Planescape: Torment took many of the RPG conventions to come out of the 90s and rattled their cages when it was released to the PC in 1999. Colin McComb worked with lead designer Chris Avellone on that Interplay project and the two have been kicking around a successor for months. Avellone is currently committed to Project Eternity but gave his blessing for McComb to push a spiritual sequel without him.
“As you may recall, Chris [Avellone] mentioned his ideas for a spiritual successor to Torment with some frequency over the summer,” McComb told Eurogamer. “This stemmed (at least in part) from discussions he and I were having about the possibility of resurrecting the IP, and this led to my reaching out to Wizards of the Coast. That did not yield fruit, but it did get the two of us talking about what we’d like to see in any regard, and we both agreed that Planescape was not the best route for us to take anyway, due to the mechanical issues and editorial oversight WotC would want.
“The Project: Eternity Kickstarter took them in a different direction than a direct successor. I told Chris that I would not work on a Torment successor without his approval. We talked about it for a bit, and he told me that he was entirely comfortable with me moving forward on a Torment game without him, and he gave me his explicit blessing to do it.”
McComb recently finished the main thrust of his work on inXile’s Wasteland 2 and wrote a recent blog post recently about what he plans to do next with a heavy emphasis on a Planescape: Torment successor. In it, he explains that he’d set the game somewhere other than Planescape and use a system other than D&D.
“I’d want to align the player’s story axes along different lines than Good/Evil or Law/Chaos to something more subjective,” he explained. “The core of Torment is, after all, a personal story, and while we can be judged by others on the basis of our actions, arbitrarily aligning those actions on an external and eternally fixed line removes some of the agency from the player’s game.
“I have a lot of ideas about what to put into a new Torment game, but my primary goal would be to help the player tell a story that was evocative of the original Torment without aping it. To be faithful to the odyssey of the Nameless One, and to recognize that it has ended, and that stories of Torment are ongoing.”
Old-school RPGs have seen a recent resurgence of late thanks to the likes of Kickstarter. Wasteland 2 and Project Eternity both received funding from the crowd-sourcing funding project. Meanwhile, The Baldur’s Gate: Enhanced Edition was recently released with a re-release of the sequel planned for the summer of 2013.