About What We Do

— August 05, 2014 (3 comments)
From the AMA bag of holding, Surface asks:
Not to only ask about Torment - Im genuinely curious about your involvement with that orphanage.

How did it happen, really - and so far away from home? Im imagining you were probably on a vacation and just happened to run into it and then just... felt the call? Am i correct?

And how do you finance it? Seems like an impossible task just for one guy and his wife.

Is it you who is keeping it all together or are you helping or... how does it all work really?

This might be the first question for which my new readers need the backstory. Or just the story, I guess.

Like it says next to my picture over there, my wife and I foster a bunch of kids in Thailand. We're not an orphanage (though we used to work at one). We don't even really like the term "children's home" (though that has more to do with certain connotations that has out here -- technically, we are a children's home). We prefer the term family, because that's what we try to be in every way.

We take in kids that have nowhere to go. We try as hard as we can to treat them like they were our biological children (we have 2 of those as well, which gives a good point of comparison). We currently have 10 kids -- 9 at home and 1 in college -- from all kinds of backgrounds: orphans, refugees, abused, abandoned, Thai, Burmese, Lisu, Karen. Our only real criteria is that we are their last stop. These kids have had it hard enough; the more stability we can give them, the better they will be able to heal.

So our "children's home" is just our house and our family. We're the parents. We have no employees except a house helper (who is, herself, more family than employee). We almost never both leave at the same time because (1) it's hard on the kids and (2) it's hard on us!

How did this happen? The simple answer is what you said: God called us. The run-on sentence is that Cindy's had a heart for orphans since she was young, so when we felt called to come here (it was a more gradual thing, culminating in a very strange moment at a pastor's conference where we both *knew* God was asking us to go), we had a vague idea of running an orphanage/planting a church in whatever country we ended up in. About a year after we got here, we had something of a reclarification, in which we realized we didn't want to manage an orphanage. We wanted to parent a family.

Financing our home has mostly come from friends and family who support our vision, as well as from our own savings. Over the last few years, our family has grown beyond our income from supporters, and our savings have been gradually exhausted. It was almost exactly two years ago when we were considering fundraising (blech), but then I got this job you might have heard of.

So yeah, your Kickstarter dollars help support orphans in Thailand. That's how awesome you are. Seriously.

You can't believe how grateful I am -- to you the backers, to Colin and Kevin and Brian, to God. I never, ever, ever, ever thought I'd get to be in game design again without quitting everything we do out here (which isn't going to happen). The fact that I get to work on this amazing game, without taking any time away from my amazing kids, has been blowing my mind for two years straight now.

Thank you for the question, too. I appreciate the opportunity to share my family a little bit.

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About Torment's Crisis System

— July 22, 2014 (5 comments)
Two related questions from the AMA desk today.

Baudolino05 (aka Alessandro, from our wonderful fan-run Italian tumblr) asks:
What can you tell me about the quest design in T:ToN? I mean: only part of the quests will be handle through Crises, right? As for the remaining part, can we expect complex/interrelated quest-lines? Will they feature puzzle-solving/exploration elements like in the original Torment? No combat at all, right?

Along similar lines, Surface Rfl says:
One additional question more about Crises themselves, since you mention their apparent duration as one reason why saving in TB would be possibly, or most likely, allowed.

Im wondering about their general structure.

Does your answer mean that all of a Crises will be done in TB mode and so be all combat related?  I thought there will be other things to do inside Crises. And usually, for things other then combat, we go back to normal real time gameplay in games like these.

Torment's Crisis system (which we introduced in ridiculous detail here) might best be thought of as our "more than combat" system. Or better yet, think of it as a tabletop encounter, where combat is certainly one way to handle things, but where players have many, many more options available to them as well.

Yes, Crises are all turn-based. But no, they are not necessarily all combat. We use the Crisis system whenever there's some kind of time-based pressure the player must deal with. For example, it would be a Crisis to sneak out of a prison or to try and rescue people from a rampaging horror. In the first case, the pressure comes from the guards who are patrolling or responding to alarms. In the second, of course, it's the horror itself that provides the pressure. In both cases, while combat is a possibility, it's not the ideal solution to the problem.

