About souls in games with gods.

This was sparked by George Zeits’s post about “What’s Great About Project Eternity” on Formspring (which has apparently made some sort of deal to continue).

Anyway: reading about the soul mechanics for PE combined in in my head with a Cracked article about ghost TV shows.

So the obvious question now is: in a fantasy universe with a provable afterlife and direct intervention from the gods via their priests, why would anyone who follows the tenets of their faith fear an ordinary death? Sure, if they’re fighting a soul-sucking creature or something that can divert their spirits to an alternate (and suckier) eternal destination, that becomes a pretty serious concern, but unless the faith has a specific injunction against dying early, the faithful can just look forward to spending an eternity with the god they’ve chosen.

I’m aware that they might believe their deity has a specific plan for them and are otherwise not into suffering as they die, but they wouldn’t have the nagging fear that their faith is a lie–they have certain evidence that the afterlife exists.

So now it’s a question of how people would behave. I’m assuming they wouldn’t be foolish with their lives, but I’d imagine that they’d be braver in the face of death. How would you change your life if your afterlife were certain?

I’m feeling a little overwhelmed.

The Kickstarter for Torment: Tides of Numenera is wrapping up in a few hours. I’m sitting out here in California, at inXile’s office, for the wrap party, and I’m looking at the numbers climbing and climbing. They don’t even show the PayPal number, which at last report was approximately $127K.

Back when Brian first suggested a new Torment to me, I was terrified at the thought. I still kind of am, but it’s a channeled, focused terror rather than the blind panic: “Oh no! What if I blow it? Am I even good enough to do this?”

Apparently the hours, days, weeks, and months of work that Adam, Kevin, and I have poured into this project (to say nothing of the time spent by all the rest of inXile’s talented team) have put that fear to rest. Rather than asking whether anyone will get onboard with my ideas, now it’s a question of how I’ll be devoting my time and managing my team.

I am (and I know I’ve said this before) truly humbled by the faith you all are putting in me. I’m grateful to Monte to making a world we can play in, and to Ray and Shanna for their help in pushing it along.

We’re making this game.

Holy shit, we’re making this game.

This is going to be so cool.

Concept art of the male PC after the jump.

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Oh, hi there. Also: LINKSTORM!

These last few months have been a little crazy. I mean this, of course, in the very best way. They’ve also necessarily entailed a lot of quiet-mouthedness, but now the veil can be lifted on Torment: Tides of Numenera. On which I’m (gulp) the Creative Lead. I mean… yes! Woo hoo! All right, it’s both scary and exciting. I’m going to lean toward exciting.

Numenera? Yes, Numenera! Monte Cook’s Numenera, set in the Ninth World, is going to be the host for the latest addition to the Torment franchise. I had the opportunity to playtest this with Monte (and Fiery Dragon‘s James Bell, editor/writer Shanna Germain, and editor Ray Vallese), and man oh man is it cool. I’m so excited to help our players tell their stories in this world, and I’m truly grateful for the opportunity to do it. Thanks, Monte!

As an introvert, it’s frequently difficult to get out and speak to people to drum up interest in something like this, but for a project like this, it’s a lot harder to remain silent (not least because my friends at inXile might drive here to kick me in the shins and points north if I did remain silent).

This is a roundabout way of self-promoting (on my very own blog? the nerve!) some of the interviews Kevin Saunders and I did to promote the Kickstarter for Torment. But first, let me extol Kevin’s virtues, because working with him is a pleasure and a joy. He’s incredibly smart, detail-oriented, quick to see issues and possibilities alike, and he’s supportive of his team. Plus, it’s really, really hard to imagine letting Kevin down… just thinking about it makes me want to work harder. (also, Adam Heine has been invaluable along the way. Seriously, he is just amazing at his job, and he’s a really good person, too… as in, “Hey, how about I move to Thailand to care for orphans?” good)

Anyway.

So, the first interview: IGN! I misspoke about combat in there; this was not Casey’s fault, but mine. “Real-time smart combat” is word salad, and I was apparently chewing with my mouth open. Sorry about that, Casey, and sorry to everyone who thought that we’re doing real-time. We’re still figuring that out, and we’ll make our decision with the aid of our backers. But be assured that we have some foundational rules that we’ll lay out and then we’ll design our system based around those ideas. What’s most important to us is that the combat feels like an integral, functional, and enjoyable part of the gameplay.

The second interview was with Polygon’s Dave Tach. I have nothing to add to this, except that I was perhaps a little excitable and needed some reining in. Good thing Kevin was there!

The third interview was today, with Destructoid’s Fraser Brown, and that one will be out on Wednesday, which is when (HOLY CRAP) our Kickstarter begins.

Oh, and tomorrow night it looks like I may be appearing on Geek and Sundry with Pat Rothfuss, Jerry Holkins, and Veronica Belmont. That’s… uh… no big deal? ::gulp::