inXile: Interessiert sich für "Torment"

Written By Kom Limpulnam on Senin, 03 Desember 2012 | 23.13

Wie RPGCodex berichtet, hat eine Firma namens Roxy Friday Markenschutz für "Torment" beantragt im Bereich Computer- und Videospiele. Dahinter scheint sich allerdings Brain Fargo zu verbergen, der bekanntermaßen bei inXile schaltet und waltet.

Das Studio, das derzeit eifrig an Wasteland 2 werkelt, bereitet wohl langsam sein nächstes Projekt vor. Kurz vor der Registrierung hatte Colin McComb auf seinem Blog an Planescape: Torment erinnert. Jetzt, da der Großteil seiner Arbeit an Wasteland 2 abgeschlossen sei, sei der Zeitpunkt gekommen, sich Gedanken zu machen über das, was danach folgen soll. McComb hatte seinerzeit an PT mitgewirkt und sinniert jetzt darüber, wie ein geistiger Nachfolger aussehen könnte. Der würde zwar nicht das Planescape-Setting nutzen können - "die Geschichte des Namenlosen oder eine vergleichbare" könne aber in vielerlei Szenarien angesiedelt sein, heißt es da.

"Any setting that rewards the player for internal exploration (certainly deeper than, "Can I hit it? How much loot does it have?") could host a similar story. As long as there's a fantastical element to the world–whether straight fantasy or science-fantasy–these questions become possible and desirable. The farther away we stray from comfortable routine, the more likely we are to challenge ourselves, trying to define our place in the world. A boring setting frequently leads to boring questions; we know the drill and don't have to examine it closely. But a fantastic setting forces us to re-examine the world, to take it in a fresh light, and to see that our fundamental truths may be flawed. *That* is at the heart of a Torment story.

The first step in designing a new Torment story is to ask the primary question. I'm older than I was when I worked on Torment, and my questions now are different than they were. I have children now, and I look at the world through their eyes and through mine, and that's changed me – in fact, the intervening years have changed me so much that I have new answers for the central story in the original Torment. So now that I know what can change the nature of a man, I ask: What does one life matter? … and does it matter at all?

Then I'd re-examine the fundamentals of the setting. I'd put it someplace other than Planescape (and I'll explain why in a followup). I'd use a system other than D&D, because I'd want to align the player's story axes along different lines than Good/Evil or Law/Chaos to something more subjective. The core of Torment is, after all, a personal story, and while we can be judged by others on the basis of our actions, arbitrarily aligning those actions on an external and eternally fixed line removes some of the agency from the player's game.

I have a lot of ideas about what to put into a new Torment game, but my primary goal would be to help the player tell a story that was evocative of the original Torment without aping it. To be faithful to the odyssey of the Nameless One, and to recognize that it has ended, and that stories of Torment are ongoing."


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