Unmasking the Gamers: Chris Avellone, part one

Brother None

This ghoul has seen it all
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Will Ooi has done an interview with Fallout 2 and New Vegas designer Chris Avellone, and published part one on his blog, it is also mirrored on his Gamasutra blog for people - like me - who receive a 403 on his main blog.<blockquote>WO: What are some of your favourite writing or design achievements in your career? A particular character or quest, perhaps?

MCA: I like the influence system (although not its first iteration in KOTOR II) as a way of making players pay more attention to a companion's philosophy and outlook rather than just Karma, although I prefer the individual NPC influence meters in Alpha Protocol as a more realistic and true-to-the-world feel for how others judge you based on your actions, not some internal player character moral barometer.

As for other experiments: The idea of disparate personalities being forced to cooperate under pressure when they normally would kill each other is something I've always liked. We used this in Fallout New Vegas, Dead Money, and it was an experiment I wanted to try ever since the Planescape days (although in Planescape, the idea would be that a group of hated enemies all had tattoos that prevented them from harming each other and straying too far from each other, and they had to cooperate to escape... sort of like the movie, Cube). Since Planescape wasn't an option, I switched it to a collar in Dead Money and went from there.

As far as characters, I've loved all the characters I've written for different reasons. I loved writing Rose of Sharon Cassidy (FNV, although Rachel Roswell voice-acted her and took her to a new level), Dean Domino and Christine from Dead Money (who shows up in more than one of the Fallout DLCs). For Christine, it was fun to figure out how to "write" a mute character, and the fact she switches voices over the DLCs is kind of interesting as well. I also have a lot of love for Ulysses in Fallout, only because I like the idea of someone hunting my player for reasons of his own, and then hearing the reasons why... and realizing how important even the smallest of my actions are for the people of the wasteland - living or dead.

WO: The RPGs of today have taken on a far more action-oriented approach, as seen through Fallout 3/New Vegas, Mass Effect 2, and Dragon Age 2. For you, what are the essential components that make an RPG an RPG?

MCA: Honoring the player's choices during character creation and advancement by having all choices given be viable tools to succeed in the game world, a world and its people that react and change based on your actions, and that reaction be meaningful for your characters and others. There's a treatise I could write for this - there's exploration, advancement, the ability to play the role you've built, customization, kill-and-loot feedback loop, and more, but the big points are above. </blockquote>
 
When he's interviewed I always like his tidbits about writing and dialogs, a shame all these ideas never really make it fully fleshed into games or no one else wants to experiment with and rather dumbs everything down (BioWare..). Yes I know that there was Alpha Protocol, while it made sense I never got the hang of the dialog system as I am a "slow gamer" and felt uncomfortable not having 100% control of what I choose in the dialog (yes I know that this was the idea behind it, making initiate choices etc), Anyhow, thanks, an interesting article nonetheless.
 
Well, he is pretty much a talker. The words are great and all, but what worth is it, if it never gets transported like that into any game.
 
Lexx said:
Well, he is pretty much a talker. The words are great and all, but what worth is it, if it never gets transported like that into any game.

The fact that you never get to execute games quite fitting your vision is one of the many realities of the game industry. I'd rather have someone who at least has vision so you can see some of it in games, than one of the many drones bringing us buckets of shovelware.
 
I like the talking part and the visions and such, because it feels very creative and inspires myself as well. But yeah... Peter Molyneux, as example, has visions too.
 
Brother None said:
Lexx said:
Well, he is pretty much a talker. The words are great and all, but what worth is it, if it never gets transported like that into any game.

The fact that you never get to execute games quite fitting your vision is one of the many realities of the game industry. I'd rather have someone who at least has vision so you can see some of it in games, than one of the many drones bringing us buckets of shovelware.

Fully agreed. Atleast someone thinks about new ways or how to improve x or y. There's always the small chance someone got inspired by reading it and uses similar ideas, or one sunny day Mr. Avellone gets struck by another Lightning and gets allowed to create a second PS:T (not the game per-se, I mean how well the team worked together at this title) and can be as creative as he wants.
 
MCA: When we set up Lonesome Road, we only knew 3-4 things for certain about the player character, and in my opinion, that's enough to build an epic adventure around.

Hmm, any guesses as to what the 3 or 4 things may be? The Courier being shot has to be one, but I'm not sure what the other ones are. I mean, if you can do Lonesome Road before doing any quests in vanilla F:NV, what other experiences does every Courier share that would form the basis for the "epic adventure"?
 
