anonymous6059 wrote:1. The most fundamental of the cypher system rules has been abolished.
Never occurred to me that "no health bar" would be considered the "most fundamental rule" of the cypher system. In fact the word "cyper" is actually in the name. The most fundamental rule of the cypher system, if I were to chose one, is cyphers - one use, varied in effect objects, that you encounter regularly but can't stockpile. Things like Effort or GM intrusions, or in general the fact it's a streamlined, very low-weight systems, would also be much more "fundamental" than a relatively minor detail like an health bar.
While I don't agree that altering cyphers would make any difference (you'd just call them artifacts then) I will agree that Removing effort would obviously be a fundamental change. My point is that Numenera only has a hand full of real "rules" so I don't see how you can not consider adding a Health bar to be a major change. Just about any change to the rules would be a major one since so few exist.
anonymous6059 wrote:2. Almost none of the creatures are from the bestiary.
How is that a problem ? The "core" bestiary is only a tiny sample of all the creatures and weird entities that roams the Ninth World, and pretty much Steadfast-centered. PST also had only few of creatures from the core AD&D2 bestiary (didn't even a dragon !) and that's all fine - it's Planescape and got its creatures from Planescape bestiary. TTON is _voluntarily_ set in a different part of the world than the Steadfast, and has creatures from that part of the world, which (for some) will be in the TTON Explorer's Guide.
The same way that an "Into the Deep" or "Into the Night" game would have few creatures from the core bestiary - but more from those supplements.
I'm not saying that its a problem by itself. I don't mind seeing new creatures and discovering new areas of the Ninth world at all. I'm just saying that when looked at along side all the other changes it starts to feel like a totally unrelated game. Your comparison to Planescape doesn't make any sense to me. PS:T had creatures from the planescape bestiary. TToN has creatures from.... its own *new* bestiary. PS:T didn't create its own creatures specifically for its videogame. It took them from the bestiary that Planescape made.
The point is clear. Inxile made what they wanted to make. They were given the reigns and they decided to make everything from scratch. That in itself isn't a bad thing. It could turn out to be an amazing and wonderful thing for them to of done. I'm simply pointing out that they obviously took a lot of liberties. Some good and maybe some bad.
anonymous6059 wrote:The cypher system was supposedly the easiest system to translate into a video game. So I am surprised they had to make such a drastic change.
What ? The cypher system is _very hard_ to translate into a video game. Being a very light-weight system, it heavily depends on a human GM to do all the adjudication. Stuff like "GM intrusions" are hellish to implement in a video game, Effort means massive headaches for UI designers, ... The more mechanical a system is, the easiest it is to translate into computer program. The more "open" a system is, the more it relies on the GM and player's creativity and imagination (which the Cypher system heavily does) the harder it is.
The Cypher System only has a handful of rules. The simplicity of the system should make it easier to translate to tabletop. Sure, somethings like GM Intrusions can't easily be transferred, but that's really about it.
"In the videogame, it (effort) should mean that Torment allows you to make extreme character builds, without the devs needing to fear that players will block too much of the game off for themselves or end up crippled." https://www.rockpapershotgun.com/2014/12/20/numenera/
However, reading further into the article it does describe many of the hardships that you mention, but I don't think Effort is one of them. I also do not think that more rules makes it easier for translation. However, I will concede that perhaps the fact that you can't spend XP to reroll would create the kind of situation that might require a health bar, maybe.
anonymous6059 wrote:Well, I was surprised until I found out this was going straight to console. Now its just another Journal update.
What does the health bar have to do with consoles at all ?
If you don't believe that a correlation exist between the two that's fine. I however do think that its not just a coincidence. Everything from inventory management to controls are simplified for console. I'm not saying that its the only factor of course, but from what I've seen games always get abridged for console. Perhaps several other factors would of also tipped the scale regardless. Either way, both do have something in common: They both guarantee that the game is getting "dumbed down".
"Now one could argue that these were simply design choices, made to simplify controls and improve gameplay… and that’s where you’d walk in to the trap. Simplify is surely another way of saying “dumbed down”. Dumbed down for what specifically? Consoles."
Lastly, I'm not saying that any of this is going to ruin the game. I still think that the game can and very well might be amazing, but I still think that its true. Adding a health bar to the mechanics is a major change to the Cypher System rules. Its one of the rules that players have the hardest time getting used to as well. It's one of the more unique rules in the Cypher System. So getting rid of it isn't trivial. With that said it may still of been the best choice. I'm not questioning Inxile's decision and I really believe they know what they are doing. I just don't think the change is negligible.