time, so most mornings I wake up to finished conversations that I never wrote. It's like having an infestation of word fairies!
The hard part of working on a team is trying to agree on everything. We have strict conventions and pipelines to get everything to an equivalent level of quality with minimum fuss. When I'm in a writing role, I need to follow those conventions and get the approval of (usually) at least two other leads.
Even in my role as a lead, there are sometimes disagreements on how we should handle certain things -- anything from what the jargon of a town should be to the voice of a player companion to whether we should use one dash or two in place of an em-dash. Fortunately, we have a pretty great team, with a high level of professionalism and a low ego average, so even difficult decisions are rarely Difficult.
And really, the decision-making as a team is a lot of the fun. When I'm writing a novel, I have to make my own decisions, second guess myself, and be my harshest critic. My novel has no awesome story meetings with people I enjoy and respect (it's just me). And it is really, really hard to be objective about anything you make yourself.
Which do I like better? I like them both. A LOT. Honestly, if I had to choose only one of them, I'd probably rebel and just keep trying to do everything.
Oh wait, that's what I'm doing.
------------------------------------------
Got a question? Ask me anything.
So which is harder? Writing a game or a novel? Writing solo or on a team?
Game vs. Novel
First, you should know that I've never written for a non-Torment game, and Torment has lots (and lots and lots) of words. It's entirely possible there are games for which writing is a piece of cake. I wouldn't know what that's like.
What's difficult about game writing is the lack of control. In a novel, the characters do exactly what I tell them to (my characters do, anyway). But in a game, the player can do anything he wants (within the rules of the game). So a character I intended to be major might die before he gets a single line, and the writing has to handle both options equally well. So a dialogue that would be 150 words in a novel becomes an enormous branching, interlocking tree.
Novel writing has its own challenges, of course. For one thing, it's more than just dialogue. A lot more. A Torment game has more descriptive prose than most, but it still doesn't come close to what you need in a novel. The novelist has to let the reader into the protagonist's head, to feel what she's feeling. In a game, that's done for you -- the player's already in their own head -- but in a novel, that connection is a lot of work.
(As an example of how much work... By far, the biggest critique note on my Ninjas novel was, "Not enough description and emotion." It took me two months to revise that critique away, increasing the size of the novel by more than ten percent -- 10,000 new words almost exclusively adding description and emotion!)
Solo vs. Team
The best part of working on a team is that I don't have to write all the words. Torment has several writers working part- and full-time, so most mornings I wake up to finished conversations that I never wrote. It's like having an infestation of word fairies!
The hard part of working on a team is trying to agree on everything. We have strict conventions and pipelines to get everything to an equivalent level of quality with minimum fuss. When I'm in a writing role, I need to follow those conventions and get the approval of (usually) at least two other leads.
Even in my role as a lead, there are sometimes disagreements on how we should handle certain things -- anything from what the jargon of a town should be to the voice of a player companion to whether we should use one dash or two in place of an em-dash. Fortunately, we have a pretty great team, with a high level of professionalism and a low ego average, so even difficult decisions are rarely Difficult.
And really, the decision-making as a team is a lot of the fun. When I'm writing a novel, I have to make my own decisions, second guess myself, and be my harshest critic. My novel has no awesome story meetings with people I enjoy and respect (it's just me). And it is really, really hard to be objective about anything you make yourself.
Which do I like better? I like them both. A LOT. Honestly, if I had to choose only one of them, I'd probably rebel and just keep trying to do everything.
Oh wait, that's what I'm doing.
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Q: A couple of TTON details vs. Pillars of Eternity
—
May 18, 2015
(2
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Alessandro Gambino has two questions today:
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.
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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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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Q: Will Torment use Unity 5?
—
March 31, 2015
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Mark asks:
It turns out this was a more complicated question than one would think. We're planning to move to Unity 5, but we weren't sure about that for a long time (and even now, there's still a fair amount of work to do before the move is official).
