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Gamasutra has four pages worth of interview with Obsidian's Chris Avellone, including some snippets on his work on Wasteland 2 and Fallout: New Vegas, and some more extensive talk on games writing and crowdfunding.
Snippet:<blockquote>Any time you make a game, obviously some people are going to like it more than others. How do you balance the concerns of all of your funders?
CA: By having an open dialogue early and throughout the process. I think people can get upset when something doesn't meet their expectations, but if you're constantly providing new information that allows them to see [where the game is at], I think that backers are pretty understanding of all the reasons that went into decisions.
And that's not normally a conversation you can ever have with players, with the traditional publisher model. I mean, for example, there's been certain design elements that other Kickstarters have had, that they've announced in their Kickstarter, where the players have just lashed back and said, "No, we don't want those things". As far as I'm concerned, that ends up being great, because you don't have to waste any resources implementing things that the player never wanted in the first place.
On the flipside, if you're communicating so much with your players, how do you stop them from being overexposed to the game? How do you avoid giving out spoilers that could diminish their experience when they play the final release?
CA: I think there's a lot of logistics that can provide information without giving spoilers. Like when Wasteland 2 is providing screenshots, showing how a game level is developed or giving an example of how the morality system would work. That's not a huge part of the game -- the actual gameplay experience. Actually showcasing how the game is made and the decisions that are going into that provides a lot of information, but it's not really spoiling anything. That's my take on it.</blockquote>
Snippet:<blockquote>Any time you make a game, obviously some people are going to like it more than others. How do you balance the concerns of all of your funders?
CA: By having an open dialogue early and throughout the process. I think people can get upset when something doesn't meet their expectations, but if you're constantly providing new information that allows them to see [where the game is at], I think that backers are pretty understanding of all the reasons that went into decisions.
And that's not normally a conversation you can ever have with players, with the traditional publisher model. I mean, for example, there's been certain design elements that other Kickstarters have had, that they've announced in their Kickstarter, where the players have just lashed back and said, "No, we don't want those things". As far as I'm concerned, that ends up being great, because you don't have to waste any resources implementing things that the player never wanted in the first place.
On the flipside, if you're communicating so much with your players, how do you stop them from being overexposed to the game? How do you avoid giving out spoilers that could diminish their experience when they play the final release?
CA: I think there's a lot of logistics that can provide information without giving spoilers. Like when Wasteland 2 is providing screenshots, showing how a game level is developed or giving an example of how the morality system would work. That's not a huge part of the game -- the actual gameplay experience. Actually showcasing how the game is made and the decisions that are going into that provides a lot of information, but it's not really spoiling anything. That's my take on it.</blockquote>