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Kevin Saunders explains what the Tides are in "Tides of Numenera"

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Kevin Saunders explains what the Tides are in "Tides of Numenera"

Game News - posted by Infinitron on Thu 7 February 2013, 18:58:19

Tags: inXile Entertainment; Kevin Saunders; Torment: Tides of Numenera

Replying to a question on his Formspring account, Kevin Saunders revealed a bit about the Torment successor's title:

Well, as you have seen by now, we’ve gone with Torment: Tides of Numenera. =) You may wonder what the significance of "Tides" is. (These are not a core Numenera concept, though they are compatible with the setting in multiple ways.) The Tides are key levers (but not the only ones) in the choices and consequences system we’re designing. They could be loosely compared to D&D's alignments or Ultima IV's principles and virtues. But unlike alignments, they are not in direct opposition to each other and unlike the virtues, you won’t necessarily want to achieve them all. Nor can you, really... you’ll have to decide what’s most important to you.​

The Tides are more nuanced and complex, with the “best” choice for any situation being a personal decision for you (or how you want to play) rather than a decision that we as designers judge. Now, NPCs in the game will certainly judge you based upon their own beliefs and agendas, but we will strive for the game itself to be impartial. We want to provide satisfying reactivity and allow you to explore your own answers, for you to play as you wish and have the game’s story unfold accordingly. We’ll talk more about the Tides down the road and there are aspects of the system for which we’ll be seeking backer input.​

Combining D&D's alignments and Ultima's virtues? Sounds like a selling point!

If you're interested in reading more of Kevin's words of wisdom, he recently gave his opinion of Obsidian's Project Eternity setting. It's interesting that he seems to have anticipated the Kickstarter update about doors two days before it was published...

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