Further details from our illustrious wizard/programmer, Steve Dobos:
Unfortunately,
all of the cool Deferred Shading tech they released in Unity 5 doesn’t
function with an orthographic camera, which Torment uses. So while we're
doing some interesting things graphically, largely thanks to the
Pillars of Eternity technology, Torment won't really benefit from
Unity's graphical enhancements. Sadness.
---------------------------------------
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Is Torment going to be / has Torment been developed with Unity 5 in mind?
It turns out this was a more complicated question than one would think. We're planning to move to Unity 5, but we weren't sure about that for a long time (and even now, there's still a fair amount of work to do before the move is official).
Further details from our illustrious wizard/programmer, Steve Dobos:
We
started work on Torment before Unity 5’s full feature set was
announced. By the time Unity 5 became a known quantity, we had already
done much work on the
engine for Unity 4. So the benefit of a move to Unity 5 will be
limited for Torment. The primary justification for a move to Unity 5 is
the new Mecanim system. We’ve put much effort in to the animation of
our characters, and the Mecanim upgrades will help
organize our complex animation trees.
---------------------------------------
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Q: How do we know who wrote what?
—
March 21, 2015
(2
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Haran asks:
The "secret way" is we ask people what they were responsible for. The answer we get back is rarely simple.
The thing is that most big games are a team effort. Although one person might initially be in charge of an area or a character, by the end of the project so many people have had their fingers in everything that it's often difficult to say who wrote what.
The best we can do (which is what you often see in interviews and the like) are things like: "Well Joe did the high level design on Sagus Cliffs," "Luke was primarily in charge of the Oasis," or "Kate wrote most of the characters in the third act of the game." That's about as specific as we can get.
We could maybe list those vagueries in the credits, but even that might be disingenuous. For example, right now George Ziets is in charge of the Bloom and has written a couple of the conversations. But Colin has written most of them. I've written a few, as has Thomas Beekers and a couple of our other writers. Some of the conversations have been gone over many times by multiple people. I've thoroughly reviewed (and sometimes revised) all of them, and George plans to do the same.
So who wrote what? I could maybe tell you right now, but I'd have to break it down node by node in many cases.
By the end of the project? All I'll be able to tell you is, "Well, George did the high level design on the Bloom...."
----------------------------------
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About writing credits in games - in most big games, you can't know which part of dialogue\text was written by whom, just that there is a "lead writer" and other writers. Is there a secret way industry people like you guys use to know this? And for Torment, will you list somewhere who wrote what?
The "secret way" is we ask people what they were responsible for. The answer we get back is rarely simple.
The thing is that most big games are a team effort. Although one person might initially be in charge of an area or a character, by the end of the project so many people have had their fingers in everything that it's often difficult to say who wrote what.
The best we can do (which is what you often see in interviews and the like) are things like: "Well Joe did the high level design on Sagus Cliffs," "Luke was primarily in charge of the Oasis," or "Kate wrote most of the characters in the third act of the game." That's about as specific as we can get.
We could maybe list those vagueries in the credits, but even that might be disingenuous. For example, right now George Ziets is in charge of the Bloom and has written a couple of the conversations. But Colin has written most of them. I've written a few, as has Thomas Beekers and a couple of our other writers. Some of the conversations have been gone over many times by multiple people. I've thoroughly reviewed (and sometimes revised) all of them, and George plans to do the same.
So who wrote what? I could maybe tell you right now, but I'd have to break it down node by node in many cases.
By the end of the project? All I'll be able to tell you is, "Well, George did the high level design on the Bloom...."
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Q&A: Can you rest anywhere in Torment?
—
March 02, 2015
(4
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Alessandro from Torment's Italian fan blog says:
Not usually.
Background: I explained the Numenera concept of Effort, and how we're adapting it for Torment, in our latest update here. Short version: Effort is a limited resource used to make difficult tasks easier. This resource can be replenished with healing or rest.
