Urquhart Inside the Vault, MCA Outside It

Brother None

This ghoul has seen it all
Orderite
Bethesda Blog does an Inside the Vault on Obsidian clan chief Feargus Urquhart with their usual riveting standard of questions.<blockquote>Since founding the studio, how do you think your role has changed?

The biggest change in my role is that I spend less time doing very specific things on the games we are working on. What I mean is that I don’t do things like edit data files or get art into the game.

Even though that’s the case, I do try and spend as much time on working on the games as possible. For example, on Knights of the Old Republic 2 we were on a pretty tight schedule and budget, so everyone needed to pitch in. I became the guy who put art props (beds, chests, lamps, etc…), creatures and characters into the game.</blockquote>Chris Avellone is interviewed on Eurogamer about how much he loves Fallout 3. Oh and some other stuff too (thanks Ausir).<blockquote>Eurogamer: So what did you think of Bethesda's take on Fallout 3, given you worked on the original attempt?

Chris Avellone: I enjoyed it quite a bit. Some of the things I really liked about it were... Well, in Fallout 1 and Fallout 2, a lot of the special skill structure they had for the game system actually either ended up being only useful in special cases, like Repair. That, or they had a time limit involved with them, like Doctor. Doctor worked in Fallout 1 because the game had a time pressure, and it was faster to use the skill than buy Stimpaks. But when they took the time limit away in Fallout 2 - and they did the patch that removed it from Fallout 1 - that skill wasn't really balanced anymore. I like very much how Fallout 3 took a lot of skills that had issues before and made them relevant - like, Repair is pretty damn important in Fallout 3!

The only drawback I can think of so far is that I made the mistake of starting out with a four-strength character during my first playthrough, and the amount of stuff you need to carry around ... I was constantly using mailboxes to store stuff, and hopping back and forth between Megaton and my little safehouse to sell it all! I wish I'd made my strength higher.
(...)
Eurogamer: Do you think Bethesda carried on in the spirit of the series?


Chris Avellone: Yeah, absolutely. I guess my critique would be that Bethesda's always gotten the openworld game mechanic down pretty well. They have a tradition of it; they understand the design mechanics involved with that, and I believe very much that the Fallout world, by design, all the way from the first one, was always intended to be a go-anywhere-you-want-and-do-anything open world. And I think that Bethesda's design methodology and the Fallout world have always been pretty complementary.
(...)
Eurogamer: The RPGCodex would be pretty cross with you, Chris.

Chris Avellone: I think they're going to be cross with me no matter what I do, and I've learned to live with it as long as they provide me with detailed critiques, because past all the profanity they'll spit out, they've actually got some good information on why certain systems are broken, and which ones aren't. Those are actually worth paying attention to, so I value those guys.

Eurogamer: So you read it, then?

Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now ...

Eurogamer: Eurogamer?

Chris Avellone: [Silence.]

Eurogamer: Right. Well, anyway, so here's a big one: what defines an RPG these days? It seems to change a lot.

Chris Avellone: Well, I have a personal definition. Of the RPGs I've played recently, I'll be honest: I've been pretty much immersed in Fallout 3. But it seems to me that the most important parts of an RPG are that, in terms of all the character-building you can do in the opening screens, all those skill choices and background choices need to matter in the gameworld.

That may sound kind of self-evident, but there's a lot of game balance that needs to go into making sure that each skill, trait, and attribute score is valuable, and an RPG has to deliver on that. If you're going to give the player a chance to specialise in or improve a certain aspect of their character, there needs to be value for that in the gameworld.

The other thing that's important is that there has to be a lot of reactivity to the player's actions within the environment, either in terms of quests, faction allegiance, even physical changes in the environment. The player making an impact is incredibly important.</blockquote>We love you too, Chris. Also, what a weird interview. Read on to find out how MCA can't talk about his role on New Vegas. PR barriers a mile high, people.
 
Which is weird since he says he can't even mention his job title on FNV, while we already know he's a senior designer. Wonder when the interview was made, though...
 
This kind of interviews makes me wonder why people actually care about them. This one in particular is a very simple case of one of two things: either he's saying what he's saying because of his professional interests, or his learning process as a designer is so drastic, that there's little reason to see him as the Chris Avellone of old.
 
Ausir said:
Which is weird since he says he can't even mention his job title on FNV, while we already know he's a senior designer. Wonder when the interview was made, though...

My guess is early January, considering:
Eurogamer: So, personal question: how did you spend the New Year?
 
