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<channel>
	<title>Will Ooi &#187; Gaming</title>
	<atom:link href="http://willooi.com/category/gaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://willooi.com</link>
	<description>Escaping within the mind, one level at a time</description>
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		<title>A Memory of Game Exploits and Player Integrity (but also Friendship)</title>
		<link>http://willooi.com/2012/01/a-memory-of-game-exploits-and-player-integrity-but-also-friendship/</link>
		<comments>http://willooi.com/2012/01/a-memory-of-game-exploits-and-player-integrity-but-also-friendship/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 06:34:11 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[nostalgia]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2543</guid>
		<description><![CDATA[<p style="text-align: center;"><a href="http://willooi.com/wp-content/uploads/2012/01/flametank.jpg"><img class="aligncenter  wp-image-2545" title="flametank" src="http://willooi.com/wp-content/uploads/2012/01/flametank-1024x675.jpg" alt="" width="574" height="378" /></a></p>
Inspired by a <a href="http://mapstalgia.tumblr.com/" target="_blank">particular Tumblr blog</a>, drawing this map has brought back a flood of memories and emotions. Around about 1997, I was hooked on the original <em>Command &#038; Conquer</em>, having first read about it in one of those great 90's UK game magazines (CVG I think it was) and deciding to get it on the Sega Saturn. (As an aside, I used to always hate how reviews of the Saturn version criticised the gamepad controls, especially the inability to assign teams of units to buttons - but you could! It was the PS1 version that didn't have that function!)

After pouring hours into the game, and gaining perhaps far too much satisfaction in slowly building up a ridiculous and unnecessarily large GDI army to crush and torment those enemy NOD bases (I used to have my units wait patiently outside their barracks, annihilating any newly produced men as soon as they walked out), I had finally met my match. I mean, as far as difficulty levels and player feedback went, I'd gotten used to playing all night and failing missions, using that trial-and-error experience and coming back stronger the next time round. But wow...<em>this one stage</em>. It was almost as if there was hidden karmic balance code on the disc, keeping track of the number of enemy soldiers I'd brutally vanquished and just waiting for the right time to punish me for it and striking down with furious anger. And with the debut of the NOD Flame Tank unit, all it took was one, slow-moving, ugly-looking but devastatingly monstrous vehicle to achieve such righteousness.

<p style="text-align: center;"><strong>~</strong></p>
<h2 style="text-align: center;"><strong><a href="http://gamasutra.com/blogs/WillOoi/20120117/9250/A_Memory_of_Game_Exploits_and_Player_Integrity_but_also_Friendship.php" target="_blank">[Gamasutra Feature], </a><a href="http://mapstalgia.tumblr.com/post/16611670003/command-and-conquer-that-one-stage-by-will-ooi" target="_blank">[Mapstalgia] </a> </strong></h2>

]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Review Scores That Make Us Feel 10/10</title>
		<link>http://willooi.com/2011/11/review-scores-that-make-us-feel-1010/</link>
		<comments>http://willooi.com/2011/11/review-scores-that-make-us-feel-1010/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 10:40:42 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Psychology]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2502</guid>
		<description><![CDATA[Standing about halfway in the queue at a quarter to midnight, the sense of expectation and anticipation was overwhelming. Having waited over a year since the first trailer had been released, it was as if we were all lining up for one of the great film premieres; an unveiling that could be announced with pride to our future descendants, akin to that of attending, say, the world's first screening of <em>Return of the Jedi/King</em>: "I was there". In such a scenario, our unnamed grandchildren-to-be would probably look up at us with awe, envisioning themselves the coming of the next great trilogy that would eventually serve to define their own generations. 
 
But in this scenario? No, not quite... 


<p style="text-align: center;"><strong>~</strong></p>
<h2 style="text-align: center;"><strong><a href="http://gamasutra.com/blogs/WillOoi/20111109/8853/Review_Scores_That_Make_Us_Feel_1010.php" target="_blank">[Gamasutra Feature] </a> </strong></h2>
]]></description>
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		<title>Unmasking the Gamers: Tim Cain – Industry Veteran, Programmer, and Original Creator of Fallout</title>
		<link>http://willooi.com/2011/10/unmasking-the-gamers-tim-cain/</link>
		<comments>http://willooi.com/2011/10/unmasking-the-gamers-tim-cain/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 06:47:28 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2440</guid>
		<description><![CDATA[<strong><em>This is the latest edition of an interview series, “<a href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. </em><em><strong>Previous interviewee(s): </strong><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone Part 1</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/" target="_blank">Chris Avellone Part 2</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-jason-bergman/" target="_blank">Jason Bergman</a>, <a href="http://willooi.com/2011/09/unmasking-the-gamers-chris-avellone-part-3/" target="_blank">Chris Avellone Part 3</a>, <a href="http://willooi.com/2011/09/unmasking-the-gamers-jesawyer/" target="_blank">JE Sawyer</a></em></strong>