Alessandro, you are absolutely right (as are others I've seen around the internets who have expressed a similar concern): if healing is freely and easily attainable -- as it would be with a "rest anywhere" mechanic -- then Effort becomes meaningless. You could just use it all up on a task, rest to replenish, then use it all again on the next task.
So obviously the player will not be able to rest anywhere they want for free. You'll have quick rests you can use anywhere, but those are limited and they won't restore all your Stat Pools. Eventually your party will need to sleep. To do that, you'll have to find a place that will let you sleep for a price you can afford. Every Zone will have such a place, of course, but you won't be able to rest wherever and whenever.
Can you just head back to the rest spot in between tasks? Sometimes, sure. Other times you won't be able to get back so easily. Sometimes you'll need to do a few tasks in a row to accomplish something. And sometimes sleeping (which makes time pass) will have other consequences as well.
So sleeping will usually come with a cost. That cost might be trivial or it might be quite high. It will depend on what you want to do, where you are in the game, and what's more important to you at the time.
You've talked extensively about Effort in many occasions by now, but there's still a piece of the puzzle missing, at least to me. How do you intend to limit rest in the Torment?
I mean, managing Effort is an interesting gameplay mechanic. but only because Effort is a limited resource. If players are able to rest whenever they want, the whole thing explodes.
Now, I know that during Cryses time is a factor, so resting will be either limited or impossible, but what about the "normal gameplay"? Will Players be able to rest freely in exploration mode?
Not usually.
Background: I explained the Numenera concept of Effort, and how we're adapting it for Torment, in our latest update here. Short version: Effort is a limited resource used to make difficult tasks easier. This resource can be replenished with healing or rest.
Alessandro, you are absolutely right (as are others I've seen around the internets who have expressed a similar concern): if healing is freely and easily attainable -- as it would be with a "rest anywhere" mechanic -- then Effort becomes meaningless. You could just use it all up on a task, rest to replenish, then use it all again on the next task.
So obviously the player will not be able to rest anywhere they want for free. You'll have quick rests you can use anywhere, but those are limited and they won't restore all your Stat Pools. Eventually your party will need to sleep. To do that, you'll have to find a place that will let you sleep for a price you can afford. Every Zone will have such a place, of course, but you won't be able to rest wherever and whenever.
Can you just head back to the rest spot in between tasks? Sometimes, sure. Other times you won't be able to get back so easily. Sometimes you'll need to do a few tasks in a row to accomplish something. And sometimes sleeping (which makes time pass) will have other consequences as well.
So sleeping will usually come with a cost. That cost might be trivial or it might be quite high. It will depend on what you want to do, where you are in the game, and what's more important to you at the time.
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Torment Novella Fan Art
—
February 24, 2015
(5
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In case you missed it, I got my first for-real fan art the other day for the Torment novella. From Michael Malkin, this is "Ama, seeker of the Golden Tide."
I like the golden light shining in from the left. That's a nice touch. Thanks, Michael!
I like the golden light shining in from the left. That's a nice touch. Thanks, Michael!
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Q: Game quality on a variety of systems?
—
January 20, 2015
(3
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Taking advantage of asking me anything, Steve says:
If one writes a book, the reader gets exactly what the writer put across. Doesn't matter what format they read it in - it's basically the same experience.
But with video games, everyone’s machines are different, from ancient to cutting edge. With all the variables of OS, RAM, video cards, and everything else thrown in as well. Which have changed since you began the project and will have changed again by the time it comes out.
So my question is, how do you design a product that will have the best quality when played on such a wide spectrum of equipment? Is there some kind of statistical system requirement formula for reaching the greatest number of gamers? Or do you just go for the best game you can design, and hope people’s computers will catch up to it in time?
Note that this is uniquely a PC problem. Console games also benefit in that if a game works on one XBox, it works on all of them the same (basically).
So it's certainly a trick. Although we do try to keep things optimized as we go, we're generally more focused on getting the game working first, and then getting it working fast.
