Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

People News ObsidiLeaks: The Chris Avellone May of Rage Archive

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,804
Location
Ommadawn
Yep. Possibly more than one.

Before you get too deep into speculating, neither is an RPG, don't want to set false expectations only to dash them.

(I am working on other RPGs than Pathfinder, though, but I don't think they'll be announced at E3.)
Are you doing anything major or is it just more "advising", "writing a companion", "doing a quest here and there"?
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825

Latro

Arcane
Joined
Jun 5, 2013
Messages
7,382
Location
Vita umbratilis
Yep. Possibly more than one.

Before you get too deep into speculating, neither is an RPG, don't want to set false expectations only to dash them.

(I am working on other RPGs than Pathfinder, though, but I don't think they'll be announced at E3.)
How would you compare the narrative work-load between RPGs and an FPS? Do you work more closely with level designers in a FPS for example? Do you follow the level designer's lead, or do they follow yours?
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
What do you know, I'm scrolling Twitter, reading about Maddox losing some cuck lawsuit, and I found out what can change the nature of Chris Avellone
9bcd4d270d72fd4e527c439f87c5734c.png


Tell me you're not rooting for the Crapitals, please.
 

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
What do you know, I'm scrolling Twitter, reading about Maddox losing some cuck lawsuit, and I found out what can change the nature of Chris Avellone
9bcd4d270d72fd4e527c439f87c5734c.png


Tell me you're not rooting for the Crapitals, please.
LOL, she probably got fucked by the whole team and all she got was a lousy puck :D
It is Mia Khalifa afterall.. why is Chris even following her :hmmm:
it’s rpg related.
 

Bohrain

Liturgist
Patron
Joined
Aug 10, 2016
Messages
1,484
Location
norf
My team has the sexiest and deadliest waifus you can recruit.
Chris Avellone you mentioned Feargus' taste in pulp literature and his reading recommendations. Did he ever demand plot changes to games and if he did, how specific they were?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,179
What do you know, I'm scrolling Twitter, reading about Maddox losing some cuck lawsuit, and I found out what can change the nature of Chris Avellone
9bcd4d270d72fd4e527c439f87c5734c.png


Tell me you're not rooting for the Crapitals, please.
LOL, she probably got fucked by the whole team and all she got was a lousy puck :D
It is Mia Khalifa afterall.. why is Chris even following her :hmmm:
it’s rpg related.
Only if it is a kind where he unloads his rpg into her anus.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Chris Avellone is gonna write a CYOA style VR pornographic RPG based on the FATAL game system, Khalifa is one of the voice actors and models.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,926
Chris Avellone anything you touched being announced at E3?

Yep. Possibly more than one.
Speculation: Rage 2

This would actually make me buy this game.

I would like that too! I don't think I ever played a game with Chris Avellone writing in it, as I'm coming from the FPS side of things, but in my opinion RAGE was the best game id Software ever did, because it left the simple shoot-everything-and-never-meet-living-people setup of their classic Doom and Quake games for cool NPCs and a simple quest system. Such a shame that Carmack once in his life overestimated the power of PCs and consoles at the time which caused ugly texture reloading and probably made the game fail...
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,925
Speaking of, how does Rage fare now that everyone has 3+ GB of VRAM?
 

Mr. Hiver

Dumbfuck!
Dumbfuck
Joined
May 8, 2018
Messages
705
Its for the research purposes for female TNO you fools.

Third times the charm,

Chris Avellone
Whats all that about sequel to Planescape?
Youve said multiple times you think the original story is complete and wouldn't do any sequels to it. Do these plans and collaborations have anything to do with that?
Or is it a different game in that setting?

I happen to have a bitching idea for a direct sequel thats waiting until i win a lottery, so im curious about it.

And out of curiosity what do you think about @Tim Cain idea that character skills in RPGs should be relegated to the player more? He said that in the same talk about those triangles.

Now, of course the whole genre of cRPGs had become very diverse spectrum of many different approaches and hybrid mechanics, where action cRPGs have taken over as biggest sellers.
And i wouldn't say that making an action RPG is bad by itself, as that depends on many things and final execution. But it seems to me that delegating character abilities or skills is what make a difference between an action and true cRPG so i cannot agree with mr Tim that is what cRPGs in general need to be better.

According to me, what really makes an RPG is the fact that character skills and abilities have direct control over ingame options and cannot be overridden by the player in their effect on the tactical performance (usually combat) and internal story-narrative options - (choices in quests and the main story), while the player controls the more strategic and meta part of the gameplay. It is these skills and abilities that character has that actually provide a sense of playing a "role" which by itself isnt a deciding factor of RPGeness of a game since we can play a role in almost any game or any genre. And it isnt about skills and abilities alone either, since majority of games have them, hidden or not, but the fact that the player cannot override them. (and can only improve them over time by making different strategic and meta choices)
Thats the actual core difference between action and more traditional true RPGs. And if its pushed even further the game isnt an RPG at all anymore. But a hybrid or just an action game of some kind.

Any thoughts?
 
Developer
Joined
Jan 30, 2005
Messages
460
Location
Moblin Villige
Chris Avellone you mentioned Feargus' taste in pulp literature and his reading recommendations. Did he ever demand plot changes to games and if he did, how specific they were?