To continue the recent trend of this series and having spoken previously with Obsidian and Bethesda team members about <em>Fallout: New Vegas</em>, in this edition of Unmasking the Gamers I had the privilege of chatting with one of the key members and creators of the franchise itself, Mr Timothy Cain.

Having had a hand in titles such as <em>Fallout, Arcanum: Of Steamworks and Magick Obscura</em>, and <em>Vampire the Masquerade: Bloodlines </em>in a career spanning three decades, we discussed the evolution of the gaming industry, his experience in setting up the now-defunct Troika Games studio, some of his career highlights, and a bit more about the man himself.
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2472" title="Tim Cain" src="http://willooi.com/wp-content/uploads/2011/10/Smile.jpg" alt="" width="373" height="249" /></p>
<strong>Will Ooi: Hi Mr Cain, thank you very much for taking part in this interview series, and first of all congratulations on securing a role at Obsidian. How do you feel about this move, and what does it mean for your and Obsidian's future plans?</strong>

<strong>Tim Cain:</strong> I really enjoy working at Obsidian. I know many of the people there from our time at Interplay or Troika, and I have played all of Obsidian's games, so in many ways this new job was the smoothest transition I have ever made. Everyone there has been very friendly and welcoming, and I am excited to be back in the RPG game space.

But I should explain that I am a temporary contracted employee at Obsidian. I am considering joining another company in the spring of 2012 and have been talking with them since August, so in the meantime I am working at Obsidian on one of their games as a senior programmer. My contract extends thru March of 2012, at which time all parties (myself, Obsidian and the other company) can decide what the next step should be.
<p style="text-align: center;"><strong>~</strong></p>
<h2 style="text-align: center;"><strong><a href="http://www.gamasutra.com/blogs/WillOoi/20111026/8734/Unmasking_the_Gamers_Tim_Cain__Industry_Veteran_Programmer_and_CoCreator_of_Fallout.php" target="_blank">[Gamasutra Feature] </a> &#038; <a href="http://fallout.wikia.com/wiki/User_blog:Willooi/Tim_Cain_Interview:_Game_development_changes_over_the_past_3_decades,_his_role_at_Obsidian,_and_the_future_of_RPGs_and_Fallout" target="_blank">[Fallout Wiki] </a></strong></h2>
]]></description>
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		<title>Searching for the Humanity in Human Revolution</title>
		<link>http://willooi.com/2011/10/searching-for-the-humanity-in-human-revolution/</link>
		<comments>http://willooi.com/2011/10/searching-for-the-humanity-in-human-revolution/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 05:46:21 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Adventures]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Psychology]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2380</guid>
		<description><![CDATA[<div><img class="aligncenter size-full wp-image-2383" style="display: block; margin-left: auto; margin-right: auto;" title="Sneaking in until you care, then leaving abruptly and without a trace" src="http://willooi.com/wp-content/uploads/2011/10/aj.jpg" alt="" width="386" height="218" /></div>
<strong>*Warning: Spoilers ahead*</strong>
<div>Jensen looked for the staircase amongst the near-deafening, conflicting distractions of bass-heavy dance music and the raised voices of tangibly multilingual but otherwise unidentifiable background chatter in the immensely crowded Hive nightclub. Were it not for his augmentations, he thought to himself, the noise of this busy Hengsha social scene may have caused some discomfort; although that had now been replaced by those sudden interruptions from colleagues coming in through the InfoLink embedded in his skull.</div>
 
<div>But that wasn't the hardest thing to get used to. It was the knowledge that everything he could see would be instantly relayed back onto a voyeuristic screen in some cold, sanitised facility hidden away in shame and secrecy. By comparison, that constant threat of intrusion by - quite literally - a voice in his head, cutting short his own thoughts when he dared even to daydream for a mere moment, was somehow less invasive.
<div>
*Incoming transmission*.</div>