Most of our developer boxes are semi-high end for this reason. If the developer's build of the game starts slowing down on a computer, it's usually easier to upgrade the computer than to slow down development while we figure out how to optimize whatever's slowing things down.
Though some optimizations do occur as development goes along. If we toss ten NPCs into a scene, and everybody's machines slow down, that's something we need to figure out (especially if we know we're going to need more than ten NPCs in our scenes!).
That only talks around your question though. To answer it more directly:
Step #1: Get the game playable. Period.
Step #2: Figure out what configuration of machine, level, and graphics quality things start to slow down.
Step #3: Figure out what's causing the slowdown and fix those spots. For example, if 10 NPCs is slowing down a scene, is it slowing the scene down because there are too many polygons? Too many light sources and lighting calculations? Too many shadows? Transparency? These things can be fixed globally to improve the game on all systems (for example by creating NPC models with fewer polygons).
Step #4: Identify features that can be scaled based on the user's system specs. For example, maybe there are three levels of NPC models: high, medium, and low. And each level has a different polygon count. These features then go into Game Options for the user to adjust the graphics to the quality/speed balance they are willing to put up with.
Then we run the game on various systems to determine our recommend system specs (which can run the game with all options turned up and no slow down) and our minimum system specs. Large developers have QA departments to do this for them. A small-to-midsize developer like inXile can do some QA, but also benefits hugely from public alpha and beta testing. The more folks we have banging at the game, the better the final product will be.
Of course we aim for the lowest system specs we can, so that as many people as possible can play the game. But there's always a certain threshold at which the work required to optimize the game cannot be justified by the number of customers we gain with those optimizations.
On Torment, we benefit from using Obsidian's technology for Pillars of Eternity, which lets us create high quality backgrounds without requiring more power from the system. That doesn't mean everything can be at a higher quality (NPCs and light sources still require a fair amount of processing power), but it gives us a lot more leeway than if we were making the game entirely in 3D.
Sorry for the hugely long answer, but I'm glad you asked the question. Among other things, this is why we can never give a straight answer when people ask us what our target system specs are going to be. The answer is invariably, "As low as we can make them."
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Q&A: Gold Novella available anywhere else?
—
October 27, 2014
(2
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Bester says:
Not at this time.
So first, the Gold novella was written as a work-for-hire, which means all the rights to it belong to inXile and not to me. So "I" (Adam) will not be selling the novella anywhere because contractually I cannot.
"We" (inXile) do not currently have any plans to sell the Gold novella -- nor the other novellas in the From the Depths compilation -- in any way beyond how you can get them now. That doesn't mean we won't sell them on Amazon or something after Torment ships, it just means there are currently no plans to.
I will say that $15 for seven novellas is a pretty good deal, especially with some of the authors involved. If you're at all interested in Torment or in Numenera, I'd say (biased though I am) that it's well worth it.
-----------------------------------
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Sigh... Are you planning on selling "From the Depths" on any site at all, separately from other guys?
Not at this time.
So first, the Gold novella was written as a work-for-hire, which means all the rights to it belong to inXile and not to me. So "I" (Adam) will not be selling the novella anywhere because contractually I cannot.
"We" (inXile) do not currently have any plans to sell the Gold novella -- nor the other novellas in the From the Depths compilation -- in any way beyond how you can get them now. That doesn't mean we won't sell them on Amazon or something after Torment ships, it just means there are currently no plans to.
I will say that $15 for seven novellas is a pretty good deal, especially with some of the authors involved. If you're at all interested in Torment or in Numenera, I'd say (biased though I am) that it's well worth it.
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From the Depths: Gold now available
—
October 20, 2014
(6
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As part of the Kickstarter campaign for Torment, we offered a series of give novellas called From the Depths. The novella I wrote (the Gold one, with super secret hidden title Gate to the Abyss) has been published and is available now.
This marks the second time I've been published (for anything greater than 25 words, that is). Still no novel, but I'm working my way up there! And look: I have two fans!
