In the event you want extra proof we reside within the worst of all potential worlds, how’s this: Beamdog as soon as put Dragon Age creator David Gaider to work on a full-fat sequel to Planescape: Torment—a key inspiration for Disco Elysium, probably the greatest videogame narratives ever instructed, and the present #29 on PC Gamer’s Prime 100—just for the challenge to die a sluggish, quiet demise as a result of no writer needed to throw cash at it.
That is in line with Gaider himself, who’s presently going off on Bluesky about his lengthy profession arc that took him from becoming a member of BioWare in 1999 to co-founding his personal studio, Summerfall, in 2017. Between these two issues, Gaider was enlisted by Beamdog founder Trent Oster to function inventive director on the studio, which you most likely know for its enhanced editions of the unique Baldur’s Gate video games and Planescape: Torment.
“[Oster] instructed me Beamdog was beginning to do their very own tasks,” mentioned Gaider. “They had been ending Siege of Dragonspear, an enlargement for BG1, however extra importantly they had been additionally as much as one thing else: a sequel to Planescape: Torment, for which they’d [PS:T lead designer] Chris Avellone on board as a guide. Now THAT caught my curiosity.”
The unique Torment was set in (shock!) Planescape, a marketing campaign setting for Dungeons and Dragons that chucked out the acquainted Tolkienian fantasy stuff you bought in BG1 and a pair of in favour of dimension-hopping, trope-defying weirdness. Attracted by the potential to “break all of the ‘normal’ guidelines of CRPGs,” Gaider signed up.
Gaider and his workforce “put collectively a plan for what ended up being referred to as Planescape: Unraveled, the place you performed as one among three elements of Ravel Puzzlewell racing towards time to resolve the thriller of your personal existence.” Which sounds prefer it may have been fairly rattling cool, when you ask me.
Ravel Puzzlewell was a key determine within the authentic Planescape: Torment—she’s the extremely highly effective witch who initially stripped the sport’s protagonist of his mortality, and ended up confined to an interplanar jail by the enigmatic Girl of Ache for, uh, making an attempt to free the Girl of Ache. It is a bizarre setting.
Gaider was scorching to trot. “It was sharp, it had nice NPC’s, WotC was so enthusiastic about it they had been prepared to maneuver up their plans for third version Planescape and embody among the characters and seismic occasions from the sport within the setting reboot.” All the celebrities appeared to have aligned to get a Planescape sequel onto retailer cabinets. After which, properly, cash.
“The issue? Funding. WotC wasn’t in a spot to do greater than give a stamp of approval, and the publishers we met… properly, Trent is aware of greater than I do, however I feel there was a notion that Planescape wasn’t very profitable or industrial. Or perhaps they simply did not have confidence in Beamdog, or me.”
Beamdog by no means discovered a writer prepared to place cash the place Gaider’s mouth was, so “by the tip of 2016, we needed to put Planescape: Unraveled on the shelf and begin one thing new.” That new factor was an “Previous West exorcist sport” that Gaider had tried to get off the bottom again at BioWare. Alas, that one did not entice publishers both, and it wasn’t lengthy earlier than it too ended up shelved and Gaider departed Beamdog for brand new pastures.
It is an actual disgrace, as a result of the notion of taking part in as Ravel is an fascinating one, however perhaps it isn’t too stunning. The complete listing of videogames set particularly in D&D’s Planescape setting consists of Torment and… no, really that is it. The closest we ever acquired to a sequel to the sport, regardless of its enduring recognition and acclaim, was inXile’s Torment: Tides of Numenera, which jettisoned D&D completely in favour of Monte Prepare dinner’s Numenera tabletop setting.
Given that sport is now self-published (after being initially revealed by Techland), I feel it is honest to say that ‘cerebral, narrative-heavy RPG that is largely textual content’ is only a powerful one to get publishers enthusiastic about, even once they’re direct sequels to probably the greatest video games of all time.