Unmasking the Gamers: Chris Avellone – game designer, writer, and former ‘unlucky schlep’ – Part 2

Posted by Will Ooi | Posted in Gaming | Tags: , , , | Posted on 16-08-2011-05-2008

0

This is the latest part of an interview series, “Unmasking the Gamers,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. Previous interviewee(s): Brendan Stapley, Andrew Doherty, Cody Winn, Chris Avellone Part 1.

This edition of Unmasking the Gamers features part 2 of an interview with Chris Avellone. Having spoken previously about RPG design, this time round we had a look at the development and eventual reception for the espionage-RPG Alpha Protocol, the process of casting voice actors to suit written characters, as well as a bit more about Chris himself.

Will Ooi: Alpha Protocol 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…

Mr Chris Avellone: 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 AP2, 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.

WO: Was the dialogue response option ‘headslam’ inspired by anything in particular?

MCA: 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 Alpha Protocol 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 Alpha Protocol are Bauer-inspired, since he doesn’t have the time or patience for anyone giving him lip when lives are at stake.

[Gamasutra Feature & Fallout Wiki]

Share

Unmasking the Gamers: Chris Avellone – game designer, writer, and former ‘unlucky schlep’ – Part 1

Posted by Will Ooi | Posted in Gaming | Tags: , , , , | Posted on 24-06-2011-05-2008

0

This is the latest part of an interview series, “Unmasking the Gamers,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person game. Previous interviewee(s): Brendan Stapley, Andrew Doherty, Cody Winn

This particular edition of Unmasking the Gamers features the first part of an interview with a special guest.

Mr Chris Avellone, popularly known as MCA, has been the creative mastermind behind many of the highest profile Western RPGs released, with notable contributions to the Fallout series (including the creation of the Fallout Bible with help from fans), Star Wars Knights of the Old Republic (KOTOR) II, and the classic Planescape: Torment, oft-mentioned as featuring the best RPG narrative of all time. MCA was kind enough to take some time out during development of Fallout New Vegas downloadable content at Obsidian Entertainment to answer some questions, and in Part 1 of our discussion we’ll cover various aspects of his role in New Vegas, game writing, as well as his views on the player experience and character design and development.

WillOoi: Hi Chris, thanks very much for taking time out to participate in this interview. You’re quite the hero to many RPG fans out there and your willingness to answer questions is well documented and much appreciated. So what are you up to at the moment?

Chris Avellone: Still working hard here at Obsidian, wrapping up the last bits of Fallout New Vegas DLC, Lonesome Road. We had the last narrative tasks and voice-acting session last week (Ed: end of May), it went well, and now it’s a matter of doing more run-throughs of DLC4 to get a feel for the pacing and polish what we can. It’s been a long road from New Vegas to the end of the DLCs, and now when I go home, I’m not sure what to do with myself – on NV and the DLCs, it was easy, I just didn’t go home.

As for what’s next, we still have a number of titles in development, so I’ve been playing those builds, going to design meetings, making and reviewing critiques and working on pitches for additional products. One thing I’ll say – being an independent developer gives you access to franchises I never thought possible a few years back.

[Gamasutra Feature & Fallout Wiki]

Share