<div style="text-align: center;">~
<strong><h2><a href="http://www.gamasutra.com/blogs/WillOoi/20111020/8700/Searching_for_the_Humanity_in_Human_Revolution.php" target="_blank">[Gamasutra Feature]</a></h2></strong></div></div>]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Unmasking the Gamers: JE Sawyer &#8211; game developer, biker, and cat lover</title>
		<link>http://willooi.com/2011/09/unmasking-the-gamers-jesawyer/</link>
		<comments>http://willooi.com/2011/09/unmasking-the-gamers-jesawyer/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 02:38:42 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Icewind Dale]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>
		<category><![CDATA[Van Buren]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2316</guid>
		<description><![CDATA[<strong><em>This is the latest edition of an interview series, “<a href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. </em><em><strong>Previous interviewee(s): </strong><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone Part 1</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/" target="_blank">Chris Avellone Part 2</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-jason-bergman/" target="_blank">Jason Bergman</a>, <a href="http://willooi.com/2011/09/unmasking-the-gamers-chris-avellone-part-3/" target="_blank">Chris Avellone Part 3</a></em></strong>

Following the release of <em>Fallout: New Vegas'</em> final DLC, <em>Lonesome Road</em>, and with the upcoming <a href="http://www.bethblog.com/index.php/2011/09/22/two-tickets-to-the-gun-show/" target="_blank">Gun Runners Arsenal</a> add-on approaching, this edition of the series features a chat with the Lead Project Designer Joshua E. Sawyer about getting into the industry, linking in-game worlds with real life considerations, religion, overcoming game cancellation disappointment...and cats =)
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2327" src="http://willooi.com/wp-content/uploads/2011/09/je1.jpg" alt="" width="203" height="277" /></p>
<strong>WO: Hi Josh, thank you for your time. Please tell us about yourself, your role at Obsidian, and what your interests are.</strong>

<strong>JS:</strong> Hi, Will. I'm glad to be a part of the series! I'm a project director at Obsidian and I've been in the game industry for about twelve years, most of that as a designer. Project directors are the "lead of leads", on the team, the individuals who define the high-level goals and scope of the project and help keep things focused on quality and consistency. Though technically part of the production staff, project directors have a somewhat adversarial relationship with the project's lead producer (in the case of <em>Fallout: New Vegas</em>, Larry Liberty). The project director defines the direction, but the lead producer tracks resources and effectively "writes the checks", serving as a voice of sanity for scope and scheduling.

My game development interests are primarily in finding ways to give the player more meaningful choices in how they build and use their characters and in how they can influence the story. I'm also a fervent, possibly fanatical, advocate of strong core mechanics. "Good for an RPG" is an insult, and no player or developer should settle for that level of quality. Outside of video games, my interests are varied but shallow. I enjoy bicycling, motorcycle touring, firearms, languages, music, history, and a bunch of other things I never feel I explore in enough depth.

<p style="text-align: center;"><strong>~</strong></p>

<h2 style="text-align: center;"><strong><a href="http://www.gamasutra.com/blogs/WillOoi/20110925/8516/An_Interview_with_JE_Sawyer__game_developer_biker_and_cat_lover.php" target="_blank">[Gamasutra Feature] &#038; </a><a href="http://fallout.wikia.com/wiki/User_blog:Willooi/JE_Sawyer_Interview_-_RPGs,_Religion_in_New_Vegas,_and_Cats" target="_blank">[Fallout Wiki]</a> </strong></h2>]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Unmasking the Gamers: Chris Avellone – game designer, writer, and former ‘unlucky schlep’ – Part 3</title>
		<link>http://willooi.com/2011/09/unmasking-the-gamers-chris-avellone-part-3/</link>
		<comments>http://willooi.com/2011/09/unmasking-the-gamers-chris-avellone-part-3/#comments</comments>
		<pubDate>Sun, 18 Sep 2011 02:48:01 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>
		<category><![CDATA[Van Buren]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2254</guid>
		<description><![CDATA[<strong><em>This is the latest edition of an interview series, “<a href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. </em><em><strong>Previous interviewee(s): </strong><span style="font-style: normal;"><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone Part 1</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/" target="_blank">Chris Avellone Part 2</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-jason-bergman/" target="_blank">Jason Bergman</a>.</span></em></strong>

