Planescape: Torment - Development

Development

In 1997, the game's designers produced a 47-page document that outlined the game's premise and vision statement, and was used to pitch the idea to management at Interplay. Initially, the game was to be called Last Rites, and they described the game as "avant-garde" fantasy to distinguish it from high fantasy. The document also contained concept artwork for characters and areas of the game.

Planescape Torment aims to provide its players with a sense that they are excavating a history (the avatar's forgotten past) while exploring, more or less at will, a vast and bizarre invention.

—Diane Carr, Game Studies

From the outset, Planescape: Torment's designers intended to challenge traditional role-playing game conventions: the game features no dragons, elves, goblins, or other common fantasy races; there are only three swords; the rats faced in the game can be quite challenging to defeat; and the undead sometimes prove more sympathetic than humans. The designers explained that most RPGs tend to have a "correct" approach to solving problems, which is almost always the morally good approach. They called this "predictable and stupid" and wished to make a game with greater moral flexibility, where a particular problem might have "two wrongs or two rights". The main quest is not about saving the world, but about understanding The Nameless One and his immortality. Death (of the protagonist or his companions) is often just a minor hindrance, and even necessary at times.

According to lead designer Chris Avellone, Planescape: Torment was inspired by books, comics, and games, including Archie Comics, The Chronicles of Amber, The Elementals and Shadowrun. The game's 1997 outline also makes references to The Lord of the Rings to describe some characters. While working on Planescape: Torment, Avellone was simultaneously working on Fallout 2. In an interview from 2007, he says that Fallout 2 helped him rethink the possibilities of dialogue in Planescape: Torment (and in later games he was involved with, including Neverwinter Nights 2). Avellone remarked that many of the ideas in the game "could only have been communicated through text, simply because no one would have the budget or resources to fully realise many of these fantasy works through TV or movies". Ultimately, Avellone has expressed some regret about the game's heavy focus on dialogue, as he feels this interfered with the overall game mechanics, particularly the combat system. The game's script contains around 800,000 words, after early previews had indicated that the game would be only about 20 hours long.

In several interviews the producer of the game, Guido Henkel, stated that he was increasingly frustrated by the pressure the management of Interplay put on the development team after Interplay's initial public offering. Although only a few additional subplots and characters had to be discarded to meet the planned release date, he accused the Interplay management of disregarding the development team regarding things like package design and marketing. Henkel said that it was his main goal to prevent the game from being "crippled" before leaving Interplay when the game reached beta status. He also made the claim that his overall influence on the game was greater than that of Chris Avellone, Eric Campanella, or Dave Maldonaldo, but since a producer often has to make unpopular decisions his role was later downplayed.

The game used the Infinity Engine, a game engine initially developed by BioWare for Baldur's Gate. However, Planescape: Torment was being developed using the Infinity Engine before Baldur's Gate had been released, leaving the engine's acceptance in the market still unknown. Black Isle made modifications to the engine to suit the game. For example, playable characters were able to run, and both the character sprites and backgrounds were larger and more detailed. The greater size and detail was achieved by bringing the perspective closer to the ground. Magic was also an important part of the game's design, and a team of four designers worked solely on the visuals and mechanics of spells.

In addition to official localizations, for example the one by CD Projekt for the Polish market, fan communities developed Spanish, Hungarian, and Italian translations of the game. When Interplay dropped support for Planescape: Torment after the official 1.1 patch, several not yet fixed bugs were corrected by fan created patches. Other mods add back items and quests omitted from the final version of the game or new features such as widescreen support.

The game was re-released on DVD in 2009, and for purchase on GOG.com in September 2010.

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