VRaptor117 said:
MCA: When we set up Lonesome Road, we only knew 3-4 things for certain about the player character, and in my opinion, that's enough to build an epic adventure around.

Hmm, any guesses as to what the 3 or 4 things may be? The Courier being shot has to be one, but I'm not sure what the other ones are. I mean, if you can do Lonesome Road before doing any quests in vanilla F:NV, what other experiences does every Courier share that would form the basis for the "epic adventure"?

- You are a courier
- You come from california
- You might have been in Utah already (I think there was some hint in Honest Hearts)
- ?
 
Is always interesting to hear Avellone's opinions, ad this interview gives me hope that they are not gonna go with some stupid "EPIX" story for Ulysses involving AIs and aliens but a more down to earth one.
 
The second best interview since Chris Parks! :D

MCA provided excellent interview, and like sea mentioned, the questions were quite interesting. Looking forward for the second part.
 
- Aparently The Courier doesn't knwo where he was born, so he's been traveling from a very early age.
 
Or maybe he's been alive so long that he just doesn't remember, maybe the Courier is the Nameless One!

Edit: That would explain how you survived Benny shooting you in the head, you didn't "survive" at all you just resurrected.

Edit: And ED-E is Morte in disguise, that's why he's the first companion you can get.
 
Stanislao Moulinsky said:
-You were in New Reno

This and "you were in Utah" and other stuff probably doesn't fall in his definition, since you can easily just not choose those lines and effectively ignore that as far as the Courier's backstory is concerned.
 
WorstUsernameEver said:
This and "you were in Utah" and other stuff probably doesn't fall in his definition, since you can easily just not choose those lines and effectively ignore that as far as the Courier's backstory is concerned.

I disagree. One thing you can ignore is the comment that he impregnated a woman in Montana since it's a line that appears only if you are male (well, duh) and have the Lady Killer perk, but the comment that he was in New Reno appears regardless of your build.
 
Stanislao Moulinsky said:
I disagree. One thing you can ignore is the comment that he impregnated a woman in Montana since it's a line that appears only if you are male (well, duh) and have the Lady Killer perk, but the comment that he was in New Reno appears regardless of your build.

And it's a comment you can safely ignore and not choose, but by choosing it you effectively make it part of your character's past. Think of it like a less involved version of the past-defining dialogue in Knights of the Old Republic II. Well, at least, that's my interpretation of it.
 
WorstUsernameEver said:
And it's a comment you can safely ignore and not choose, but by choosing it you effectively make it part of your character's past. Think of it like a less involved version of the past-defining dialogue in Knights of the Old Republic II. Well, at least, that's my interpretation of it.

I've never played KotOR2 but to me it's not what you mean, not in this case at least. And really, if we have to ignore those lines because you can avoid them then the Courier has no backstory at all other than...well...being a courier.

Those are the only tidbits of his past scattered in the game so even if they are optional Obsidian can't negate them in LR (for example saying that the courier neever was in New Reno). The only options they have are to acknowledge them or don't use them but in the latter case what's there to use?
 
Stanislao Moulinsky said:
WorstUsernameEver said:
And it's a comment you can safely ignore and not choose, but by choosing it you effectively make it part of your character's past. Think of it like a less involved version of the past-defining dialogue in Knights of the Old Republic II. Well, at least, that's my interpretation of it.

I've never played KotOR2 but to me it's not what you mean, not in this case at least. And really, if we have to ignore those lines because you can avoid them then the Courier has no backstory at all other than...well...being a courier.

Those are the only tidbits of his past scattered in the game so even if they are optional Obsidian can't negate them in LR (for example saying that the courier neever was in New Reno). The only options they have are to acknowledge them or don't use them but in the latter case what's there to use?

Exactly. That's the point. The Courier is supposed to have no backstory besides being a courier. You are given free reign to roleplay as you see fit. Those options should only be selected if you truly believe your character did said action.

Great example using KotOR2! There were several backstory options to choose from during dialogue sequences. And, yes, he is correct along those lines.

If Obsidian was so hellbent on your Courier being in New Reno at some point in time, they would have force-fed that plot point down your throat.

1. You are a Courier.
2. You are Courier 6, hired to ship an item: [spoiler:b5a35bbe1e]House's platinum chip[/spoiler:b5a35bbe1e]
3. You've been shot in the head by Benny.
4. You are in New Vegas.

Those are the only things that I see being constant with all of our Couriers.

However, if they do their jobs correctly, they MUST to take into consideration that you may have chosen a specific backstory and have to avoid conflicting with it. Your history with Ulysses is going to be hard to swallow if they try and toy with anything too much.
 
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