If you pledged for a reward level that includes the novellas, you can log into our website and download the novella right now.
At this moment, pledging towards Torment is the only way to get the novella. If you'd like to do that, you can pledge toward any of the reward levels that include the novella compilation (the cheapest being just the novella compilation at $15.00). You can do that on the Torment website as well.
This marks the second time I've been published (for anything greater than 25 words, that is). Still no novel, but I'm working my way up there! And look: I have two fans!
The enemy of your enemy can still kill you.
After the destruction of Shuenha, Luthiya and the other survivors take refuge in a dessicated land of churning volcanoes and eternal night—the ruins of Ossiphagan. They endure, but barely. So everyday they search the ruins, hoping to find some powerful artifact that will avenge them against the bloodthirsty Tabaht.
Luthiya discovers the fire wights, an ancient race both beautiful and powerful. She's afraid of them, but when the wights scare off a Tabaht scouting party, the other refugees believe they've found their redemption. But are the wights all they seem? Can they be reasoned with or are they bloodthirsty animals?
More importantly, are they working alone?
If you pledged for a reward level that includes the novellas, you can log into our website and download the novella right now.
At this moment, pledging towards Torment is the only way to get the novella. If you'd like to do that, you can pledge toward any of the reward levels that include the novella compilation (the cheapest being just the novella compilation at $15.00). You can do that on the Torment website as well.
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Torment Game Modes?
—
October 17, 2014
(1 comments)
From the AMA pile, Arumaxx89 says:
We haven't finalized our game modes yet by any means, but we are tentatively planning some sort of ironman/permadeath mode. Of course "permadeath" doesn't mean as much to a tough-to-kill castoff of the Changing God, but it would mean something for your companions.
And it would mean your choices and failures were irreversible. By itself, I guess this wouldn't be too bad in Torment, where we are trying to make failure states worth continuing through anyway. But even though most things won't kill the Last Castoff, he's not immortal. There are things that can happen in the Ninth World that can wipe out even a castoff, and some of those things are hunting you...
----------------------------------------------------
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As you said, you want neither to encourage nor prohibit save scumming.
So I want to ask you a question: "Will there be different game modes in T:ToN?" (like, for instance, trial of iron in pillars of eternity or ironmode in XCOM)
We haven't finalized our game modes yet by any means, but we are tentatively planning some sort of ironman/permadeath mode. Of course "permadeath" doesn't mean as much to a tough-to-kill castoff of the Changing God, but it would mean something for your companions.
And it would mean your choices and failures were irreversible. By itself, I guess this wouldn't be too bad in Torment, where we are trying to make failure states worth continuing through anyway. But even though most things won't kill the Last Castoff, he's not immortal. There are things that can happen in the Ninth World that can wipe out even a castoff, and some of those things are hunting you...
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Numenera Creatures: Burden or Opportunity?
—
August 15, 2014
(1 comments)
JJL asks:
We're professional world-builders working on a brand that intentionally steers away from normal fantasy at every opportunity. So yeah: huge, HUGE opportunity. This is why we chose the setting in the first place.
(And yes, there will probably be zero vampires, skeletons, or dragons. We do have one creature called a wight,* but it's not what you think.)
* See the novella compilation in Update #7.
-------------------------------------
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So I lately got Numenera corerulebook and bestiary and read them through, fascinating stuff, but It makes me wonder about the video game.
I mean, Numenera seems to be really hard setting to make stuff for since like, one of things book states is that all animals from modern world are extinct so if someone talks about scorpion, it might not be scorpion in same way we today understand what that word means. That and the fact that bestiary is weiiiiird(in cool way) makes me wonder how that affects the game design
I mean, when you are doing normal fantasy game setting, you can just include vampires and skeletons and whatever without thinking about it too deeply, but in numenera straight up magic doesn't even exist, everything is caused by really advanced science and bestiary doesn't contain any monsters from traditional fantasy setting. Heck, book even recommends against using words like dragon or griffon or such to describe creatures. So yeah, does that make job much harder for you guys or do you guys consider it more of opportunity to do interesting things?
