RPGVault has posted chapter 4 of their TORN developer diary by Lead Designer Dave Maldonado:To briefly summarize TORN is a difficult thing, as so much of its Proposed Goodness is bound up in the game's innumerable intricacies and small details. I've come to realize that our E3 demo set-up and run-through smacks suspiciously of an action-RPG ("look, it's character creation, look, it's a town, look, it's our Real-Time Dialog system, look, here's a dungeon and a GIANT SLIME SPEWING MONSTER, KILL IT KILL IT KILL IT!"). Yikes! Certainly not the impression we wanted to make, and most definitely not what TORN is all about. Some of what we feel are the most important elements of the game - character customization, player freedom, an interesting story and cool dialogs with plenty of opportunity to role-play one's character (the RP in CRPG, I guess), and so on - simply aren't apparent in screenshots and five-minute demonstrations.
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