NMA Podcast #5: Interview with Chris Avellone!

I'm just really stoked that Chris liked my idea. I've been fantasizing about an RPG set in the afterlife with Chris as the lead writer/designer. Are there any rpgs with him as lead designer?
What was your idea of an RPG set in the Afterlife?

You plebs are venerating wooden idols.

Behold God.


https://www.youtube.com/user/MrBtongue/videos
He stop being interesting to me in a very specific point in time. I listen to a podcast from Mark Rosewater.
http://magic.wizards.com/en/article...ngs-every-game-needs-part-1-part-2-2011-12-19
 
What was your idea of an RPG set in the Afterlife?
In basic concept it was an RPG set in hell wherein the PC could choose his own backstory as to what put him there and all that shit mostly through dialogue choices. A standard redemption tale. Didn't reall have an idea for a story but that was that basic premise. (Could be cool to set in the Greek version of hell)

But @Earth had a cool idea of it being an adaptation of Dante 's inferno...

I'm sure that's where Chris really started to warm up to the idea. (Since I really didn't say much on it)
 
In basic concept it was an RPG set in hell wherein the PC could choose his own backstory as to what put him there and all that shit mostly through dialogue choices. A standard redemption tale. Didn't reall have an idea for a story but that was that basic premise. (Could be cool to set in the Greek version of hell)

But @Earth had a cool idea of it being an adaptation of Dante 's inferno...

I'm sure that's where Chris really started to warm up to the idea. (Since I really didn't say much on it)

There should an RPG set in Greek Mythology, let alone in their afterlife.

Definitely a great concept to brainstorm on. If in the future we hear about a game being made set in the afterlife, with Chris Avellone slated to write, a digital high five would be appropriate.
 
Which point was that?


I will listen to that later on.
It doesn't really matter considering that he barely updates; but when he started to mention how he wish these low budget RPG had voice acting, I realized that he was running out of interesting things to say. And maybe the video before that too.

In basic concept it was an RPG set in hell wherein the PC could choose his own backstory as to what put him there and all that shit mostly through dialogue choices.
While piecing together what are the canonical parts of the Courier backstory, I thought that it would have been cool to be able to pick reputation perks at the start of the game. I imagine that my Courier was from San Francisco connecting from him being Chinese so it made Doctor Borous accusing him to be a Communist more amusing to me. It also allows for reputation perks like Wasteland Virgin to work without having to worry about him talking about breaking his vow of chastity to some old pharmacist. The one problem is that I think it would be too overwhelming to first time players.
 
There should an RPG set in Greek Mythology, let alone in their afterlife.

Definitely a great concept to brainstorm on. If in the future we hear about a game being made set in the afterlife, with Chris Avellone slated to write, a digital high five would be appropriate.

There was one years ago. Remember "Rise of the Argonauts?" It was middle-market developed, but still good.
 
There was one years ago. Remember "Rise of the Argonauts?" It was middle-market developed, but still good.

I actually have played that. It was pretty decent, although I do remember it being very short.

I remember the art direction being neat.

108035-spider280578.jpg
 
I forgot all about that game. I can't remember if I rented it or what but my bitch-of-an-ex-wife spoiled it for me.
 
I am reminded of Age of Decadence. I played the demo but I realized that the game wasn't for me. The game clearly had some love put into it but it wasn't Fallout inspired in the way that I thought that it would be. A lot in the game is so contextual. I can't close a door if the door doesn't swing towards me. Enemies never back down even if they can't reach me. Other NPCs would not react at all.

This is one of my encounters in the game.
I played a Loremaster.
I encounter a bunch of thugs.
The game makes in very clear that I can't beat them.
I thought "Hey there is guard at the town square. I'll just kite them.".
The guards do nothing.
I thought "Maybe the guards are assholes?".
I tried again in teacher's house.
The guard does nothing, again.
I lock myself upstairs.
The combat phase never ends.
I ran off to the inn.
I got into a room.
I couldn't close doors.
I got killed, again.
I got douchey kill screen.​

Another encounter that I had was with some shady merchant. He is clearly up to no good but I follow him just to see what happens. When I reached his house, it was reveal that it was a trap and I failed an agility check to run out to the door. I moved my character to the door and tried to open it but it didn't work. Not because there was someone blocking the way, not because the door was locked, not because it barricaded, and not even because I'm not able to open doors in battle but because I simply could not interact with it.

In FO2, I abused the lock mechanic to make sure Frog Morton and crew exits the warehouse in an orderly burst fire line. It would have been cool to be able to lock all the door in the warehouse, smoke warehouse, force them to run into the Wanamingo Mine, put out the fire, and kill the survivor. I'll be killing two birds with one stone. I understand that a computer games can't take to account of all solutions but it feels great when a game allows for lateral thinking solutions.
 
It doesn't really matter considering that he barely updates; but when he started to mention how he wish these low budget RPG had voice acting, I realized that he was running out of interesting things to say. And maybe the video before that too.


He never said that. He said voice acting gives another dimension to the game overall, but that it's a practical constraint on the game's writing. He's somewhere in the middle on it, thinking that VA is good stuff, but there is a trade-off between that and fluff in dialogue. If anything, he is more for fluff.
 
He never said that. He said voice acting gives another dimension to the game overall, but that it's a practical constraint on the game's writing. He's somewhere in the middle on it, thinking that VA is good stuff, but there is a trade-off between that and fluff in dialogue. If anything, he is more for fluff.
I'm not saying that having voice acting is bad but the answer is obviously budget reasons. He is asking a question with an obvious answer. Besides, Divinity: Original Sin: Enhanced Edition was released with voice acting after they finished making Divinity: Original Sin.

My reasons for not watching him anymore has more to do with the video before that but that is a minefield.
 
I'm not saying that having voice acting is bad but the answer is obviously budget reasons. He is asking a question with an obvious answer. Besides, Divinity: Original Sin: Enhanced Edition was released with voice acting after they finished making Divinity: Original Sin.

My reasons for not watching him anymore has more to do with the video before that but that is a minefield.


The one about Django?
 
I think I know why.
He thought it was going to be two of us in the podcast, I completely forgot to mention it was a group thing.
So I thought maybe at first he was a bit taken back but relaxed rather quickly.
It was completely my fault there
"Who the hell are all this people? Damn you Millim/Jamie, I'll reference you as a prostitute in one of my games if I get out of this!"
He did chill, and I felt the "interview me again anytime" wasn't for politeness, so no worries.
The podcast "teaser" by AgentBJ had entirely the nervous part of him, though xD
 
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