inXile Interview on RPGCodex

Discussion in 'NMA News and Information' started by PlanHex, Apr 15, 2017.

  1. PlanHex

    PlanHex Useless layabout oTO Moderator Orderite

    Nov 4, 2007
    This week in "PlanHex reposts stuff he found on the Codex", the RPGCodex sent a hapless fellow to inXile Entertainment to talk with Brian Fargo, Colin McComb and George Zeits.
    The primary goal for both parties seems to be mending the relationship after a misconception caused a big falling out between inXile and the Codex by giving them a big interview that they were promised last year, but never took place, about Torment: Tides of Numenera.

    If you're interested you should probably just go read it right now, though the post-mortem of T:ToN on Eurogamer last month should perhaps be read / listened to as well if you haven't already done so, since the Codex crowd-sourced its interview questions afterwards and was made with the information from the post-mortem in mind.

    If you're not interested in T:ToN or the drama, then there's also a few tidbits about Bard's Tale IV and Wasteland 3 at the beginning and the end.
    This was especially interesting:
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  2. Mr Fish

    Mr Fish ...I Remember...

    Sep 11, 2010
    Subtle? I feel like the choice and consequence they had in Wasteland 2 smacked you square in the face in how blatantly obvious it was.
    • [Like] [Like] x 1
  3. PlanHex

    PlanHex Useless layabout oTO Moderator Orderite

    Nov 4, 2007
    Might be more in reference to Torment, where you can go through the whole game without realizing that your tides actually affect the content, like opening up new dialogues and stuff like that. In fact, it was a common complaint that tides seemed to do nothing, because it's mostly not obvious.
    My guess is that they're gonna make sure everyone knows with [your skill/stat/rep made a thing happen] tags from now on.
  4. Mr Fish

    Mr Fish ...I Remember...

    Sep 11, 2010
    That sounds awful...
    I can understand wanting to know when the skill or stat or whatever you've put effort into is used so you know how useful it is but at the same time it often comes across as a win button and by not having any sort of [Speech] thingamajig at least it might make people a bit more careful with what dialogue to choose instead of just going "well, that's the win button cause it got that bracket".
    • [Like] [Like] x 2
  5. PlanHex

    PlanHex Useless layabout oTO Moderator Orderite

    Nov 4, 2007
    People didn't know those options were even there and didn't notice the flavour text that reacted to your tides and such.
    I assume they're gonna do like what Pillars of Eternity did with the reputation/class/race checks. Not necessarily win buttons.
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  6. 0wing

    0wing Все умрут, а я волномут

    Mar 23, 2015
    That's because flavor text doesn't have any meaningful function built into the game (char's tide/alignment doesn't have any function in gameplay either, yo), there's no anything, no dialogue, no quest relying on flavor text, i.e. there's no GAMEPLAY. That's what happens when you're McComb and you want game to be something else, i.e. interactive fiction. You accidently the _game_, and therefore the _interactive_ part, rendering T:ToN a really poor fiction with pretty (but still terrible) backgrounds. Text-based L.A. Noir-style detective quest, how legit groundbreaking! Nah, eat you PS:T references and be happy.
  7. PlanHex

    PlanHex Useless layabout oTO Moderator Orderite

    Nov 4, 2007
    Maybe you should try reading that quote again, specifically the part at the end where he mentions a resolution to a side-quest based on tides that's not otherwise available.
    I'd agree that I didn't notice these at all, but dunno how much of it is that they're just not there or that they're not labelled as such.
  8. Proletären

    Proletären Where'd That 6th Toe Come From?

    Mar 15, 2012
    That Codex interviewer is a douche! I can't believe how open Brian and peers are.

    However, the interview is a great read!
    Last edited: Apr 17, 2017