Mustawd
Guest
Looks like I am responsible for one of those rare moments when Codex is enthusiastic. Achievement worthy of putting on CV
Looks like I am responsible for one of those rare moments when Codex is enthusiastic. Achievement worthy of putting on CV
So true. This also explains why he was disappointed that Sunny Smiles and the two temporary companions from PoE never join you.Because some of the trap that Western RPGs fall into is they'll introduce a few characters at the beginning that you get really attached to, but then when you meet a new character you don't want to switch out because you're comfortable with the old guy. Japanese RPGs stage it so everybody gets equal screen time at the beginning, and it's staggered out. And then at the end, they let you choose, but you've been introduced to all the characters sort of at once, in stages, and I think that works a lot better.
Very likely that he's talking about Sawyer. Don't know if he had stuff cut in NWN2, but he did in FNV and PoE, and in AP he was the Lead Designer.The most difficult part was how it was handled. I got to hear second-hand that it was gonna be cut and later on the creative lead apologized to me about it. But that didn't really change how the process worked. And what I... I mean, the changes happened and I was happy to make the changes but I thought the entire thing was held extremely poorly.
I guess that answers a common question here. Although as Roguey said, could've used a follow-up.I did not want to be a lead writer at Obsidian.
Yup, he's going to make his dream project soon.JMR: What's your dream project? Do you think you'll ever realize it? On the same note, hypothetically, if you didn't have to worry about financial returns, what game would you make?
MCA: So I don't care about financial returns anymore, because that doesn't make me happy. If I were to work on a dream project, I probably couldn't say too much about it, but it would probably have to wait for a little while until family stuff settles down, but um... it would probably not involve a lot of text. [laughs] It would probably be a story more conveyed through visuals.
the Disciple in KotOR 2 did. He turned into kind of a big pussy, but that for some reason, that's how he came out.
Bravo to this entire part. Amazing how Radek's second question was fairly simple but still lead to an in-depth criticism of WRPGs by MCA. Oh, and intentional or not, that's some strong PoE bashing right there.JMR: What concept would you most like to explore in a future project? What concept do you think is overused in RPGs?
MCA: The idea of a chosen one. “Oh, I'm special”, especially when there's no real reason behind it, and... that's a problem. Another motif is, for some reasons you're the only one doing things. The rest of the world holds still while you take your time, I think that's kind of garbage. Also... [thinks for a while] This is kind of weird, but what I don't like is I feel there's a lot of games that introduce very interesting characters right from the outset, like in New Vegas, like you get Sunny Smiles and her dog. I would have liked to have her as a companion, but for some reason those characters never seem to be able to join your party which is kind of weird, and then they're kind of shuttled off and forgotten, which just is kind of bizarre. So I don't really understand why that happens, when in fact that's one of the best opportunities to introduce a companion character. And if it's up to me I try to make sure you can, but when games don't do that, that feels weird.
JMR: [flips through pages searching for the next question]
MCA: Oh, I'm sorry, also like one other thing... like, sometimes I think, uh... some writers fall into the trap that they have to explain everything to the player. Like they just give like a huge word vomit dump about like what everyone's thinking and what my grand plan is. And you know what, players aren't dumb. Like, you can seed that stuff around and players can make the logical leaps about what people's motivations are, why they want to do things, without them having to come out and say it. And sometimes when you get faced with exposition like that... I just shake my head and want to cry. Because it would have been far more interesting if you could help interpret what their motivations were and see how they came to be, rather than them just telling you how things happened. And that's kind of irritating. Because some of the trap that Western RPGs fall into is they'll introduce a few characters at the beginning that you get really attached to, but then when you meet a new character you don't want to switch out because you're comfortable with the old guy. Japanese RPGs stage it so everybody gets equal screen time at the beginning, and it's staggered out. And then at the end, they let you choose, but you've been introduced to all the characters sort of at once, in stages, and I think that works a lot better.
JMR: Maybe just one more question. Can you tell us something we don't know about the Alien RPG you were making?
MCA: Oh... [thinks for a while] I don't know, I might ask Obsidian about that, because I don't think there's anything more that I can say about it that I haven't already said. I'm just sorry it wasn't done. [laughs] That's what really sucked. I mean, we were really enjoying working on it, and the character concepts were really cool, and just... I have no idea why it didn't happen. So that's... I don't really know too much, so there's actually not a lot I could say. I'm sorry, I wish I had a more interesting answer. [laughs]
Prima: What happened with that cancelled Aliens game you guys were doing?
Chris Avellone: I can't say much - you should ask SEGA about it - but I will say this: I think it ended up being a good thing, overall. And I will take that opinion with me to my grave.
Chris looked tired so I didn't ask him more questions. “Wow that was thoughtful. Codex should pay you for that” he said when the interview was concluded. The amazing thing about Avellone is how easy it is to speak with him, you feel like you have known him for years, words just come into your mouth naturally. When you are having a conversation with Chris, nothing feels more natural than having conversation with him.
Now that you mention it....Chris looked tired so I didn't ask him more questions. “Wow that was thoughtful. Codex should pay you for that” he said when the interview was concluded. The amazing thing about Avellone is how easy it is to speak with him, you feel like you have known him for years, words just come into your mouth naturally. When you are having a conversation with Chris, nothing feels more natural than having conversation with him.
This reads like the intro to some super hot MCA erotica.
Thankfully it turned out to be a very beautiful and atmospheric place. It stared to rain a warm, slow May rain when I was waiting. Then MCA came.
