DSA Game: Torment is often associated with the person Chris Avellone (Lead Designer). Names such as Collin McComb, Eric Campanella or Dave Maldonaldo are heard more often, while the name Guido Henkel in connection with Planescape is mainly known to German local patriots. What exactly were your tasks in the development process? Were you more focused on production and management, or did you directly participate in the design?
GH: The reason for that is mainly because
I was really "only" producer at the title. Although I contributed a lot to the technical design because the team members had absolutely no experience in the field, in terms of content that was mostly Chris' and Colin's baby. Of course everything had to be approved by me and I also gave direction here and there in terms of content and storyline.
Another reason is that you are not popular as a producer. Ultimately, this is the job of doing nothing all day but looking over the team's shoulder, making sure they work diligently, keeping the schedule, that there are no feature creeps, that the budget is not overdrawn and immediately. Also, I was in the position of the one who had to fire teammembers if they did not "work", who had to tell the boys that they would not get a raise, and so on. Producer is a dirty job and after "Planescape" I swore I would never do that again, but that's the reason why I'm often hushed up by the team, because as a producer I've never been recognized as a creative member Game code from me, ideas I contributed, parts of my design and so on.
I can live without problems, especially as I know that my influence was much more far-reaching than that of Chris Avellone, Eric Campanella or Dave Maldonaldo. [
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DSA Game: Planescape is still praised by some players and critics even today, although the commercial success was unfortunately never sufficient for a sequel or at least a similar game. However, it was noticeable from the half of the game that it became very linear. There are some gaps and inconsistencies in the story. For example, the improperly completed romance with the thieving Tienah Annah. Or the diary of Succubus Grace, which you can always carry with you but never read. Also, the superfluous ini entry CD5 = "" puzzled (Planescape came on first release on 4 CDs). There was a lot more planned, right?
GH: Chris and Colin, as good as they were as designers, had some extreme weaknesses.
Unfortunately they were extremely disorganized and slow. The result was that more content was planned than it finally made it into the game. At some point, I had to set the thumbscrews and make it clear that the game had to be done on a specific date, even if that meant that several changes had to be made, such as the deletion of various subplots, and so forth. Of course, I did not like that, but I just got a lot of pressure from interplay management back then, which ultimately led to my departure. My goal was to make sure that the game was not staged senselessly and crippled just because Interplay wanted to meet a delivery date and billing quarter. Therefore, I fought it through to the beta phase and then submitted my notice.