So our ability to hypnotise you is stronger in a game. You could say a good DM (Dungeon Master) could set a good mood I would say that it could be close if you got a really good DM, but not all DMs are that strong. I think that our ability to set a mood is stronger just because we have ambient sound effects and music playing. We have professional writers who have crafted every word. Where we have the advantage is we get to hide a lot of the math and the dice rolls so you can focus more on an experience. And that’s what makes it great – so that’s where the tabletop version has the advantage. OXM: What do you think a video game RPG can offer that a real-life tabletop game can’t?īF: The big advantage of tabletop games is the social aspect we’re all sitting around the same spot and a large percentage of the conversations aren’t even about the game, right? Or you’re riffing on some sort of crazy aspect of it and acting immature. And I remember thinking, “If I’d just had this a month ago, this would have been fantastic.” I love this process versus the way it used to be because when I would do the games in the ‘90s - Baldur’s Gate, Fallout, whatever – you’d work on the game, you’d put it out and then you’d get all this really valuable feedback, some of which was easily addressable but we didn’t see it because we were too close to it. They’re not going to vote to make us make arbitrary changes. We want them making specific feedback on the experience that we’re creating and we want that genuine feedback. We’re not going to do that kind of thing. Backers don’t get to say, “We want vampires,” and vote and get vampires in the game. One is, I think there’s a misnomer about the “democratic” process. OXM: Does it being a Kickstarter game change development at all? on paper, it’s more open and democratic, but at the same time, in letting people behind the curtain that maybe carries a risk of having less flexibility.īF: So there are different aspects to that question. But that philosophy applies to the PC and the console version it’s the same issues, it’s the same people. We always try and make sure the game is accessible for someone because it’s pretty dense, right? We put it into early access eight months ago and people said, “You know it’s a little slow getting in, you’re throwing me a lot of information.” We threw them in this battle that took way too long, and so we thought, “They’re right, we need to make it a little less dense in the beginning, less repetitive in combat.” So we eased that up and I think that was the right decision. We make a certain type of game and we think people will appreciate it. It might not be as big an audience as a shooter RPG like Fallout, but that’s okay with us. Those games are just as hardcore as this, so we know there’s an audience there. I think that where it started to make sense is we saw this sign, the success both from Wasteland 2 – very well received on console – and then Divinity: Original Sin. We’re not going to think, “Boy, can a console person handle this?” We don’t really think about it that way. How do you ease in new console players?īF: On some level we just make the game we’re going to make and we let the chips fall where they may. OXM: Torment is a series associated with PC.
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