Chris Avellone hat sich RPGamer für ein Interview zur Verfügung gestellt. U.a. geht es darin auch um Planescape: Torment und wie es zu dem unorthodoxen, einzigartigen Design kam. Torment: Tides of Numenera wird am Rande gestreift.
- JS: One of your earliest games, Planescape: Torment, has a very unorthodox, unique design. Why did you go with this design, and how did you sell the idea for development?
- CA: Well in terms of selling the idea, that wasn't too difficult because Interplay had already purchased the Planescape license, but they didn't have any games coming out for it. So, when our division director, Feargus Urquhart, who is now also CEO of Obsidian, went to Brian Fargo and said we have an idea for taking the Planescape license using the Baldur's Gate engine and doing a game based on that. It logistically just made a lot of sense to get a Planescape game out. The nice thing about the unorthodox approach is that Planescape itself, to be true to the franchise, requires sort of an unorthodox mindset. So, the actual setting lended itself to a lot of the design ideas in Planescape, which was pretty darn cool. It was one of the most fun franchises I have ever had to work with.