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>
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>