Unmasking the Gamers: Chris Avellone, part three

WorstUsernameEver

But best title ever!
We're finally at the last installment of Will Ooi's long and interesting interview with Obsidian's chief creative director Chris Avellone, available on Will's Blog and Gamasutra. This time Chris goes on length about Fallout titles, especially Fallout: New Vegas and its DLC, Fallout 2 and Van Buren, those being the titles he worked on. The subjects include the original plans for Ulysses, what he and the people on the team learned from the mistakes made with Fallout 2, humor in games and more. Avellonian snippet ahead:<blockquote>WO: When cutting Ulysses from the original, vanilla version of New Vegas, was there always an intention to have him - as well as characters only hinted at, such as Elijah - feature in the DLCs?

MCA: No, I didn't know until the end of DLC1 that Ulysses would be part of the narrative arc, it evolved out of writing those characters in the DLC. Elijah and the Burned Man were always intended for the DLCs, and planning to incorporate them and the other hooks occurred before FNV was finished.

As far as Ulysses, there's been some talk that the DLCs feature material that was axed in the game, and that's largely incorrect.* Even Ulysses' incarnation in FNV isn't what he came to be in the DLC narrative arc. All the characters and locations in the DLC are brand new, and the most we did was to make sure there were visual and narrative hooks to these DLCs prior to release (signage, hints, discussions about the other courier). Doing these hooks aren't easy to mask because everyone can have access to the GECK and files on release, so as one example - with Felicia Day's recordings where Veronica discusses Elijah post-Dead Money, we had to make up fake topic lines in order to mask who she'd really be talking about when the DLC was released.

* One notable exception was the LAER rifle, which was a model from New Vegas we didn't use in the main game. We decided to make it work in the DLCs.

WO: Prior to the release of Honest Hearts, the The Burned Man, Joshua Graham, was of near-mythical status thanks in part to the fact that he was only ever spoken of and hinted at with awe. What are the considerations in ensuring that such mystique is maintained when finally bringing these characters to life?

MCA: First, the character model. There's challenges in models in Fallout, where you have a choice between doing a model that can lip-sync and have facial expressions (like Graham) but not have as much freedom with the body type and construction, or you can go down the path that we did with Ulysses, where we decided to forsake that in order to build a completely custom model for the player to interact with.

Also, you have to be clear - when talking about a myth, it's just that, a myth. The reality in meeting someone is certain to either defy people's expectations (and it's difficult when this happens, because when a player imagines a certain character to be a certain way and they're not, they're invariably disappointed because let's face it - anything they can imagine as cool is usually going to be better than what we try to guess would be cool for them).

At the same time, it's the perfect opportunity to surprise them and use that expectation as a twist, which I think Graham (and Josh) did extremely well.</blockquote>
 
I still think that Ulysses would have been an extremist, if the player is able to change his vision (probably) fast and he ends up sticking big symbols of the faction on his coat. After all, changing your view of a faction is fine and all, but right off the bat deciding to run around with their symbol, big and open on the back, feels a bit strange to me.

Not saying that this would make him a bad character or something. It's just a way more extreme change than what any other companion character has done.
 
That Ulysses has a custom model is interesting news.. and explains why he's always been shown from behind so far, since going from what Chris says, he has no lip synching. Hopefully, considering Gamebryo's bugginess, we won't have to deal with suddenly him turning and hearing his voice with his face standing still.
 
- Reactivity. While many of the reactivity lines didn't make it into the game based on location and events, Cass was designed to pay attention to environments and have quips accordingly (she had a range of comebacks to the Kings when they're catcalling to her in Freeside, for example, and Rachel Roswell read them like a pro).

This makes me unbelievably angry, to think that these could be in my game and instead are on some harddrive somewhere. :(
 
Wow, that was a fantastic article. Really made my morning.

Ulysses sounds like a boss.
 
We did have discussions about the companions - while the companions in New Vegas are purposely divorced from the story so they weren't mandated to join you or endanger the plot by dying, I still think we could have made the mainstream figures in the game companions instead (or as well) without them necessarily being mandatory to join. For example, there wasn't any reason beyond line counts we could have made Victor, Benny, Vulpes (who could be in disguise for NCR-allied folks, or be full-on Legion for Legion folks), and Yes Man companions, and that might have made the narrative stronger in some respects. It's a philosophy we've discussed for future projects, and it's more my desire to have the companions more involved in the spine of what's going on. Also, we could have used more Legion perspectives, I believe.
What a missed oppurtunity.
 
WorstUsernameEver said:
That Ulysses has a custom model is interesting news.. and explains why he's always been shown from behind so far, since going from what Chris says, he has no lip synching. Hopefully, considering Gamebryo's bugginess, we won't have to deal with suddenly him turning and hearing his voice with his face standing still.
Maybe they would make it so he has a scar across his mouth and he has to speak through his troat? Tha would explain his elipsis filled speech patterns.
 
Nice read all around.

"When things get tactical and I need to know where everyone is on the screen at one time, iso’s the way to go."

Personally I feel there is much more to it than that. The real-time 3rd person world perspective generates too much boring and forgettable combat, while the turn-based isometric view nearly makes every fight epic.. especially when you are prone to failures from both sides and have the time to rejoice and regret them both.

Besides I feel it's much easier to play an evil character in an isometric view, because I don't get quite as dirty doing it..

"We even wrote all stupid options for every single topic in Dead Money"

That sounds like my cue to get Dead Money, because that's something I've really been missing. Is it true, does low intelligence have an impact on dialogue in itself in Dead Money?
 
Is it true, does low intelligence have an impact on dialogue in itself in Dead Money?

I'm sure that low intelligence grants additional dialogue option with Dog which counts towards "The Whole Sad Story" challenge.

In anything else, I'm not sure.
 
VRaptor117 said:
- Reactivity. While many of the reactivity lines didn't make it into the game based on location and events, Cass was designed to pay attention to environments and have quips accordingly (she had a range of comebacks to the Kings when they're catcalling to her in Freeside, for example, and Rachel Roswell read them like a pro).

This makes me unbelievably angry, to think that these could be in my game and instead are on some harddrive somewhere. :(

Then why they cutted* her lines in the latest patch, Mr. MCA? :(
This change really upset me, Cass was the only companion that make'd regularly comments about the locations you visit and at later times the changes that happened at these locations.

And no Speech?! Haven't science and guns is no problem at all (we have explosives and survival), but without the ability to talk, I think his playthroughs would end in the "psychopath courier" category. LOL


*cutted is not exactly the correct word, but it's equivalent, since they raised the time her speeches happens from 2 hours to 24 hours, effectivelly rendering most of them not being said by the character. And Cass has a truckload of comments dialog, just look at the GECK.
 
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