It was made by Ana C. Santos, to whom I would like to thank for the good will in allowing me to publish this.
I also would like to thank Chris for giving his yes nod to the publication, and special thanks to our friend ZiggyMeister for taking on his shoulders the task of getting all of this together.
It’s a treat for Video RPG games fans, hope you enjoy it, here’s a snip:
Fallout 2 and Planescape Torment are to this day considered cult classics. How does it feel to have people still discussing and asking you about games that you developed a decade ago?
It’s pretty gratifying. It was a labor of love for both titles above, and to still have people respond enthusiastically to both titles makes all the effort and long hours we put in worthwhile. When releasing a game, there’s always the subconscious thought that it’ll be forgotten in 2-3 months, but seeing the long-term feedback to Fallout 2 and Planescape: Torment has been rewarding to the teams on both titles.[…]
You have worked in some of the best RPG ever made. What, in your opinion, are the crucial elements for a good game of this genre?
Aside from the ability to advance your character, player choice (whether in character development or quest resolution) and world and character reactivity to these player’s choices is key.
Players want to build the character they envision, and then they want to push buttons in the world and see the world give them positive (or negative) feedback that is unique to their character – it makes them feel that they are having a direct impact on their environment based on their specific choices. In addition, the more specific you can make the reactivity to the player’s character creation choices (Fallout 1 and 2 did a fantastic job of this, in my opinion), the better. The more a stealth character is given consistent rewards and feedback on their chosen skills and using those skills to solve quests, for example, the more they feel their character choices and their character’s skills truly matter.