Incidentally, that's a good point about us having no idea who did what on Torment. I guess I kind of come at it from the opposite direction--we have no real idea how essential to the game MCA was, and in light of some of his more absurd beliefs (i.e gameplay > writing) in recent times, I do wonder if the Codex Received Wisdom--aka, he is responsible for it being good--is actually valid.
Possibility #2: I'm a retard, MCA is awesome, and it's just that having to write within the confines of horrible licenses after Torment has resulted in not-very-amazing-games. If so, though, that's just all the more argument for people like him to strive to work on unconventional stuff.
http://www.rpgwatch.com/show/article?articleid=55
Chris Avellone: As far as
Torment goes, I was lead designer (and doing work on
Fallout 2 at the same time, which contributed to my near-constant level of exhaustion). As lead designer, I laid out the story, characters, dialogues, area layouts, item descriptions and design, scripting, concept art sketches for locations and items, voice casting, script reading, and contributed design and feedback to almost all of the design for the game.
...
I wrote a first draft and character briefs of most of the characters in the game (I’d say 75%, a sample of one of these dialogue briefs is attached -
Ravel_First_Draft.doc), and then designers for individual areas would script and revise them, taking them to something along the lines of
Ravel_Final.doc. Probably a poor example, since I wrote Ravel from start to the finished template, but it should give you a sense of scope, and taking it from first draft to final copy was no small task.
I probably did the most writing, but Colin, Warner, Maldonado, Bokkes, Jason Suinn, Deiley, and others all made original characters as well as revising the suggested ones. Suinn, for example, did a lot of the core work for the Alley of Dangerous Angles and a number of original characters (and item descriptions), and Warner and Colin hammered away at Curst. In general, each designer took a portion of the game and fleshed it out.
* * *
Colin McComb: My name is Colin McComb. I’ve been writing professionally in one sense or another since 1991. I started out as a designer at TSR, Inc, writing Dungeons & Dragons supplements and creating campaign settings like Birthright and being heavily involved in other campaign settings like Planescape, which is how I went to Interplay in the first place. I was originally hired there as the lead designer on a Playstation Planescape title, similar to
King's Field, but when that title was canceled, they shuffled me off to some Planescape PC title called "
Last Rites". Chris Avellone was the only designer on it before then, so I tell everyone now that I was the “second designer”, as if that were some official title or indicator of quality… and hey, I got on the promo poster, so that was a bonus.
...
Avellone had at least a broad outline of the entire game from start to finish, with all of the major characters sketched out, by the time I’d joined the team. The rest of the design team added minor characters, stuff not exactly crucial to the main quest, and other fun stuff, and fleshed out the stuff he couldn’t get to. Avellone is a madman, I’ll tell you that – it was only with the greatest regret that he passed off Fhjull and Trias to me, and I heard him weeping bitter and solitary tears in his office when he assigned the Brothel to Dave Maldonado.
...
I hate to say it again, but Chris did the major work on the game. I would estimate that although he had seven designers on his team, he did about 50% of the work on the project. Keep in mind that he did all this while he was working on
Fallout 2 as well. The man is truly prolific.
For the major character dialogues, I based my work on the original dialogues that Chris had created – some of them were just snippets, but they all held the germs of fascinating ideas - because I felt that the game would be better served to move forward with his vision as the signpost. If I misremember anything I’m about to list, I plead the passage of years and the indulgence of my coworkers.
The areas I did included Smoldering Corpse bar and its attendant quests and dialogues, Many-As-One and the Warrens of Thought, the Great Foundry, some of the Lower Ward (John Deiley did most of the other parts), Lothar and the Bones of the Night (though I don’t remember if I did Mantuok), Many-As-One, Curst, Under Curst (and certain dialogue nodes with Vhailor), Carceri. Trias the Betrayer, and Fhjull Forked-Tongue. I helped smooth out certain kinks in the flow of the game, and suggested some of the chaos that might ensue when Curst shifted into Carceri and helped design the mechanic that would allow the player to return the city to the Outlands. I think I did some other stuff too.
I should mention that Curst-in-Carceri would not have been nearly as fun without the aid of Scott Warner and Adam Heine, both of whom helped turn a fairly stale location into the awesome run of chaos and super-scripted events that it became. Scott’s a lead at Pandemic Studios now, and based on his performance on
Torment, he definitely deserves to be.
I would also add that Dave Maldonado deserves a huge portion of credit for the Clerk’s Ward. He did a fantastic job and was fearless in exploring the possibilities. Scott Warner, Jason Suinn, and John Deiley did a hell of a job on creature design, item design and placement, stores, and all the thankless stuff that people don’t tend to notice when it’s done well, but definitely notice if it’s not. So I hereby would like to make sure they are thanked, and that very loudly, in public.
Chris was almost entirely responsible for the dialogues between the Nameless One and the party NPCs. We could add a few nodes of dialogue here and there, but Chris did almost everything with those characters.