I wonder if MCA gets a massive ego boost from reading this thread or if it's more like disgust over all the speculation and obsessive details.
Ask him if he like to know there are people here who masturbate seeing his photo and posts about him. (?)
I wonder if MCA gets a massive ego boost from reading this thread or if it's more like disgust over all the speculation and obsessive details.
http://swedengamearena.com/conference/
CHRIS AVELLONE
Freelance, working on three projects
Track: Design
Talk: “Cautionary Tales and (More) Design Lessons Learned
This presentation outlines a series of design lessons accumulated through mistake and error (and a little success), all with the intention of helping developers and designers avoid the same mistakes and, hopefully, improve the overall quality of one’s games. From early foundations in school to managing scope on company projects, this presentation runs through a series of topics that may help the workflow and quality of a game you’re working on now. And if there’s something you’re curious about, we’ll fight to leave time for questions as well!
Take Aways:
Short bio: Chris started his career at Interplay’s Black Isle Studios division and worked on Planescape: Torment, Fallout 2, the Icewind Dale series, Dark Alliance, Knights of the Old Republic II, Neverwinter Nights 2, Mask of the Betrayer, Alpha Protocol, Fallout: New Vegas, FNV DLC: Dead Money, Old World Blues, Lonesome Road, and South Park. His more recent work includes Wasteland 2, FTL: Advanced Edition, Pillars of Eternity, and Torment: Tides of Numenera. He is currently working on Prey with Arkane Studios, Divinity: Original Sin II by Larian Studios, and is part of the successful Kickstarter reboot of System Shock with Night Dive Studios.
- Managerial development advice (details on managing upwards and downwards in a dev team).
- Discussion of good/bad practices for game scoping and how to manage it to improve the quality of the game.
- What it’s like to apply design methodologies to a game that’s already designed (the System Shock 1 Reboot will be used as an example, along with other games in my career).
TIME: 15.45-16.15
Place: Hall A
Speaker: Chris Avellone, Freelance (Design)
Talk: Cautionary Tales and (More) Design Lessons Learned
Recently, Chris worked as narrative designer on inXile's "Torment: Tides of Numenera" and Arkane Studios' "Prey." Currently, Chris is working with Larian Studios on "Divinity: Original Sin II", and the successful reboot of "System Shock" with Night Dive Studios.
He was one of the partners, yes, but it sounds like he felt ostracized over time:
"Your perspectives narrow when you're continually in that same environment";
"As much as you might make assumptions about them, they certainly starts to make assumptions about you";
"You know, Chris could never make interface design, Chris could never explore systems, [deepens voice] what Chris does is...we want Chris to write, and if Chris starts talking, Chris should probably just write some more! [laughs] eventually you kind of just get tired of it, and I just wanted to do new things";
And in another interview, he said he sometimes felt like "working at the sausage factory while being a friend of the pigs".
He was one of the partners, yes, but it sounds like he felt ostracized over time:
"Your perspectives narrow when you're continually in that same environment";
"As much as you might make assumptions about them, they certainly starts to make assumptions about you";
"You know, Chris could never make interface design, Chris could never explore systems, [deepens voice] what Chris does is...we want Chris to write, and if Chris starts talking, Chris should probably just write some more! [laughs] eventually you kind of just get tired of it, and I just wanted to do new things";
And in another interview, he said he sometimes felt like "working at the sausage factory while being a friend of the pigs".
Looking at Grieving Mother's wiki page today, it kinda crossed my mind that she was some kind of embodiment of how Chris (supposedly) felt at the time of PoE development : ignored by other NPCs/staff members, grieving over the stillborn babies/what-could-have-been projects.
There's no actual banter between GM and the other members of PoE's cast : even on a workflow standpoint, it's quite uncanny. Well, the most important thing is that the only character GM still talks to is the player's. Let that sink in for a while.
If there's any relevance to that kind of analysis, I'd wonder how much did he put of himself into Durance.
Hiravias sometimes briefly notices GM. I think he's the only companion who does - I wonder what exactly their logic for that was.
Hiravias sometimes briefly notices GM. I think he's the only companion who does - I wonder what exactly their logic for that was.
She tells you herself that the Watcher is the only person who can see her as the Grieving Mother. Everyone else just sees a peasant woman, and she purposely clouds their minds so they aren't able to think about her too much. You get the Hiravias dialogue beacuse he's the only one who offers his opinions about other companions.
There's also this scene
Will this man ever make something worth caring about again or are we stuck with interviews and talks?
I always thought he saw her through the Wael's Eye on his eyepatch. Like she's supposed to be in his blindspot but he manages to somehow "see" her.Hiravias sometimes briefly notices GM. I think he's the only companion who does - I wonder what exactly their logic for that was.
I always thought he saw her through the Wael's Eye on his eyepatch. Like she's supposed to be in his blindspot but he manages to somehow "see" her.Hiravias sometimes briefly notices GM. I think he's the only companion who does - I wonder what exactly their logic for that was.
How do you get all this screenshots? :D It's like you make a billion of them so you have one for every question.Hiravias sometimes briefly notices GM. I think he's the only companion who does - I wonder what exactly their logic for that was.
She tells you herself that the Watcher is the only person who can see her as the Grieving Mother. Everyone else just sees a peasant woman, and she purposely clouds their minds so they aren't able to think about her too much. You get the Hiravias dialogue beacuse he's the only one who offers his opinions about other companions.
There's also this scene
In the case of that banter, you didn't draw his attention.
Maybe it's because of Wael, maybe has heightened Orlan senses(tm), maybe it's something to do with being a druid, maybe it's because he's more extroverted than the others, maybe it's because his libido makes him notice all women, maybe all of the above
Interesting theory. I'll ask him about it.He was one of the partners, yes, but it sounds like he felt ostracized over time:
"Your perspectives narrow when you're continually in that same environment";
"As much as you might make assumptions about them, they certainly starts to make assumptions about you";
"You know, Chris could never make interface design, Chris could never explore systems, [deepens voice] what Chris does is...we want Chris to write, and if Chris starts talking, Chris should probably just write some more! [laughs] eventually you kind of just get tired of it, and I just wanted to do new things";
And in another interview, he said he sometimes felt like "working at the sausage factory while being a friend of the pigs".
Looking at Grieving Mother's wiki page today, it kinda crossed my mind that she was some kind of embodiment of how Chris (supposedly) felt at the time of PoE development : ignored by other NPCs/staff members, grieving over the stillborn babies/what-could-have-been projects.
There's no actual banter between GM and the other members of PoE's cast : even on a workflow standpoint, it's quite uncanny. Well, the most important thing is that the only character GM still talks to is the player's. Let that sink in for a while.
If there's any relevance to that kind of analysis, I'd wonder how much did he put of himself into Durance.