RPGDot Network    
   

 
 
Pirates!
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
Chris Avellone Interview @ RPG Codex

Posted by Dhruin @ Wednesday - March 08, 2006 - 06:55 -
Top
| Game Info | Homepage
RPG Codex has an interview-come-chat with Obsidian's Chris Avellone. As usual, Chris provides some funny moments and even drew several comic sketches - look for a humorous dig at RPGDot and RPG Codex alike at the beginning. The topics range from Chris' philosophies on RPG design to aspects of Fallout, PS:T and KotOR2. The comedy starts here and the conversation gets a little more serious here.

Here's part of the answer on their next project:
13. The unannounced semi-original IP "inspired by a license" project. It's the first original Obsidian project, so the expectations and pressure must be high. Without being too specific, what design decisions can we expect? What's Obsidian's vision of a successful and original project these days, when sequels seem to rule the gaming world?

This is purely hypothetical if someone takes offense at this, and since I am one of five owners, this is also solely my opinion without consultation with the other hive minds.

Vision of a successful project - the priority of these components vary, but I'll present them in the order of how I see the priority, since I am egocentric:

- Its core gameplay should be fun. Aside from our lead designer, Kevin Saunders, our third project has two of the three sub-lead designers (one Josh Sawyer, the other, Brian Heins, who were able to persuade to depart Rockstar) devoted to overseeing the two core game mechanics of the game and making sure they are as fun for the player as possible. I can't go into too much detail on the actual systems, but having someone carrying the torch for a core game mechanic is important - and it also allows it to be consistently held up throughout the entire game instead of chopped up amongst designers.

- At Obsidian, we place a high priority on story and characters. Again, with our third project, we have another sub-lead (Brian Mitsoda, who did a lot of the story work and dialogue work on Vampire: Bloodlines) devoted solely to the overall story, its presentation, dialogue, influence mechanics, and voice acting for the game. [More...]
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.