Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games

Designer Diary by Chris Avellone

Click here and disable ads!

Designer Diary by Chris Avellone

Development Info - posted by Exitium on Wed 6 October 2004, 00:09:45

Tags: Chris Avellone; Obsidian Entertainment; Star Wars: Knights of the Old Republic II - The Sith Lords

Chris Avellone has written a fairly long and detailed exposition on the subject of "Creating a Story" for an RPG, at LucasArts. Here's a snippet:

Step Fifty-One: Figure Out What’s Fun
It’s always best to identify what the main gameplay elements for your game are, and how the story can complement those elements. If stronghold building is a big part of the game mechanics, figure out how to work it into the story. If you have the ability to control or influence your PCs in unique ways, make sure the story is crafted to showcase these elements at critical points. If you don’t want the player to have to reload the game, write a story where the main character doesn’t die and have the story complement the game mechanics. Basically, identify what’s fun about the game, and use those elements as part of the building blocks for the game story.​
Read the rest of it. It's quite good!

Thanks for the tip Briosafreak.

There are 20 comments on Designer Diary by Chris Avellone

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.041491985321045 seconds