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Chris Avellone explores differences between Project Eternity and Torment: Tides of Numenera

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Chris Avellone, the developer playing a part in Project Eternity and Torment: Tides of Numenera, says each game's setting and gameplay allows him to work on multiple projects simultaneously, according to an interview published in GamesIndustry International.

Avellone, chief creative officer at Obsidian Entertainment, is working on the developer's crowdfunded Project Eternity, a fantasy role-playing game. At least on the surface, it bears a resemblance to InXile Entertainment's Torment: Tides of Numenera, a project he became a contributor to when the game hit its $3.5 million stretch goal. But the similarities don't pose a problem, he said.

"Numenera is much more free flowing, much more story-focused, and Eternity is stuff like dungeon exploration, party team, how do you approach a problem, how do you approach an encounter," Avellone said. "And then the games just feel a lot different in terms of aesthetics. I think [that] prevents a lot of design bleed between the two."

He also said working on the projects at the same time allows him to switch between the two as creative blocks seep in.

"It's also good from the writer's block standpoint where I can go: this idea will work really well in Torment so I can really roll with that, but when I get writer's block there then I can switch over to Eternity and do something else. It actually works out pretty well."