(I'm assuming you guys aren't ignoring the setting described by rulebook completely xP I mean, for all I know, if you guys want to include undead and straight up dragons, you guys will do that)
We're professional world-builders working on a brand that intentionally steers away from normal fantasy at every opportunity. So yeah: huge, HUGE opportunity. This is why we chose the setting in the first place.
(And yes, there will probably be zero vampires, skeletons, or dragons. We do have one creature called a wight,* but it's not what you think.)
* See the novella compilation in Update #7.
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Wait, wait, wait: One BILLION Years?
—
August 08, 2014
(2
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AstroBull has a question about the Numenera setting:
You are absolutely right. In one billion years, humans and everything else will have evolved, the continents will have come back together and split apart again, and none of it will matter because the sun will have expanded to the point where life on Earth will be impossible.
Assuming nobody does anything about it.
That's the thing, though. In those billion years, at least eight ultra-powerful civilizations have arisen (or arrived) and then disappeared, each one advanced to incredible power far (FAR FAR) beyond what we are currently capable of. And each one messed with the Earth in substantial ways.
At least one of them had mastered planetary engineering and stellar lifting. At least one could fiddle with the laws of physics the way we play with Legos. At least one explored parallel universes and alternate dimensions. And more than one wasn't human.
So why are there humans at all, or anything even remotely close? The Ninth Worlders don't know the answer to that. Their recorded history only goes back about 900 years, before which humans lived in barbaric tribes and isolated farming villages. No one knows how long it's been since the previous civilization disappeared, nor where Ninth Worlders came from. They have a sense that Earth was once theirs, and then it wasn't, and now it is again, but they have no idea how this could be.
Will there be some explanation for you, the player? Not in Torment, and maybe not in Numenera at all. It's not critical to Torment's story, but more than that, it's part of the mystery of the setting. And mystery is critical to making this setting work.
As for why a billion, instead of some other large-but-sufficient number, Monte Cook has a better answer than I could give.
-----------------------------------
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I have a question about the TTON time scale. In a previous AMA response, you mention "the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms." This brings up questions regarding biological evolution. As far as I am aware, many/most characters in TTON will be recognizably human, though I'm sure with changes both genetic and technological in origin. Still, it would take quite the suspension of disbelief for me to believe that Homo sapiens as we know it would exist in this future, rather than some potentially un-recognizable descendent.
Couldn't the premise of ages of civilizations with vastly advanced tech followed by a dark age work for, say, 20 million years? Will there be some explanation as to why humans still exist in the unfathomable distant future?
You are absolutely right. In one billion years, humans and everything else will have evolved, the continents will have come back together and split apart again, and none of it will matter because the sun will have expanded to the point where life on Earth will be impossible.
Assuming nobody does anything about it.
That's the thing, though. In those billion years, at least eight ultra-powerful civilizations have arisen (or arrived) and then disappeared, each one advanced to incredible power far (FAR FAR) beyond what we are currently capable of. And each one messed with the Earth in substantial ways.
At least one of them had mastered planetary engineering and stellar lifting. At least one could fiddle with the laws of physics the way we play with Legos. At least one explored parallel universes and alternate dimensions. And more than one wasn't human.
So why are there humans at all, or anything even remotely close? The Ninth Worlders don't know the answer to that. Their recorded history only goes back about 900 years, before which humans lived in barbaric tribes and isolated farming villages. No one knows how long it's been since the previous civilization disappeared, nor where Ninth Worlders came from. They have a sense that Earth was once theirs, and then it wasn't, and now it is again, but they have no idea how this could be.
Will there be some explanation for you, the player? Not in Torment, and maybe not in Numenera at all. It's not critical to Torment's story, but more than that, it's part of the mystery of the setting. And mystery is critical to making this setting work.
As for why a billion, instead of some other large-but-sufficient number, Monte Cook has a better answer than I could give.
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