So the "other things" you can do depend on the individual Crises themselves. You might be repairing (or disabling) ancient devices, persuading people that you're on their side, creating distractions to temporarily stop the horror, etc. We wouldn't be able to do this kind of thing well in a massive dungeon crawl game, but since we're focusing on quality over quantity -- on a dozen or so handcrafted scenarios, woven tightly with the narrative and environment -- we can afford to make each one really interesting.

As for quests, certainly there will be some that result in a Crisis, but just like PST there will be many quests (maybe most quests) that you can solve with just conversation and exploration. We're excited about the Crisis system, but this is still a Torment game, after all, and that means that conversation and narrative are king.

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Great Artists Steal

— July 15, 2014 (3 comments)
Thomas Hennessey says:
I've always figured the best way to be a good writer is to be a great reader first. Is the same true of game design? Have you come across a game that made you think, woah that's cool, I gotta use that somehow.

I think that's absolutely true, of game design, of writing, of any kind of art.

Because you have to know what's out there. More than anything else, people enjoy novelty. You can't be novel if you don't know what others have already done.

(I guess if you're not selling anything -- you're just making "art for art's sake" -- this is less important. But personally, I don't even understand what the heck "art's sake" is. I make art because I want people to enjoy it (and if they pay me on top of that, enabling me to make more art, well awesome).)

Because consuming and copying art is how you learn to be a better artist. This sounds contradictory to the first, but it's a secret I learned much later than I wish I had: IT IS OKAY TO COPY GREAT ART.

Because this is how you learn. Because there's nothing truly original anyway. And because what makes something original is not that you thought of something nobody's ever thought of before (you didn't), but it's how you execute that idea with your own personal spin and style.

(Note that it's not okay to copy great art exactly and then claim it's your own. That's plagiarism. That's not what I'm talking about.)

I'm talking about copying things you love, figuring out how they work, mixing them with other things and with your own style to create something that's new, something that's yours. It's a secret because we are told that copying others is not creative, but the truth is that -- unless you're ridiculously lucky -- you can't make something good if you don't know what good is.

(To answer the last question, I have most certainly seen things in games that make me want to include them. All the time, in fact. Here's a recent example.)

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What is the numenera?

— July 07, 2014 (6 comments)
From the AMA pile, Surface rfl says:

In a recent interview, among lots of superb stuff (great companions concepts! can we call the ball of goo... Ballte? Goolte? no? ..damn...), - ive noticed this line:

- "Magic" in Numenera is performed by tapping into the ubiquitous numenera around you--even in the air and the dirt--and using it to reshape the world. -

I know thats most likely a convenient background lore explanation explanation and i dont expect "magic" to be realistically explained, but im curious when it comes to the setting... what exactly does this "ubiquitous numenera" mean?
Did you refer to various technological remnants of previous epochs like cyphers, artifacts and other actual numenera that the player will find, or maybe some kind of more microscopic nano machines saturation... or is it something else?
Im asking because so far ive gotten use to thinking about numenera as small objects basically, and any still functioning or malfunctioning rogue nano machines as something exactly specified, like the Iron Wind, for example.

-?

Yes to all of the above.

So a brief recap for those unfamiliar: the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms. In those epochs, a number of great civilizations have risen and then disappeared into obscurity, each one orders of magnitude more advanced than all but the wackiest science fiction could even imagine.

The people of the Ninth World, however, are at approximately medieval technology levels, but they live among the debris and leftovers of a billion years of civilizations. Of course there are no books or other degradable things still lying around, but there are massive monuments made of metals nobody recognizes, giant crystals floating in the sky, mutated descendants of bioengineered creatures, automated military constructs following orders that don't make sense anymore, and other weirder things that have withstood time.

The Ninth Worlders don't understand how to make any of this stuff, but they know enough to cobble together useful artifacts from what they find.

To (finally) get to the question, "this stuff" is the numenera, but it doesn't just mean sci-fi devices you find lying around (you actually don't find sci-fi devices lying around much, but have to cobble your own). It also means the invisible forces still in the air. It means the datasphere that some civilization built around the planet -- the one that can be accessed if you know what you're doing (not that you'll understand what you find) and beams the occasional strange vision (known as glimmers) into people's heads at random. It means the creatures that look like they stepped out of a horror film. It means the dirt itself, which has been worked, refined, manufactured, or grown and then ground back into soil by time.

