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Tides of numenera beta
Tides of numenera beta






tides of numenera beta

We steered away from weirdness for weirdness's sake, because while that's fun, it doesn't feel as immersive as an object that's strange FOR A REASON. Gavin Jurgens-Fyhrie: As a team, we focused on obvious and subtle narrative reactivity, as well as one of the central rules of the Numenera setting: mystery. Gavin we tied to a hamster wheel and worked him endlessly.įarflame: Is there some main difference when an experienced writer writes for a game like Torment and wants to support that feel or mood? Something that he focus on or that he chooses to avoid?

tides of numenera beta

Leanne wanted to write a companion, and Mark was interested in the longer-form fiction of the Meres. Later, because most of the writers we brought on for the Kickstarter had to return to other full-time gigs (it's not easy juggling a full-time writing career or a tabletop game company, it turns out), we brought on new writers: Leanne Taylor-Giles, Mark Yohalem, and Gavin Jurgens-Fyhrie, each of whom had experience with game writing.Īt that point, it made sense to break them down by their availability and interest. With Pat Rothfuss, because he had signed up to write a companion but had no videogame background, we worked closely with him to flesh Rhin out. For the writers with less experience with CRPG development, we had them design areas, Meres, or novellas. Chris Avellone, Tony Evans, Brian Mitsoda, and George Ziets, of course, had all worked on video games before. Shanna Germain and Monte Cook had co-created Numenera, so they were a natural choice to have to involved. I had really enjoyed Mur Lafferty's work, for instance, and thought she could capture what we needed for Torment. How did you organise their work? I ask especially because few writers didnt have big experience with RPGs (different background) so what was the best role for them? Did you wanted to use their specific style of writing or something like that?Ĭolin McComb: The reason we brought on those writers was indeed for their writing style. We got to ask three more question to Brian Fargo after the release, which are listed at the end of the interview.įarflame: A lot of writers collaborated on Torment. Answering the questions are Colin McComb, George Ziets, Adam Heine and Gavin Jurgens-Fyhrie. This interview has been sent to InXile before the release of Torment: Tides of Numenera, of which which we received the answers after the release, so this interview should be read in that context.








Tides of numenera beta