Torment: Tides of Numenera
Posted: 17 Jun 2014, 10:17
Torment: Tides Of Numenera Recedes Till Late 2015
Torment: Tides of Numenera aims to be a spiritual successor to Planescape: Torment, but it seems producing vastly complex, non-linear RPGs is a difficult task. Following the success of Wasteland 2, inXile’s other Kickstarted game, Tides of Numenera has swapped its previous ‘early 2015′ release date for a revised ‘late 2015′. In a lengthy post at the Torment blog, the team have offered update on the game’s current development.
The short version is that Wasteland 2′s success in Early Access meant the team had more time to continue working on it. That meant that the Torment team similarly had more time in pre-production, to tinker with ideas and test their designs, but also consequently have yet to begin full production on the game. With Wasteland 2 launching for realsies this August, more of the team are beginning to move over to working on Torment.
The slightly longer version:
For the last while, we’ve been in what I’ve called a “limited production” mode. During this phase, the emphasis has been on proving out our design and pipelines (i.e,. how exactly we get anything from being an idea to being fully implemented in the game). This is typical for preproduction, but the distinction I’d make is that we’ve been creating actual game content, which is unusual in the industry. During this time, we’ve had relatively few people creating content and have been allowed time to experiment and iterate, prioritizing getting things figured out over getting things done. This leads to greater productivity, fewer mistakes, and ultimately a better game. This goal is generally somewhat at odds with completing feature X by date Y, which is typically what you do during production to ensure that the game can be completed to the quality desired given the time and/or resources you have available.