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Torment tides of numenera wiki
Torment tides of numenera wiki




Game writing is mostly a hobby for me, so taking on larger projects is tough.Īlso, for what it's worth, thinking that TTON is better than Gene Wolfe is madness, though I suppose de gustibus, and I shouldn't complain about someone liking TTON. But I also worked on various other titles, Dragon Age: Origins in a small capacity, Kohan II, Heroes of Newerth, some other games. What I consider to be my main piece of game writing is Primordia (), which is my own homage to PS:T, a game that had a profound influence on me. I did some writing on TTON (Inifere and his mere, the council clerk, the philethis, the inheritance (gold) mere, the whale (purple) mere, the puzzle breaker (blue) mere, and the Kholn Village mere, and other odds and ends). Taylor-Giles worked on a few Ubisoft games. Gavin Jurgens-Fyhrie, who probably wrote the most in TTON after Colin, worked on the most recent Diablo game as a writer. Colin also worked on Fallout 2, Wasteland 2, and some other titles. Colin McComb (creative lead and lead writer on TTON) worked on Planescape: Torment as a writer, and Adam Heine (design lead on TTON, and also a writer) worked on PS:T as a scripter. The creative lead (George Ziets) and lead designer (Kevin Saunders) on Mask of the Betrayer both had critical roles on TTON (Area Design Lead and Project Lead, respectively, but Ziets did a big chunk of the actual writing, too). Now I'm not trying to tell you you're wrong to rate like Gene Wolfe or MOTB above Tides of Numenera, but if you plan on writing more in this thread, try explaining what sets them apart and why you feel that way instead of droning on about my poor taste. Numenera doesn't take place in a traditional setting and as such relies on talented writers to evoke it in the first place and then to convey all this to people from all over the world with different perspectives and language abilities. There are oddities and items in Numenera that wouldn't even make sense without amazing writers. The amount of optional dialogue that is nevertheless entertaining, and adds to the setting is far more abundant than the text of MOTB. Dialogue choices are much more varied and numerous than in MOTB. I might even prefer MOTB as a game, but looking at the writing of Numenera I am blown away by the writing itself. That should indicate how highly I think of MOTB. I have played MOTB twice from start to finish and own 2 physical copies of the game as well as a digital version.






Torment tides of numenera wiki