Despite Planescape Torment team member Colin McComb’s extensive experience, license holders Wizards of the Coast (WotC) say they would have been happy to license the D&D property. McComb approached WotC on behalf of Wasteland 2 developers InXile, trying to secure the license for a new game. However, he says he was “rebuffed,” leading to the creation of a Torment game built on a different system called Numenera. McComb asserts that the new system has replaced D&D with aplomb.
The Transition from D&D to Numenera
The transition from the Dungeons & Dragons (D&D) system to Numenera was not a decision taken lightly. Numenera, created by Monte Cook, is a science-fantasy role-playing game set in the distant future. The system is known for its flexibility and narrative-driven mechanics, which differ significantly from the more structured and combat-focused D&D system. This shift allowed the developers to explore new storytelling techniques and gameplay mechanics that might not have been possible within the constraints of the D&D framework.
McComb and the team at InXile found Numenera’s system to be a refreshing change. The Ninth World, where Numenera is set, is filled with ancient technologies and mysterious artifacts, providing a rich backdrop for the kind of deep, philosophical storytelling that fans of Planescape: Torment appreciate. The flexibility of Numenera’s ruleset enabled the developers to craft a unique experience that still felt true to the spirit of the original game.
Wizards of the Coast’s Licensing Stance
“We would absolutely consider licensing out Planescape, or any of our other great D&D IPs, if we were approached with a proposal,” according to Wizards of the Coast. “We often get proposals and are actively pursuing opportunities to make great digital D&D experiences. Brian [Fargo] suggested Baldur’s Gate 3 had proven difficult in the past before we regained our digital rights, so, that probably didn’t help the situation.”
This statement from Wizards of the Coast highlights their openness to collaboration and licensing opportunities. However, it also underscores the complexities involved in securing such licenses. The mention of Baldur’s Gate 3, a highly anticipated title, suggests that past difficulties in managing digital rights may have influenced their decision-making process.
The rebuff that McComb experienced could have been a result of timing, miscommunication, or other internal factors at WotC. Despite this setback, the success of the Numenera-based Torment game demonstrates that alternative systems can also deliver compelling and immersive experiences. It also opens the door for future collaborations between game developers and license holders, provided that both parties can align their visions and expectations.
In conclusion, while the initial attempt to secure the D&D license for a new Torment game was unsuccessful, the resulting Numenera-based game has proven to be a worthy successor. The experience highlights the importance of flexibility and adaptability in game development, as well as the potential for future collaborations between developers and license holders like Wizards of the Coast.
Source Eurogamer
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