Then we find out the embargo really wasn’t broken, but that information didn’t come out until later.
That's why it all went to shit. They should've checked if the embargo had been broken before blacklisting and antagonizing the Codex. I guess someone (Brother None, I assume) simply told them Infinitron broke the embargo and they took his word for it.
At this time, a slim, youthful man with angular features and a perspicacious aura slipped into the room. I did not recognize him at first, but I knew who he was, as Brian had said earlier that George would be joining us for the interview, and there was only one George at InXile that he could have meant.
The Codex emissary didn't know who George Ziets was, or at least what he looks like.
the guy who helped invent Planescape had invented another world which we thought was kind of unique.
Zeb Cook created Planescape and was the only designer to work on the Campaign Setting book. Monte Cook did write a bunch of Planescape modules, but he didn't "help invent it".
How much did Torment: Tides of Numenera cost to make? How big was the team? How long was the production period?
Brian: It depends on if you count pre-production as production. It really got into full production in late 2013. The crowd funding was finished around summer but there was a lot of writing and pre-production for 5 or 6 months. We didn’t really start rolling until the end of that year. So a little over three years.
Brian: The team size varied a lot.
George: In the early days it was quite small for quite a while.
Brian: When it was running at full capacity it was 30 or 35 people.
Can you give a bit more detail? How long was it quite small?
George: That’s a good question. I do know that pre-production it was quite small. When we entered production, it gradually ramped up.
Brian: A one person per month sort of thing.
Colin: In pre-prodution, it was really just narrative guys: Adam, Kevin, me, George, Steve Dobos, and I think Erin Myers.
George: I even came on pretty late for pre-production.
It's Aaron Meyers, not Erin Myers FFS.
Also, this confirms the speculation about the game being understaffed because of WL2/WL2 DC. With one person per month, that's ~15 people by the time WL2 came out, and many of the new additions were writers or artists as well.
Kevin Saunders left before the end of production. Can you talk about why he left and how his departure affected production?
Brian: I can’t talk about an employee’s specific performance, but what I can do is to provide you with a factual history of things. Kevin left the project in late 2015, right? At that point, we were roughly two years into production. At that point, we’ve gotten the first pass of combat. The story was not yet at first pass. No abilities or weapons were in outside of the alpha systems. And so, at that time, if we had gone along that route, the game would not be done until the year 2018. I could not afford to stay on that path. I had to change what we were doing.
And, to talk about scope, the product was wildly over scoped. Even today, after we made the “cuts,” the original specification for the game was 600,000 words. You know how many we are at now? It’s 1.6 million words, probably a world record for a single player game. I think the only games that have more word count is MMOs done over a long period of time.
George: When recording, the guys who were doing the recording were saying, this is like one of those big MMOs, and they were shocked that it was a single player game.
Brian: After cuts, it ends up being several times what we wanted it to be. Planescape: Torment, the number that was thrown around a lot was 750,000 words. But when you talk to Avellone, he would say we actually double counted some sentences, so it might not even be that high. I think the Bible is like 700,000 words so that seems plenty of words to do a narrative piece, something that is as big as the Bible.
So basically, after two years in, I had to change plans. So those are the facts. I’m not trying to disparage Kevin, I don’t want to talk negatively about him in any way, but I can at least speak to the facts behind what was going on at that point.
I guess there are two ways of looking at this:
1. He held Kevin personally responsible for the things he mentioned.
2. He didn't
know it was all Kevin's fault, but that's where the buck stopped and something had to change.
Either way, it's still a strange explanation. In hindsight, the project may look over-scoped, but was it really? As Fargo himself pointed out, the game was meant to have about as many words as PS:T, but ended up with ~2.5 times more. That wasn't part of the promises, however. The bloated word count only became a selling point after the fact.
They also had Obsidian's engine, a licensed setting, less combat (so a lot less resources spent on creating, balancing and tweaking encounters, enemies, etc) and a bigger budget than PS:T. If it wasn't for the writing bloat, there's little to suggest it couldn't have delivered what was promised, despite the small team early on. For better or worse, PoE fulfilled almost all promises almost 2 years before TTON was released, for example.
The cuts may have been first discovered by Codex member Fairfax.
I appreciate the credit, but the first time I posted about the cut companions was in early 2016.