As we near the release of <em>Fallout: New Vegas</em>' fourth and final DLC, <em>Lonesome Road</em>, this edition of <em>Unmasking the Gamers</em> similarly sees the last instalment of a discussion with Obsidian Entertainment's Mr Chris Avellone, lead designer for three out of the four content add-ons. Having <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">spoken previously about RPG design</a>, <a href="http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/" target="_blank">his work on <em>Alpha Protocol </em>and personal interests</a><em>, </em>this interview finale focuses specifically on  <em>Fallout, </em>the creation of <em>New Vegas</em>, as well as the goals of its narrative-driven DLCs.
<p style="text-align: center;"><em><img class="size-full wp-image-2265 alignnone" src="http://willooi.com/wp-content/uploads/2011/09/fo1.jpg" alt="" width="300" height="168" /></em></p>
<strong>WillOoi: Could you see the Fallout series taking place in a different setting? Seeing the post-apocalyptic world from the perspective of a Chinese character, for instance. </strong>

<strong>Mr Chris Avellone:</strong> Character perspectives aside, the ability to properly give context to that setting is more difficult the more removed the developers are from that location. There's likely a good reason why Bethesda did <em>F3</em> in Washington DC, for example, and why Obsidian took the West Coast/SoCal region - we know more about the area where we live (or the areas that the Project Director, <a href="http://www.formspring.me/JESawyer" target="_blank">JE Sawyer</a>, can ride to on his bike) than, say, China. Not having intimate insider knowledge of a location I feel makes the level design for those areas weaker as a result, not to mention the comments you'll likely get from folks living in those areas about getting various details wrong.

<strong>WO: You were initially the lead of the cancelled Interplay <em>Fallout 3, Van Buren</em>. Did much of your original vision of the game differ from Josh Sawyer and the rest of Black Isle's final design documents?  </strong>

<strong>MCA:</strong> I believe most of it was changed, except for Denver, which remained largely the same as far as I could tell from the docs. The revised take on the Circle of Steel was different (for me, they weren't evil, they were just hardliners who thought the rest had drifted from the original principles of preserving tech and policing their own rogues - kind of like Internal Affairs), same with the central prison/quarantine facility, the Hanged Man, etc. Still, that just gave me the opportunity to include locations like <em>Old World Blues'</em> Big MT in the DLCs, so it all worked out. And plus, it's always fun to drop references to the old tribal groups that I'd created (Twin Mothers, Hangdogs, the Ciphers, etc.). Also, the Prisoner's Dilemma was a core theme in the original spec, as well as the conflict with the rival "player character group" and the reactivity spawning out of that.

All that being said, <em>Van Buren</em> was shaping up to be great with the direction, it's a shame it got cancelled. I feel Interplay could have made it clearer they had no interest in PC-only titles earlier and saved a lot of expense and time.

<p>
<h2 style="text-align: center;"><strong><a href="http://www.gamasutra.com/blogs/WillOoi/20110917/8462/An_Interview_with_Chris_Avellone__game_designer_writer_and_former_unlucky_schlep__Part_3.php" target="_blank">[Gamasutra Feature]</a> &#038; <a href="http://fallout.wikia.com/wiki/User_blog:Willooi/Chris_Avellone_Interview_Part_3:_Fallout,_DLCs,_and_Ulysses" target="_blank">[Fallout Wiki]</a></strong></h2>
</p><p>
</p><p></p><p></p>
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		<slash:comments>4</slash:comments>
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		<title>Unmasking the Gamers: Jason Bergman – game producer, father, and Superman fan</title>
		<link>http://willooi.com/2011/08/unmasking-the-gamers-jason-bergman/</link>
		<comments>http://willooi.com/2011/08/unmasking-the-gamers-jason-bergman/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 01:07:54 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Planescape Torment]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2187</guid>
		<description><![CDATA[<strong><em>This is the latest part of an interview series, “<a href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. </em><em><strong>Previous interviewee(s): </strong><span style="font-style: normal;"><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone Part 1</a>,  <a href="http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/" target="_blank">Chris Avellone Part 2</a>.</span></em></strong>

Following the recent trend of <em>Fallout</em>-related interviews in <em>Unmasking the Gamers,</em> this edition features a discussion with Bethesda's Jason Bergman, Producer for <em>Fallout: New Vegas</em>.
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2214" title="Jason Bergman" src="http://willooi.com/wp-content/uploads/2011/08/Jason_Bergman-001.jpg" alt="" width="344" height="258" /></p>
<strong>WillOoi: Hi Jason, thank you very much for agreeing to take part in this interview. Please tell us about yourself, and how you ended up at Bethesda?</strong>

<strong> Jason Bergman: </strong> Gosh, that’s a long story. I’ll do my best to summarize my career, since it’s a long and probably not very interesting story. I started writing about games while I was a college student in the mid-90s for various online and print publications. When I graduated, did that full-time, and during that period I met some of the guys here at Bethesda (most notably Todd Howard).