Although we do frequently use "numenera" to refer to the items and devices you will find in Torment, it really is ubiquitous and can be used by the clever or knowledgeable in infinite ways.

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Why are we drawn to magic?

— June 05, 2014 (5 comments)
From the AMA pile, Nameless One (though not the Nameless One . . . I don't think) asks:
Why are we so drawn to the theme of magic?

When viewing cravings, be it one for air, food, sex and something else...they are all based on things that we can observe and acquire, so why do we crave works of fiction that involve magical themes as strongly as we do?

Well, I can't tell you why you are drawn to the theme of magic. I can tell you that there are people who aren't drawn to the theme of magic, who feel fantasy fiction is ludicrous and a waste of time (and I really can't tell you why they feel that way).

But I can tell you why I am drawn to themes of magic: because I want to believe there is more to this world than what we think we know.

I want to believe there are powers we don't understand, worlds we've never visited and can't imagine, wonders that we could accomplish -- right now, even -- if we only knew how.

This sounds superstitious and silly (okay, I guess I can understand why those people feel that way about fantasy), but it's not. Gravity is a power I can calculate but don't fully understand, and I understand black holes and the strong nuclear force even less. The universe is filled with worlds we've never visited and can only imagine by pointing really powerful telescopes at distant stars and measuring how they twinkle.

And we are surrounded by wonders that, whether we can explain them or not, are no less wonderful for that. Cancer survivors are magic. Forests that regrow after a raging wildfire are miraculous. Everything at the bottom of the ocean is a fricking horror marvel.

Shoot, man, my kids are magic. They are people, with thoughts and ideas of their own, who will one day do things that no one has done before. And yet twenty-five years ago, NOT A SINGLE ONE OF THEM EXISTED.

So I don't know about you, but I'm drawn to themes of magic because my world is filled with it and nobody seems to notice. I want to notice. I don't want to think that, just because I can explain or reproduce a thing, it means that thing is now mundane. And I want to believe -- I do believe -- that there are greater marvels out there that we know nothing about yet, or perhaps that we've dismissed because they don't fit our schema of what the world should be like. There's got to be more than this world seems to offer. We just gotta find it.

I don't know, guys. Why are you drawn to themes of magic?

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How to Become a Video Game Writer

— May 20, 2014 (5 comments)
From the AMA pile, Anonymous asks:
If someone wants to become a writer for video games, what would your advice be?

My super short advice is to do these in any order: (1) get a video game job and (2) learn to write well.

More in-depth (and hopefully useful) advice follows.

If you have a video game job, you need to learn to write well and squeeze yourself into positions where you have opportunity to write. You can learn to write anywhere: books, blogs, school, reading, but most importantly by actually writing and getting critiques from other writers.

I suspect, however, that the other order (learn to write, get game job) is the one most of you will be interested in. Here are some options:
  1. Get known for your writing and make your interest in gaming publicly known.
  2. Watch for game developer job openings. For example: inXile, Obsidian, Bioware.
  3. Make friends with other game developers. Note that I said "friends," not "acquaintances who can help me get what I really want." Remember: self-serving has a smell.
  4. Learn skills related to the game industry but that you also enjoy and/or excel at. For example: 3D art, 2D art, programming, web development, game design, etc.
  5. Find similar-minded friends and make quality games (or mods of existing games) on your own time.
  6. Become a game tester.
None of these are mutually exclusive. In fact, the more you do, the greater your chances of getting what you really want.

I know game writers who have followed all of these paths. The goal is to get noticed any way you can, so when someone asks a friend of yours, "Do you know any good game writers who might be available for this?" your friend can go, "[Your name here] might be interested, and his [type of work you do] is always good and on time. Want me to ask him?"

Incidentally, my path is here. It's a stranger path than most, but I did #2 and #3 for my first job, and a combination of #1, #3, and #4 for my current one. So my advice applies to at least one person? I guess?

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So What Are You Working On Now?

— May 14, 2014 (2 comments)
Oh, you know, a couple of things...











But inevitably:

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