Part 2 of Planescape: Torment interview at RPGWatch
Part 2 of Planescape: Torment interview at RPGWatch
Interview - posted by Calis on Wed 1 August 2007, 10:47:55
Tags: Black Isle Studios; Chris Avellone; Planescape: TormentRPGWatch has published the second part of the excellent interview with Chris Avellone and Colin McComb, conducted by Brother None. To this day, I rue the fact that Chris A was never as involved on the official forum while the game was still in development as his designer-underlings Colin, Adam and Scott. It's good that someone finally dived into that demented brain of his to extract this information. Obligatory interview quote, dealing with cliches in Torment:
- Rats became one of the most dangerous creatures to fight.
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
- The plane of chaos was incredibly orderly.
- Gaining information was often more important than increasing your stats.
- Death didn't end the game, and in places, helped progress it.
- You didn't get a name until the end of the game.
- You are frequently fighting against things and traps you set for yourself in previous lives.
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
- No dwarves, elves, halflings, etc.
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
- The most prominent Succubi in the game was non-sexual.
- Devils were painfully honest, angels... well, weren't.It's most definitely a must-read and even includes the original Torment pitch-it-to-the-management document. Go read it
- Rats became one of the most dangerous creatures to fight.
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
- The plane of chaos was incredibly orderly.
- Gaining information was often more important than increasing your stats.
- Death didn't end the game, and in places, helped progress it.
- You didn't get a name until the end of the game.
- You are frequently fighting against things and traps you set for yourself in previous lives.
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
- No dwarves, elves, halflings, etc.
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
- The most prominent Succubi in the game was non-sexual.
- Devils were painfully honest, angels... well, weren't.
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