El Dee
Scholar
- Joined
- Jan 25, 2006
- Messages
- 461
Tags: Chris Avellone
<a href="http://fallout3.wordpress.com/">A Post Nuclear Blog</a> has an <a href="http://fallout3.wordpress.com/articles/bgamer-interview-with-chris-avellone/">interview</a> posted that Chris Avellone did for Portuguese gaming magazine <b>BGamer</b>. Some highlights:
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<blockquote><b>Any game you worked on that you are particularly fond of?</b>
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I enjoyed working on almost all of them, but I loved working on Planescape: Torment the most, mostly because I can point to it and say, “that game is what I wanted to say about RPGs.” That said, I did enjoy working on Fallout 2 and I love working on Alpha Protocol at Obsidian - I think it’s going to add a lot of depth and intrigue to espionage games from a role-playing perspective. Also, the chance to script characters who can talk about problems in the modern world and use modern-day slang and phrases is a huge plus.
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<b>What, for you, makes a good story?</b>
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Providing the player with interesting companions and characters who react to the player’s actions I think is more important than a linear storyline. In most cases, I feel the best way is to allow the player the pieces to build a story in their own mind as opposed to forcing a storyline on the player. If you give the player a great villain and some companions that serve as good sounding boards for the player’s actions, that can present a far more effective gaming story in the long run - players would prefer to explain to others how their character dealt with a certain situation or dealt with a certain NPC rather than have the exact same experience that was imposed on them as someone else who played the same title.</blockquote>
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Thanks, Briosafreak!
<br>
<a href="http://fallout3.wordpress.com/">A Post Nuclear Blog</a> has an <a href="http://fallout3.wordpress.com/articles/bgamer-interview-with-chris-avellone/">interview</a> posted that Chris Avellone did for Portuguese gaming magazine <b>BGamer</b>. Some highlights:
<br>
<blockquote><b>Any game you worked on that you are particularly fond of?</b>
<br>
<br>
I enjoyed working on almost all of them, but I loved working on Planescape: Torment the most, mostly because I can point to it and say, “that game is what I wanted to say about RPGs.” That said, I did enjoy working on Fallout 2 and I love working on Alpha Protocol at Obsidian - I think it’s going to add a lot of depth and intrigue to espionage games from a role-playing perspective. Also, the chance to script characters who can talk about problems in the modern world and use modern-day slang and phrases is a huge plus.
<br>
<br>
<b>What, for you, makes a good story?</b>
<br>
<br>
Providing the player with interesting companions and characters who react to the player’s actions I think is more important than a linear storyline. In most cases, I feel the best way is to allow the player the pieces to build a story in their own mind as opposed to forcing a storyline on the player. If you give the player a great villain and some companions that serve as good sounding boards for the player’s actions, that can present a far more effective gaming story in the long run - players would prefer to explain to others how their character dealt with a certain situation or dealt with a certain NPC rather than have the exact same experience that was imposed on them as someone else who played the same title.</blockquote>
<br>
<br>
Thanks, Briosafreak!
<br>