I've always thought it makes sense for a game designer to be less pissed off than the fans about a new company taking the title in a different direction. I mean, the game you made is done, and it's out there in the world, and it's got fans... and your work is done. You move on to other projects, other game-design questions take center-place in your mind, etc., etc.

Plus, the designers never experience the game the way the fans do. I write songs, and it's certainly true that the experience people get hearing a song is not the same as the experience I have creating it or even performing it. Fans can get attached in a way the creator can remain free.

What I'm saying is, not only is it clear that Avellone is being professional, but that I don't think it is unreasonable to take him at his word.

Misteryo
 
Brother None said:
Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now...
NMA, anyone?
 
Misteryo said:
I've always thought it makes sense for a game designer to be less pissed off than the fans about a new company taking the title in a different direction. I mean, the game you made is done, and it's out there in the world, and it's got fans... and your work is done. You move on to other projects, other game-design questions take center-place in your mind, etc., etc.

Plus, the designers never experience the game the way the fans do. I write songs, and it's certainly true that the experience people get hearing a song is not the same as the experience I have creating it or even performing it. Fans can get attached in a way the creator can remain free.

this is very true and frankly something I haven't even considered. not sure I would want to play the same game I myself made 10 years ago.
 
Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now...

hahaha I thought on NMA when I read too
 
Eurogamer: I always felt that, prior to Bethesda's game, Troika's Arcanum was probably the closest thing to a Fallout sequel.

Chris Avellone: Umm... Well, the weird thing is, of all the games I've ...

Eurogamer: You've never played Arcanum?!

Chris Avellone: Well, look, in all the conversations I've had with Tim Cain and Leonard Boyarsky, we've never discussed it. It's always been that way.

am I the only one who doesn't instantly interpret this as him not having played Arcanum? I mean, it kinda looks like it. but he doesn't straight out say he hasn't played it. and the second answer sounds pretty confusing, but all it says is that they've never discussed the game...

or am I just being dumb and missing something?
 
i doubt he really cares that the industry is changing as much as we do. it's his job. not saying that makes it right...as i certainly won't ever start making music that any label i'm on wants me to, but then again the video game industry isn't exactly about artistic integrity.
 
MCA said:
I'll be honest: I've been pretty much immersed in Fallout 3. But it seems to me that the most important parts of an RPG are that, in terms of all the character-building you can do in the opening screens, all those skill choices and background choices need to matter in the gameworld.

I'd like to strongly emphasize the importance of that "but"...
Fallout 3 is the exact opposite of what he's describing.
 
Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now...

The Escapist.
 
I tried the Arcanum demo a while back and discovered that the game ran way too slow in towns. I later purchased the game (at bargain bin price, after I had a better computer as well) and discovered that I didn't actually like the game, so it's no big surprise to me that there are people out there who may not have played it. There are probably even people out there who don't like the original Fallout games. :P

And, don't cry now, but there's also the possibility that some people who worked on Arcanum, Bioshock, and other Fallout inspired games never played Fallout, even if 90% of the people (who worked on said game) were mostly inspired by the original Fallout games.

There's also the possibility that some racing or sports game that has nothing to do with Fallout, art deco, or even verisimilitude was heavily inspired by Fallout...

Edit: But like aenemic said, he's not directly saying he didn't play it. The interviewer appears to have asked the next question before he had time to properly explain. But that could just be.. verismiltude. :P
 
Ausir said:
Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now...
The Escapist.

Oh please.

Nobody reads the Escapist anymore, it's a glorified funny videos site.
 
TwinkieGorilla said:
i doubt he really cares that the industry is changing as much as we do. it's his job. not saying that makes it right...as i certainly won't ever start making music that any label i'm on wants me to, but then again the video game industry isn't exactly about artistic integrity.
well when you consider the roots of it which are cleary in the software engineering and programming level its usualy either do what you are told to do or what the consumer wants.

With music or other forms of entertaiment that are cleary coming from a more artistic side you can go for a different approach. And try and test a lot of new things.

I am not saying that niche titles cant have success in the gaming buisness (cause some do), but I think it definetly hasnt the same kind of freedom like music or movies have.

Who knows maybe when games have "grown up" like movies have in the last 80 years we might see a lot more and better content in the future next to generic games. Without the intention to start some are games art or not discussion but it seems to me at least that the evolution around the gaming buisness can be in some parts compared to how movies have evolved.
 
Back
Top