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Torment: Tides of Numenera


Ardeth

Öne çıkan mesajlar

125, dijital aldım fiziksel olayına girmedim bu defa. Eternityden daha çok hype yaptı ama inxile obsidian kadar oturmuş bi firma değil, beklentilerim biraz daha az.

Ama tabii ki projenin arkasındaki mantaliteyi ve crowd-fundingi sonuna kadar destekliyorum. Maksat bi taraftan da benzer yeni projelere ön ayak olabilmek.
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Dragonutopia said:

Son 1 yıl icindeki RPG oyunlarına yönelme egilimi :



abi rpgye yonelme değil
eskiden bu tur oyunnara dagıtımcı/yatırımcı bulunamıyodu
kimse riske girmiyodu
simdi dagıtımcıya gerek yok
adamlar steamden indirin oynayın diyolar
yatırımcıya gerek yok
adamlar paraları onceden alıyo
zaten oldies but goldies bi grup adam var bu oyunnarı seven
yoksa call of duty oynayan adam halşa onu poynuyo
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rpg oyununun ihtiyacı olan büyük şirketlerin deadline ve oyuncu kitlesinin çoğuna hitap etme boyunduruğundan kurtulmasıydı işte.

sonuçta büyük oyun şirketi, oyunun kendi yağında kavrulmasını değil hayvan gibi income generate etmesini istiyor ki dana gibi kar olsun. kickstarterlar çoğu zaman dev maaşına fit o yüzden makul sayıda bir kitleye hitap etmesi yetiyor
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said:
$3.5M Stretch Goal – Chris Avellone

Our $3.5M Stretch Goal will add Chris Avellone to our team. You’ve probably heard of him, as he was the lead designer for Planescape™: Torment, the game that inspired us to create this project. Chris will be the first to say PS:T was a team effort, but he was its creative visionary and wrote the lion’s share of the game. He later cofounded Obsidian Entertainment, where he is the Creative Director. Chris was the lead designer for Star Wars: Knights of the Old Republic 2, and has contributed his design expertise to every project Obsidian has developed. He also worked with inXile on Wasteland 2 last year, including designing the area showcased in our gameplay first look video.

Of course, from the start, we hoped Chris could contribute to Torment as well. But as recently as a few weeks ago, we didn’t know whether Torment would even fund. And besides, Chris’s commitment to Project Eternity made it unclear whether he’d have the time. Given his key role in Planescape: Torment, and the respect he has earned from the game’s fans, we didn’t want to even hint that Chris might be involved unless we were certain it would be possible. Our unexpectedly strong start – because of you – made it an option we could explore. So explore we did – we’ve been able to work out the scheduling matters so that Chris can contribute to Torment without impacting Project Eternity.

At $3.5M, Chris will be joining our design team. He’ll have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World.

We are truly excited at the possibility that Chris could collaborate with us on Torment.
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