Kem0sabe
Arcane
I hope they learned their lesson with WL2, and setup a proper development team for Torment, the extensive pre-production can help with laying out the game, but the execution is where it's at...
Essential things like UI design, zone design, encounter design and combat mechanics were/are all problematic for WL2, and unless inxile puts some serious weight behind improving these, Torment will suffer from much of the same.
On the contrary, preproduction is where it's at. The groundwork for all of these things (to varying degrees, UI for example might change until the very end of development) is meant to be determined during preproduction. Preproduction doesn't mean "on paper". It (also) means prototyping systems in a working slice of the game, like what George Ziets is currently doing with The Bloom in Torment.
What Sensuki and are I saying is that Wasteland 2's preproduction appears to have been insufficient for this purpose.
I dont think WL2's problems were down to lack of planning, but on the execution itself, it just feels to me like sloppy work. They either need more hands on deck as to not burden every designer with work on multiple fronts, or restructure their workflow into an albeit slower development cycle, a better one.