Calis
Pensionado
- Joined
- Jun 15, 2002
- Messages
- 1,834
Tags: Black Isle Studios; Chris Avellone; Planescape: Torment
<A HREF="http://www.rpgwatch.com">RPGWatch</A> has published the <A HREF="http://www.rpgwatch.com/show/article?articleid=56&ref=0&id=208">second part of the excellent interview</A> 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:
<br>
<blockquote>- Rats became one of the most dangerous creatures to fight.
<br>
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
<br>
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
<br>
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
<br>
- The plane of chaos was incredibly orderly.
<br>
- Gaining information was often more important than increasing your stats.
<br>
- Death didn't end the game, and in places, helped progress it.
<br>
- You didn't get a name until the end of the game.
<br>
- You are frequently fighting against things and traps you set for yourself in previous lives.
<br>
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
<br>
- No dwarves, elves, halflings, etc.
<br>
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
<br>
- The most prominent Succubi in the game was non-sexual.
<br>
- Devils were painfully honest, angels... well, weren't.</blockquote>
<br>
It's most definitely a must-read and even includes the original Torment pitch-it-to-the-management document. <A HREF="http://www.rpgwatch.com/show/article?articleid=56&ref=0&id=208">Go read it</A>
<A HREF="http://www.rpgwatch.com">RPGWatch</A> has published the <A HREF="http://www.rpgwatch.com/show/article?articleid=56&ref=0&id=208">second part of the excellent interview</A> 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:
<br>
<blockquote>- Rats became one of the most dangerous creatures to fight.
<br>
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
<br>
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
<br>
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
<br>
- The plane of chaos was incredibly orderly.
<br>
- Gaining information was often more important than increasing your stats.
<br>
- Death didn't end the game, and in places, helped progress it.
<br>
- You didn't get a name until the end of the game.
<br>
- You are frequently fighting against things and traps you set for yourself in previous lives.
<br>
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
<br>
- No dwarves, elves, halflings, etc.
<br>
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
<br>
- The most prominent Succubi in the game was non-sexual.
<br>
- Devils were painfully honest, angels... well, weren't.</blockquote>
<br>
It's most definitely a must-read and even includes the original Torment pitch-it-to-the-management document. <A HREF="http://www.rpgwatch.com/show/article?articleid=56&ref=0&id=208">Go read it</A>