Unfortunately the bottom fell out of the online advertising market and I was forced to get a day job to supplant my income as a journalist. That wasn’t much fun, so I looked around for a full-time job in games, which led to my joining Take-Two as a PR manager. I worked out of the Rockstar Games office on the non-Rockstar titles, and that team eventually formed what’s now the 2K Games label.

I enjoyed PR, but I really wanted to get more involved in games production, and in time they made me a producer. At 2K I was able to work on some pretty amazing projects, like the <em>Civilization</em> series, <em>Sid Meier’s Pirates!</em> and <em>Bioshock</em>.

In 2007, 2K Games merged their offices with the 2K Sports division out in California, which meant moving to the west coast. I stuck it out for a couple of years, but as a life-long New Yorker, I really, really missed the east coast.

So I contacted some people at Bethesda to see if there was an opportunity for me here, and sure enough there was, in the form of <em>Fallout: New Vegas</em>. The rest is some kind of history.

<h2 style="text-align: center;"><strong><a href="http://www.gamasutra.com/blogs/WillOoi/20110818/8229/Unmasking_the_Gamers_Jason_Bergman__Bethesda_game_producer_father_and_Superman_fan.php" target="_blank">[Gamasutra Feature</a> &#038; <a href="http://fallout.wikia.com/wiki/User_blog:Willooi/Unmasking_the_Gamers:_Jason_Bergman" target="_blank">Fallout Wiki]</a></strong></h2>]]></description>
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		<title>Unmasking the Gamers: Chris Avellone &#8211; game designer, writer, and former &#8216;unlucky schlep&#8217; &#8211; Part 2</title>
		<link>http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/</link>
		<comments>http://willooi.com/2011/08/unmasking-the-gamers-chris-avellone-part-2/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 02:51:50 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Alpha Protocol]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2127</guid>
		<description><![CDATA[<strong><em>This is the latest part of an interview series, “<a href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. </em><em><strong>Previous interviewee(s): </strong><span style="font-style: normal;"><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone Part 1.

This edition of <em>Unmasking the Gamers</em> features part 2 of an interview with Chris Avellone. Having </a><a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">spoken previously about RPG design</a>, this time round we had a look at the development and eventual reception for the espionage-RPG <em>Alpha Protocol</em>, the process of casting voice actors to suit written characters, as well as a bit more about Chris himself.
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2142" src="http://willooi.com/wp-content/uploads/2011/08/Alpha_Protocol_cover.jpg" alt="" width="185" height="229" /></p>
<strong>Will Ooi: <em>Alpha Protocol</em> took players on a spy's journey through ambiguous political agendas and dealt with current, real-life events concerning the transparency of governments and questionable ethics of multinational corporations, amongst other things. Was one of your aims for this game to educate the player? It's not often we see Taiwan-China relations mentioned in this medium...</strong>

<strong></strong><strong>Mr Chris Avellone:</strong> Some of the story framework was based on the two previous iterations of the storyline. I inherited Halbech, the Taiwan angle, etc, so I couldn't speak to that. What appealed to me most about the original plot was the characters, which I always felt were strong and each had a cool visual and ego signature. In <em>AP2</em>, because of this, our plan was to simply make the plot more character-driven than event-driven, and cater to the characters the setting allowed for.
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2140" title="Headslam" src="http://willooi.com/wp-content/uploads/2011/08/headslam.jpg" alt="" width="501" height="250" /></p>
<strong>WO: Was the dialogue response option 'headslam' inspired by anything in particular?</strong>

