Ted has been thinking about PC games and bothering anyone who would listen with his thoughts on them ever since he booted up his sister's copy of Neverwinter Nights on the family computer. He is obsessed with all things CRPG and CRPG-adjacent, but has also covered esports, modding, and rare game collecting.
Now I don't have the fancy book learnin' to know what can change the nature of a man, but there sure are a lot of factors that can change the nature of a game. In a retrospective feature for upcomingissue 390 , contributor Robert Zak dug into the strange history of Planescape: Torment by talking to members of the unlikely Interplay team that made it happen.
"Almost no work" was getting done on one of those projects according to Urquhart, the second remains a mystery, while the third presents a tantalizing but likely ill-fated what if scenario: A first person, full 3D dungeon crawler that would have taken advantage of brand spanking new 3D accelerator cards like the 3dfx Voodoo.
Donley also described how Torment's lead designer, Chris Avellone, was a bit of an enigma to the Black Isle crew at first. While PST would go on to be one of the canonical D&D videogames, Avellone's first project at Interplay went less smoothly."Down the hall from me was this guy that would always just go to his office and close the door," Donley said."You never really knew who he was.
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