Tags: Chris Avellone; Obsidian Entertainment
<p>Some person called WillOoi interviewed Magnificient Chris Avellone, in what appears to be a multi-part interview. <a href="http://www.gamasutra.com/blogs/WillOoi/20110623/7848/An_Interview_with_Chris_Avellone__game_designer_writer_and_former_unlucky_schlep.php" target="_blank">Here's part I</a>.</p>
<blockquote>
<p><strong>WO: The RPGs of today have taken on a far more action-oriented </strong><strong>approach, as seen through Fallout 3/New Vegas, Mass Effect 2, and </strong><strong>Dragon Age 2. For you, what are the essential components that make an RPG an RPG?</strong> <br /><br /> <strong> </strong><strong>MCA:</strong> Honoring the player's choices during character creation and advancement by having all choices given be viable tools to succeed in the game world, a world and its people that react and change based on your actions, and that reaction be meaningful for your characters and others. There's a treatise I could write for this - there's exploration, advancement, the ability to play the role you've built, customization, kill-and-loot feedback loop, and more, but the big points are above.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103630-chris-avellone-interview-part-one.html">Gamebanshee</a></p>
<p>Some person called WillOoi interviewed Magnificient Chris Avellone, in what appears to be a multi-part interview. <a href="http://www.gamasutra.com/blogs/WillOoi/20110623/7848/An_Interview_with_Chris_Avellone__game_designer_writer_and_former_unlucky_schlep.php" target="_blank">Here's part I</a>.</p>
<blockquote>
<p><strong>WO: The RPGs of today have taken on a far more action-oriented </strong><strong>approach, as seen through Fallout 3/New Vegas, Mass Effect 2, and </strong><strong>Dragon Age 2. For you, what are the essential components that make an RPG an RPG?</strong> <br /><br /> <strong> </strong><strong>MCA:</strong> Honoring the player's choices during character creation and advancement by having all choices given be viable tools to succeed in the game world, a world and its people that react and change based on your actions, and that reaction be meaningful for your characters and others. There's a treatise I could write for this - there's exploration, advancement, the ability to play the role you've built, customization, kill-and-loot feedback loop, and more, but the big points are above.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103630-chris-avellone-interview-part-one.html">Gamebanshee</a></p>