Editors Day Talk, April 2000

Abstract

Problem: What did Tim Cain and Troika Games pitch to press and editors when presenting Arcanum for the first time at the Magic Castle in April 2000?

Approach: Tim Cain recreates his original Editors Day presentation from rediscovered notes dated April 22, 2000, walking through the eight sections he covered for journalists approximately one year before Arcanum's release.

Findings: The talk reveals Arcanum's core design pillars: a fantasy RPG where magic and technology clash (like the Industrial Revolution hitting Tolkien's world), a classless skill-based system, real-time and turn-based combat, a massive continuous world, multiplayer modules with full user-created content tools, and a branching epic story far longer than Fallout's. Troika spent six months in pure design with no publisher, no license, and no schedule — resulting in a game that strongly reflected their uncompromised design ideals.

Key insight: Arcanum was designed during a rare window of total creative freedom — six months of design work with no contract, no publisher pressure, and no restrictions — which Tim Cain believes made it represent Troika's design ideals even more strongly than Fallout.

Source: https://www.youtube.com/watch?v=iz5hmNDm_Wc

1. Context

Tim Cain recorded this video to recreate the presentation he gave at the Arcanum "Editors Day" press event held at the Magic Castle in April 2000, roughly a year before the game shipped. He had long believed his notes were lost, but eventually found them among his many paper and hard drive backups, dated April 22, 2000. The original event was meant to open with Tim making a joke about showing real gameplay with "no smoke and mirrors," but Sierra Studios president David Gretty used his line first.

2. The Pitch: "I'm a Geek"

Tim opened by establishing his identity: "I'm a geek. I am 100% nerd." He contrasted himself with other industry figures — he doesn't have a PhD like Derek Smart, doesn't have medical degrees like Greg and Ray at BioWare, and doesn't want to make the audience "my bitch" like John Romero. But he was 100% excited to show Arcanum.

3. Six Months of Unrestricted Design

Before Troika had any publishing contract, Tim Cain, Leonard Boyarsky, and Jason Anderson spent six solid months doing nothing but design work in their homes. There was no license, no restrictions, no publisher, and no schedule — imposed from within or without. Tim believes this freedom is why Arcanum represents their design ideals "possibly even more than Fallout."

4. The Setting: Industrial Revolution Meets Tolkien

Troika felt it was their time to make a fantasy RPG, for the same reason they had decided not to make one when creating Fallout. But they refused to set it in generic 14th-century medieval times "like every other fantasy game." Instead, in Arcanum, magic and technology are clashing — as if the Industrial Revolution had come to J.R.R. Tolkien's Lord of the Rings world. This tension pervades the entire game: the setting, the quests, the player choices, and even the engine itself, which has code to make magic and technology antithetical.

5. Story Structure

The story is an epic arc. If you liked Fallout's three-act story, Arcanum's is "over 20 acts." The game was designed to take no fewer than 40 hours, likely closer to 60–80. The story branches based on whether you choose to be good or evil, a fighter or a talker, to travel with a party or go solo, and whether you use magic or technology. There are "lots and lots of multiple endings."

6. Character System: Classless and Skill-Based

Arcanum has no character classes. Instead it features:

  • Magic: 16 colleges of spells, each with five spells (80 total)
  • Technology: 8 disciplines containing over 100 schematics for craftable items
  • Hybrid builds: Players can mix magic and tech, though they are antithetical. "Leaners" favor one side slightly; "fence sitters" buy equally from both; and some players go pure non-magic, non-tech — just a fighter or thief
  • Backgrounds: A large selection of backgrounds that affect your character. Every decision in the game affects something — possibly even your character's name

7. Combat and Game Systems

  • Dual combat modes: Real-time and turn-based, switchable even mid-combat
  • Orthogonal skill system: Beyond spending points, skills have progression tiers — untrained, beginner, expert, master — each improving skills in ways that raw point investment cannot
  • Fate Points: Earned by doing something major in the game, these can be spent to override game mechanics — guaranteeing a hit, forcing a critical, or restoring full health
  • Critical successes and failures: All skills, including combat, support them
  • Deity system: Blesses and curses from deities that apply equally to technological and magical characters, requiring active management or avoidance

8. The Engine

A brand-new engine built from scratch (Tim notes he "learned his lesson" building Fallout's engine from scratch). Key features:

  • Continuous world: A large seamless overworld (Tim estimates around 1 km²) that can be explored sector by sector without loading screens. Only dungeons and towns trigger loads
  • Rendering: 800×600 resolution in 16-bit color with real-time shadowing and translucency
  • Hardware: No 3D card required, though having one improves performance
  • Terrain variety: Mountains, grass, forest, ocean

9. Multiplayer and Modding

  • Multiplayer support for user-created modules (not the main story arc)
  • The game ships with a module and tools to create more
  • Players can make new maps, monsters, items, quests, rumors, and write dialogues using the same tools Troika used
  • Modules can be exported as standalone executables
  • Modules can be set to single-player or multiplayer

10. Closing

Tim closed by expressing hope that the audience liked what they saw and that they would see Arcanum as "the first of many games from Troika Games."

11. References