Maybe I'm reading into it,
You should listen to this interview (or better yet, read my summary heh). At this point I think there's no doubt he didn't exactly leave on friendly terms, at least not with Obsidian's leadership.This is the one that stood out to me: "... it's always worthwhile to be pleasant and share respect to everybody, until the moment that you realize that they don't treat you the same way. And when you suddenly realize that some people are poison, those are the people... you're not mean to them, but you just cut them out of your life. You're like, “You know what? Having you in my circle or around me or knowing anything about me has proven to be poisonous in our relationship, and I can't have you in my life anymore.”"
Maybe I'm reading into it, but that with the whole being viewed in a certain way thing, etc. and maybe not parting very amiably from Obsidian...
Brian Menze.He previously said that Anthony Davis and one other person were his only friends at Obsidian so...
Chris looked boyishly demure so I didn't ask him more questions. “Wow that was thoughtful. Codex should pay you for that” he said softly when the interview was concluded. The amazing thing about Avellone is how easy it is to speak with him, you feel like you have known him for years, his breath just comes into your mouth naturally. When you are having a conversation with Chris, face-to-face and holding hands, nothing feels more natural than having conversation with him. As I began to stumble my way out of the bathroom stall he whispered "That'll do boy, that'll do...".
Very likely that he's talking about Sawyer. Don't know if he had stuff cut in NWN2, but he did in FNV and PoE, and in AP he was the Lead Designer.The most difficult part was how it was handled. I got to hear second-hand that it was gonna be cut and later on the creative lead apologized to me about it. But that didn't really change how the process worked. And what I... I mean, the changes happened and I was happy to make the changes but I thought the entire thing was held extremely poorly.
Maybe the next MCA game will be eroge.did some extra editingChris looked boyishly demure so I didn't ask him more questions. “Wow that was thoughtful. Codex should pay you for that” he said softly when the interview was concluded. The amazing thing about Avellone is how easy it is to speak with him, you feel like you have known him for years, his breath just comes into your mouth naturally. When you are having a conversation with Chris, face-to-face and holding hands, nothing feels more natural than having conversation with him. As I began to stumble my way out of the bathroom stall he whispered "That'll do boy, that'll do...".
JMR: Which of your famous characters have ended up going in a different direction?
MCA: (...) the character Sand in Neverwinter Nights 2 was never supposed to be written that way. But then he just came out that way. Also, Grobnar in Neverwinter Nights 2 came out a lot differently and then the voice acting made him worse
Well, I guess in Pillars of Eternity I didn't always quite understand the spirit recycling mechanic. Um... I didn't always understand how that worked with the spell system and other elements of the world. And I think the way I interpreted people living forever was a little bit different than everybody else. And also I got a little bit confused about um... well, I got confused about the fact that the central premise in Pillars is an interesting one, but I don't know if the story, including the stuff that I wrote, helps support that theme. Because in order for that theme to work, you need to emphasize how important the gods are in that world, and I never really got the sense they were really all that important
I rarely meet a mean game developer or a mean game player.
if you're one step removed from any franchise, whether it's Star Wars or Fallout or whatever, if you're not there, at the place that owns the actual lore, there is a lot of hoops you have to jump through to get stuff approved, and it's exhausting.
It was a really weird franchise, though. The fact that someone wanted to do Snow White and the Seven Dwarves as an RPG... I was like, “All right, that's weird.”
people don't consider reputation, they don't consider what that says to your public, they don't consider what it says to the players and sometimes to make a really good game, like, you have to sacrifice.
And every time you compromise that just weakens your reputation, bit by bit, until noone trusts you anymore.
And I've heard really good things about Age of Decadence. I think that the creators sent me the demo to play a long time ago, but I... I think I played about an hour of that and gave them some feedback on it. But I didn't dive very deeply into Age of Decadence unfortunately, but I've heard nothing but good things about it.
I think this is something that set Chris at odds with the modern trend in western RPGs in general and at Obsidian in particular, to make games about "factions" and "lore" and "worldbuilding".
I think this is something that set Chris at odds with the modern trend in western RPGs in general and at Obsidian in particular, to make games about "factions" and "lore" and "worldbuilding".
Which is precisely why MCA is one of the few people in this business who aren't fucking hacks.
Ideally a computer game story very selfishly focuses on the player
Ideally a computer game story very selfishly focuses on the player
Uh huh. But on the other hand, those things are the key to lots of the C&C and detail that the Codex likes.
I think if you showed this sentence to your average Codexer:
Ideally a computer game story very selfishly focuses on the player
without telling him who said it, he might guess it was somebody at BioWare who said that.
So before I go to bed, I'm going to comment on one thing that stood out to me in this interview.
I think some writer gets it into their head that they want to tell a story about the world
Ideally a computer game story very selfishly focuses on the player, and pays attention to the stuff that he does and reacts very specifically to that character
I think this is something that sets Chris at odds with the modern trend, in western RPGs in general and at Obsidian in particular, to make games about "factions" and "lore" and "worldbuilding". The truth is that the Avellonian way of design is extremely well-suited to working with existing licenses and existing worlds, and when you have to create your own, it inevitably distracts from a lot of what he likes doing.
What might be suitable for Chris is worldbuilding in the JRPG/Final Fantasy tradition. In those games, the worlds can be colorful and imaginative, but they also tend to be fungible, even disposable. They're really just a backdrop for more personal stories.
it made me sad that MCA feels that he wasted years in Obsidian (probably true, though)
ZagorTeNej These are two different things. In the section that I quoted, he's talking about what a game's story is about and the player character's role in it, not about how verbose the writing is. You can make a story that's really about the world and not the player without having poorly paced loredumps.