During the Kickstarter campaign for Torment, you guys had plans for an extended preproduction. In retrospect, many large changes were made to the game over the course of its development. In retrospect, did the game's development reveal the limits as to what can be achieved in preproduction, or would you stick to the same process for similar games in the future?
Brian: In this particular case, I would say no. That doesn’t mean you shouldn’t do pre-production. But in this case, I don’t think we got as much benefit as we should have seen.
How would you fix this process?
Brian: I’m a big believer in iteration. I like to use iteration as quickly as possible. I even place more importance on it than preproduction, if I had to choose between the two. I think I have a more like-minded person on the project now than perhaps I’ve had in the past.
How were they supposed to do these quick iterations with most animators, programmers and scripters working on WL2 during the first 2 years?
A long pre-production wasn't the problem. Fargo said in the other reply that pre-produciton lasted until late 2013. PS:T's pre-production was just as long (almost all of it with only 1 writer) and it didn't hurt the game at all. As for the quick iterations, it's not like they had enough people to make them, which is why 2 years later they only had that barebones systems alpha to show for it.
Brian: The majority of the entire company was on Torment, that was very much the case.
You just said that wasn't the case for at least 2 years.
Maybe we could’ve moved the start time up a couple of months while we were doing Director’s Cut things. Maybe.
Maybe?
I’ve been involved in a lot of products before as you know, and whenever we’re doing something different or innovative, they’re messy behind the scenes. Fallout 2, behind the scenes, was a mess. Planescape: Torment was a mess.
Why didn't the interviewer ask anything about that? Even though some here already know part of these stories, it's a relevant topic and would've been informative to the vast majority of readers.
The original producer for that project was replaced.
I doubt the interviewer knew enough to notice, but this was another interesting bit. Fargo is implying this was Interplay's call, while Guido has always claimed he chose to leave. If he was fired, that would confirm some speculations about PS:T's development.
George: He wrote Oom, or rather he wrote the initial drafts of Oom. Now Gavin is doing additional work on Oom. But because Oom was ultimately cut, his work was not in the version of the game that was shipped, it’s going to be in the update.
Huh, that's weird. Wasn't the Toy supposed to be Adam Heine's? He even wrote a blog post about it IIRC.
Comment: I was wrong here because it’s the Beta portraits that I was thinking about.
10/10 research.
Brian: I think it was Nils.
Colin: It was Nils.
Should've included a note: [Nils Hamm, concept artist] and at least one of the pieces they're talking about:
Brian: But I don’t remember there being a complaint about the quality going down from the Beta.
There was, but it was mostly here. Why didn't the interviewer mention that?
Colin: We decided, early on, that the world of Numenera was weird enough, and so we wanted to focus on telling weird stories, rather than having weird looking companions. We could've easily turned Aligern into a sysygy ghoul, or made Matkina a silver orphan. But that's all just surface stuff. Where I think we have done things very differently is that we gave them interesting back stories. I mean, if a woman who has fractured herself across different dimensions is ordinary, then I guess I'm pretty out of touch.
"The world is weird enough, the characters don't have to be". Out of touch indeed.
Colin: The people who are open to enjoying this game are enjoying the hell out of it. There's a reason the professional reviews are just ecstatic. I saw some guy claiming today: I started playing Planescape: Torment again and I have to admit I'd rather be playing Torment: Tides of Numenera right now. This is a subjective thing, people enjoy the things they like and there's no accounting for taste.
Colin is in denial and his answers were all terrible.
Brian: And that's the thing, and I'm not just blowing smoke, because there's some really smart people on the Codex, like MRY is a great example. I worked with him and the guy is smart as hell, he's a district attorney, and he came to the office one time and I was just absorbing... He had really great input, and I would love to get back to where we could get more of that from you guys because we are on the same side more than most.
I love how Fargo considers
MRY a codexer who worked on the game rather than a developer who posts on the Codex.
What can the Codex do better?
What the hell is the point of this question? Why would anyone want to be lectured by them?
We did too much at Interplay.
I guess he'd agree with some of the criticism I've posted here.
--
Besides the apology (which would've happened regardless of the questions) and some info about the game's development cycle, the interview wasn't informative or even interesting. Whoever did this interview was more concerned with asking questions from a list rather than paying attention and asking relevant follow ups. Several interesting thoughts were not expanded upon because the topic was suddenly changed by the interviewer.