Tags: Alpha Protocol; Obsidian Entertainment
<p>No, not your questions. They don't talk to us anymore. I'm talking about the questions some Kotaku readers had. So Kotaku went ahead and got Obsidians Chris Parker and Chris Avellone to <a href="http://www.kotaku.com.au/2010/05/obsidian-answer-your-alpha-protocol-questions/" target="_blank">answer a couple of questions</a> regarding Alpha Protocol.</p>
<blockquote>
<p><em>What process went into the mapping of coversation trees and the outcomes that followed? Further, most games either run you on a path of good or bad (depending on which you do more) and sometimes entirely forget that large shade of grey… usually making “conversation choice” games linear regardless of how you play. How well does Alpha Protocol adapt to the players choices and change the overall feel/play of the game?</em></p>
<p><em><br /></em></p>
<p><strong>Chris Avellone:</strong> The dialogue system was designed to match the genre, which meant conversations needed to be fast-paced, tense, and to the point. Also to match the genre, the consequences of those decisions weren’t good or bad, either, only good or bad in the perception of specific people in the game. Often, what may seem like good or bad options are “too soon to tell” options all the way to the end of the game. The only thing that matters is that the player plays the way they want and get different rewards or consequences that suit their playstyle.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98003-alpha-protocol-qaa.html">GB</a></p>
<p>No, not your questions. They don't talk to us anymore. I'm talking about the questions some Kotaku readers had. So Kotaku went ahead and got Obsidians Chris Parker and Chris Avellone to <a href="http://www.kotaku.com.au/2010/05/obsidian-answer-your-alpha-protocol-questions/" target="_blank">answer a couple of questions</a> regarding Alpha Protocol.</p>
<blockquote>
<p><em>What process went into the mapping of coversation trees and the outcomes that followed? Further, most games either run you on a path of good or bad (depending on which you do more) and sometimes entirely forget that large shade of grey… usually making “conversation choice” games linear regardless of how you play. How well does Alpha Protocol adapt to the players choices and change the overall feel/play of the game?</em></p>
<p><em><br /></em></p>
<p><strong>Chris Avellone:</strong> The dialogue system was designed to match the genre, which meant conversations needed to be fast-paced, tense, and to the point. Also to match the genre, the consequences of those decisions weren’t good or bad, either, only good or bad in the perception of specific people in the game. Often, what may seem like good or bad options are “too soon to tell” options all the way to the end of the game. The only thing that matters is that the player plays the way they want and get different rewards or consequences that suit their playstyle.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98003-alpha-protocol-qaa.html">GB</a></p>