Work on
Geneforge began during the development of
Avernum 2. Initially little information was revealed. In an interview published by
RPGDot, Vogel compared the movement system to
Fallout and revealed that a new
game engine was being implemented. The project had initially been intended as pure science fiction, but this was soon abandoned in favor of a mixed fantasy and science fiction setting. In an interview published on website
RPG Codex, Vogel stated this was due to difficulties maintaining
game balance with futuristic weaponry which "should be devastating". He added: "I found it to be too difficult to model the weapons in a way that simultaneously felt sensible and maintained balance".
Geneforge stemmed from the idea of creating a horde of creatures and the ability to care for those creatures or send them to their deaths. The choice was to be made by the player. From this point, Vogel considered who would be able to gain such powers, how they would control them and how these creatures would be treated. The game was developed with the intention of giving players choices; which factions to side with, how non-Shaper human outsiders are treated and whether to pursue goals through combat or diplomacy. Unlike most role-playing games,
Geneforge was designed so that it would be possible to complete the game without using violence. Vogel cited ''
Baldur's Gate II: Shadows of Amn, Planescape: Torment, Deus Ex and EverQuest'' as influences. The game marked a departure from the
Avernum series and its predecessor the
Exile series. Vogel expressed a need to work on other projects: "Every few years, I need to do something cool and weird. It keeps me interested". He also added that the differences in
Geneforge meant the game might struggle to find an audience, but the sales exceeded his expectations. ==Reception==