The Gaming Ground has interviewed Brian Fargo about the old days, Torment: Tides of Numenera and future plans:
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Interview with Brian Fargo – Torment Tides Of Numenera, old memories and plans for the future
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Jack TGG
How does it feel going from almost giving up old school RPGs to having your old-school RPG being top-seller on Steam and GOG?
Fargo
It continues to be an amazing thrill! I still vividly remember filing away our Wasteland 2 designs as something that would never happen, before Kickstarter ever occurred to me as a possibility. I still can’t thank our backers enough for enabling us to do this, and it has been extra rewarding to see both Wasteland 2 and Torment: Tides of Numenera atop the Steam charts.
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Jack TGG
What have you learned from the time you released Planescape Torment in 1999 to today? How have you evolved as a developer?
Fargo
I’ve had a tremendous number of life experiences since 1999 and events in my life give me a different and deeper perspective. The creations I’m involved with will naturally benefit from my trials and tribulations of life. The biggest development change has been the open discussion with our audience during production. Showing our work in progress allows us to learn new things, get people’s opinions on facets of the game and to remind us of what is important.
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