<strong>MCA:</strong> I think everyone's had that moment when talking to a jackass where you imagine his face kissing the nearest concrete sidewalk/brick wall/bar counter. When writing the <em>Alpha Protocol</em> characters, the question you always have in the back of your mind is how Bond/Bauer/Bourne would respond, and usually, all the "actions" in <em>Alpha Protocol</em> are Bauer-inspired, since he doesn't have the time or patience for anyone giving him lip when lives are at stake.
<p>
<h2 style="text-align: center;"><strong><a href="http://www.gamasutra.com/blogs/WillOoi/20110815/8206/An_Interview_with_Chris_Avellone__game_designer_writer_and_former_unlucky_schlep__Part_2.php" target="_blank">[Gamasutra Feature</a> &#038; <a href="http://fallout.wikia.com/wiki/User_blog:Willooi/Chris_Avellone_Interview,_Part_2" target="_blank">Fallout Wiki</a>]</strong></h2>
</p><p>
</p><p></p><p></p></span></em></strong>]]></description>
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		<title>Old World Blues</title>
		<link>http://willooi.com/2011/07/old-world-blues/</link>
		<comments>http://willooi.com/2011/07/old-world-blues/#comments</comments>
		<pubDate>Tue, 26 Jul 2011 10:31:28 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Game Love]]></category>
		<category><![CDATA[Game Poems]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2112</guid>
		<description><![CDATA[~ Escaping the madness and zooming back home Mind and body intact I venture across familiar terrains Readying myself for those expected, incessant attacks ~ The Dam still at stake and The Strip up for grabs Livelihoods and futures at the mercy of bullets, bombs, slugs Yet as accustomed as I should be to this [...]]]></description>
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		<title>Unmasking the Gamers: Tagaziel &#8211; law student, Fallout devotee, and role-playing afficionado</title>
		<link>http://willooi.com/2011/07/unmasking-the-gamers-tagaziel/</link>
		<comments>http://willooi.com/2011/07/unmasking-the-gamers-tagaziel/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 00:34:06 +0000</pubDate>
		<dc:creator>Will Ooi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Unmasking the Gamers]]></category>
		<category><![CDATA[Van Buren]]></category>

		<guid isPermaLink="false">http://willooi.com/?p=2059</guid>
		<description><![CDATA[<div>

<strong><em>This is the latest part of an interview series, “</em><a style="font-style: italic;" href="http://willooi.com/tag/unmasking-the-gamers/" target="_blank">Unmasking the Gamers</a><em>,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. Previous interviewee(s): </em><a href="http://www.willooi.com/2010/02/unmasking-the-gamers-brendan-stapley-gaming-paragon-scholar-and-completionist/" target="_blank">Brendan Stapley</a>, <a href="http://willooi.com/2010/04/unmasking-the-gamers-andrew-james-web-developer-artist-and-non-gamer/" target="_blank">Andrew Doherty</a>, <a href="http://willooi.com/2010/11/unmasking-the-gamers-cody-winn/" target="_blank">Cody Winn</a>, <a href="http://willooi.com/2011/06/unmasking-the-gamers-chris-avellone-part-1/" target="_blank">Chris Avellone</a>.</strong>

Hot on the heels of the last interview with Fallout designer Chris Avellone, in this edition of Unmasking the Gamers I had the privilege of speaking with Tagaziel, aka Mikael Grizzly, an administrator of the Fallout Wiki and No Mutants Allowed - the latter known as the online home of perhaps the most hardcore of the series' fans. Having encountered Tagaziel in forums and blog discussions, this interview presented an opportunity to find out more about the man himself, his motivations, as well as his passions.
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2069" title="Mr &#038; Mrs Tag" src="http://willooi.com/wp-content/uploads/2011/07/The-Dark-Forces.png" alt="" width="336" height="237" /></p>
<strong> WillOoi: Hi Tagaziel, thank you very much for agreeing to this interview. May we start by finding out a bit more about yourself, for instance where you're from, your background, and what you do with yourself on a current day-to-day basis?</strong>

<strong>Tagaziel: </strong>I'm bad at these kinds of introductions, so bear with me. I am 23 years old, I come from Poland and at the present I am finishing my law degree at the Adam Mickiewicz University in Poznań.

Apart from that, I'm a happily wedded husband who's now enjoying his freshly earned free time after finishing a contract with the Central Statistical Office. As part of the summer vacation programme, I'm passing time with games, books, movies and of course spending time together with my wife. This is the last time I'm going to enjoy such free time, so I try to make the most of it.

It goes without saying that I'm also using my free time to contribute to various wikis I'm a part of.
<p>
<h2 style="text-align: center;"><a href="http://fallout.wikia.com/wiki/User_blog:Cartman!/Unmasking_the_Gamers:_Tagaziel" target="_blank">[Fallout Wiki]</a></h2>
</p><p></p><p></p></div>]]></description>
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