He had a lot of influence in Dungeon Siege 3 and the pitch for Dungeon Siege 4 (I covered these in earlier posts, but it'd take time to dig them up), and the experience with DS4 is why I removed myself as Project Director for that game (and also ceased efforts to be a Lead anymore based on that experience).

He and Chris Jones were also the two owners who pushed the idea for Alpha Protocol (although they passed along the vision and the project within a few months, which I think is part of the problem the game went off the rails... it's hard to do an inherited vision game).

Whats all that about sequel to Planescape?
Youve said multiple times you think the original story is complete and wouldn't do any sequels to it. Do these plans and collaborations have anything to do with that?
Or is it a different game in that setting?

I wouldn't ever propose a direct sequel to the first game, no, I should have been more clear.

Another game in the same universe, absolutely (there's a ton of cool stories you can tell there).
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,070
I wouldn't ever propose a direct sequel to the first game, no, I should have been more clear.

Another game in the same universe, absolutely (there's a ton of cool stories you can tell there).

That's absolutely cool Chris Avellone, I so hope you can manage it maybe with your own studio. I want a Planescape setting game THIS MUCH. A man can dream.

And I already said it, Colin and the others, did a great job with creating it. Sadly, we just had 1 CRPG.

Please take us back to Sigil.
 

Mr. Hiver

Dumbfuck!
Dumbfuck
Joined
May 8, 2018
Messages
705
I wouldn't ever propose a direct sequel to the first game, no, I should have been more clear.
Another game in the same universe, absolutely (there's a ton of cool stories you can tell there).
I agree. Is it going to include Sigil as one oif the locations maybe? :)

Fine by me. Ill do it myself one day! And it wouldnt be bad, however you might feel about the original story finality, although chance of actually doing it are practically non existent.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,044
I've never played Rage, but am I the only one who thinks it's looks A LOT like Fallout 4?
Since Rage 2 has been announced I actually started playing RAGE (for the first time).
I say while the character models, weapons & environments have a lower polycount they look way way better than anything Fallout 4 throws at you.
Only real downside is, textures.
I would also actually say that Wellsprings (first "bigger" town you encounter in RAGE) looks a loot more interesting than Diamond City, while the later is far bigger.

Also RAGE became boring for me rather quickly (only maybe 6 hours in) but the same holds true to Fallout 4 as well.
 

Neanderthal

Arcane
Joined
Jul 7, 2015
Messages
3,626
Location
Granbretan
Whats all that about sequel to Planescape?
Youve said multiple times you think the original story is complete and wouldn't do any sequels to it. Do these plans and collaborations have anything to do with that?
Or is it a different game in that setting?

I wouldn't ever propose a direct sequel to the first game, no, I should have been more clear.

Another game in the same universe, absolutely (there's a ton of cool stories you can tell there).

That was one of Torments strengths if you ask me, there were little stories and appealing characters all over who I wanted to know more about, the strange world of Sigil became far more accessible because I wanted to know more about these very human characters (including the city itself) and was invested as a player. I was not alone in this either, when I ran my Planescape campaign a few years ago my players wanted to use characters from the game, ended up with Sharegrave as our Thief, Nodd as an idiot savant Psionic, and a cast down Trias seeking to prove his worth in the eyes of the heavens. Good times.

I think a lot of designers forget the importance of an appealing setting and relatable npcs in the rush to prioritise the so called core features.
 
Joined
Jul 11, 2010
Messages
3,213
Location
Vostroya
Whats all that about sequel to Planescape?
Youve said multiple times you think the original story is complete and wouldn't do any sequels to it. Do these plans and collaborations have anything to do with that?
Or is it a different game in that setting?

I wouldn't ever propose a direct sequel to the first game, no, I should have been more clear.

Another game in the same universe, absolutely (there's a ton of cool stories you can tell there).

That was one of Torments strengths if you ask me, there were little stories and appealing characters all over who I wanted to know more about, the strange world of Sigil became far more accessible because I wanted to know more about these very human characters (including the city itself) and was invested as a player. I was not alone in this either, when I ran my Planescape campaign a few years ago my players wanted to use characters from the game, ended up with Sharegrave as our Thief, Nodd as an idiot savant Psionic, and a cast down Trias seeking to prove his worth in the eyes of the heavens. Good times.

I think a lot of designers forget the importance of an appealing setting and relatable npcs in the rush to prioritise the so called core features.
Yeah, and not only characters. PST (and to lesser extent - KOTOR2) had this awesome training-narrative coupling. I still remember how different and how relatable was initial mage quest. Old Mebbeth was my favorite incarnation of Ravel. And I still remember poor Giscorl with his rags. He was a very minor NPC, but he was believable in a way that no Baldur's Gate (or from any other RPG of that time, much less contemporary) NPC was. And the Hive was full of those little people, with their little stories - which enticed me way more than probably all other NPCs in all other games.

KOTOR2 had this training-narrative segments two, and I enjoyed them, but I played the game on release and bugs really dimmed that enjoyment.

Slightly off-topic, but I think it's the main reason that PoE2 bombed - both party and NPC characters are just not relatable, not believable, and just fall flat.

So I have a question: Chris Avellone - was that you who designed training mechanics and accompaning narrative parts in PST and KotOR2? Especially Old Mebbeth questline.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom