Iconic Dungeons & Dragons RPG Planescape: Torment was a ‘B-Team’ project that started life as 3 different games⁠—including a 3D dungeon crawler

In a fascinating exploration of the creative forces behind one of the most beloved role-playing games, Robert Zak’s retrospective in the upcoming issue of PC Gamer delves into the intricate history of Planescape: Torment. Through interviews with the original team at Interplay, the piece reveals the serendipitous circumstances that led to the game’s development during the late 1990s, a period marked by innovation and ambition.

The Birth of a Classic

Feargus Urquhart, now the CEO of Obsidian Entertainment, reflects on the early days when he was at the helm of Interplay’s RPG division. He recalls a time when multiple Planescape projects were underway, each with a small team of just four people. “I was just trying to figure everything out,” Urquhart noted, emphasizing the chaotic yet exciting atmosphere of 1996-1997, a time when Interplay was simultaneously publishing Baldur’s Gate and developing Fallout.

As the team began to coalesce into what would become Black Isle Studios, the creative freedom afforded to newer developers became apparent. Many, like lead artist Tim Donley, were unfamiliar with the Planescape setting before embarking on the project. “Urquhart just came one day and said, ‘We’re going to do a Planescape game,’ and in my head I’m going, ‘What the heck is that?'” Donley reminisced, highlighting the initial uncertainty that surrounded the project.

Creative Challenges and Triumphs

The enigmatic presence of lead designer Chris Avellone added another layer of intrigue to the development process. Donley described Avellone as a bit of a mystery, noting that his first project at Interplay, Descent to Undermountain, did not go as smoothly as planned. “Down the hall from me was this guy that would always just go to his office and close the door,” Donley said, illustrating the air of curiosity that surrounded Avellone’s work.

Among the team members was Eric Campanella, who, despite his background in 2D art, took on the challenge of sculpting and animating many of the game’s characters. Dennis Presnell, another artist who now works on Avowed at Obsidian, described himself as a “college dropout” who learned the ropes of digital art through experimentation. “I just pressed buttons and saw what it did,” he shared, reflecting the hands-on approach that defined the team’s creative process.

A Moment of Recognition

The hard work and ingenuity of the Black Isle team soon bore fruit. An early demonstration of Planescape: Torment at BioWare’s headquarters in Edmonton left a lasting impression. Donley recalls the moment when BioWare CEO Ray Muzyka, after witnessing the game’s opening scene, turned to his programmer and remarked, “You guys told me we couldn’t have that many frames of animation. How come the game looks so good?” This moment of validation underscored the groundbreaking nature of their work.

For those interested in a deeper understanding of this iconic title, Robert Zak’s full retrospective feature on Planescape: Torment will be available in issue 390 of PC Gamer magazine, with a UK edition numbered 402. Subscriptions are available through MagazinesDirect in both the US and the UK, offering fans a chance to delve into the rich history of this classic game.

AppWizard
Iconic Dungeons & Dragons RPG Planescape: Torment was a 'B-Team' project that started life as 3 different games⁠—including a 3D dungeon crawler