Confessions, Motivations, and Moral Codes
Confessions, Motivations, and Moral Codes
Game News - posted by VentilatorOfDoom on Wed 27 January 2010, 11:59:29
Tags: Alpha Protocol; Chris Avellone; Obsidian EntertainmentWith all the BIO coverage going on lately we must not forget that the Codex has other favorite developers too, namely Obsidian Entertainment.
MCA blogs about Alpha Protocol:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">So... a confession. I've worked on Alpha Protocol for almost 2 years, and I don't know which characters are good or bad. Which, in the spy genre, is a plus.
They all have their reasons and agendas that don't break down neatly into good and evil. That's fine; Obsidian's already worked with the Dark Side/Light Side range (Star Wars: Knights of the Old Republic II: The Sith Lords) and also juggled the spectrum of Dungeons and Dragons alignments (Neverwinter Nights 2, Mask of the Betrayer), so diving into murky moral grey areas was a nice change of pace. Also, it was kind of liberating to just have the player do things, with the world reacting, and leaving the results up to cause and effect.
I didn't discover the word "streamlining" in the article.
MCA blogs about Alpha Protocol:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">So... a confession. I've worked on Alpha Protocol for almost 2 years, and I don't know which characters are good or bad. Which, in the spy genre, is a plus.
They all have their reasons and agendas that don't break down neatly into good and evil. That's fine; Obsidian's already worked with the Dark Side/Light Side range (Star Wars: Knights of the Old Republic II: The Sith Lords) and also juggled the spectrum of Dungeons and Dragons alignments (Neverwinter Nights 2, Mask of the Betrayer), so diving into murky moral grey areas was a nice change of pace. Also, it was kind of liberating to just have the player do things, with the world reacting, and leaving the results up to cause and effect.
I didn't discover the word "streamlining" in the article.
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