We Interview Chris Avellone From Obsidian Entertainment: Part 2
Chris Avellone From Obsidian Entertainment
Be sure to read Part 1 here!
General Questions About Gaming And Game Design:
What do you think about games that are based around an alignment based system? Are they too limited? How would you enforce the alignment role-playing aspect?
I don’t always believe in a game imposing morality unless it’s part of a franchise (Star Wars). In Alpha Protocol we did away with a player morality bar because in the espionage world, it’s difficult to say whether you’re “good” or “bad,” you’re just out to accomplish your mission and your reasons are your own. I do feel it’s fair if you set up reputation bars for other people, companions, and factions because it’s easier to imagine how NPCs and communities would judge your actions that us trying to judge the player and slap a +/- on it.
I did dislike the alignment system in D&D because it always assumed the player should choose an alignment before adventuring in the world. So in Torment, we let the player be a blank slate and let the alignment evolve (and reverse) over time depending on your actions. We felt that this was a better interpretation of the alignment system and it made more sense in the context of the narrative.
What do you think about the trend that we see in modern gaming where people consider MMORPGs to be RPGs? Is this correct or have they simply not had then chance to play a real traditional RPG?
Advancement schemes are similar, and some of the cause and effect you experience in RPGs is there, and I’d argue the ability to form your own party from other players provides the equivalent of an RPG experience in many respects. You may not always be able to make your decisions and actions felt in the environment because you can’t disturb the MMORPG equilibrium to the same extent as you can in a single-player RPG, but some of the core elements are there, yes.
If you had to remake a classic RPG made by another studio, which one would you remake and why?
SSI Wizard’s Crown or Eternal Dagger because I loved the way they showcased the dungeons and allowed you to develop your character. Pool of Radiance would also be fun (the 1st Goldbox one) as would Dark Sun’s Shattered Lands (which I loved).
What is the most influential yet obscure game you have ever played and why do you find it so important in your gaming history?
Well, in terms of influential yet obscure, that cuts a lot of games out – I feel a lot of the more common games have had a big influence on my designs (Portal, Chronotrigger, Ultima Underworld). If I were to name some “obscure” ones, I’d probably say System Shock 2 is the top of the list (it’s basically a design doc for how to make a great game), Amnesia: The Dark Descent for introducing a challenge mechanism that could simultaneously terrify you, Bastion’s narration mechanics, and Wasteland for proving to me how you could use game mechanics in the context of a “conventional” RPG to make some truly brilliant levels if you took a step back and thought outside the box.
What was your favorite character from RPGs you have worked on and why?
That’s tough, and it varies. I liked most of the Torment cast for different reasons, even Ignus and Vhailor. If I had to choose one, it would probably be Fall-From-Grace, I always enjoyed the premise of a puritan succubus who’s simultaneously the nicest, wisest, and gentlest people you can meet on the Planes. Jennifer Hale did a great job with her voice.
Who is your favorite co-worker and why?
Brian Menze, our concept artist and the lead artist on South Park now. I’ve known Brian ever since the Black Isle days, and he’s been my friend for a very, very long time. We still try and do comic book Wednesdays every week, and the studio would be a sadder place without his presence. He’s brought a lot of characters in the studio to life, and he’s incredibly modest and humble about his pieces, which makes me like him all the more.
Who in computing or video game history has been your idol and why?
Tim Cain, Tom Hall, Richard Dansky, to name a few. Tim reimagined how RPG mechanics could work for me, Tom Hall reimagined how design aesthetics could be applied in unconventional ways (Anachronox), and Richard Dansky never stops being a great guy and helping people.
I couldn’t possibly name everyone, but those are the people that jump to mind. I have the good fortune to work with Tim Cain on this project, and that’s one of my life goals on my bucket list.
What do you watch/play/listen-to/read while trying to get creative ideas for projects?
Mostly trance music. I can’t listen to anything with lyrics while writing a character, I find the words and inner speech of the character I’m writing gets all jumbled up.
Going to see a live show or play I’ve found is one of the best means to stir the creative pot up when I have writer’s block (or even if I don’t). I have a lot of friends in the theater or who play in bands, and watching them live is enthusiastically contagious.
Other times, I immerse myself in research. Often when tackling an area, concept, or type of game, I try to read as much literature and watch as much media relevant to it (example, for Fallout New Vegas: Lonesome Road, I re-read Damnation Alley again, watched The Road, etc, etc.). When I got back into Wasteland, I started listening to a lot more 80s music, watching 80s movies and even researching 80s commercials to get a feel for the era… I’m embarrassed to say my memories of the 80s have slipped away, so it’s a shock to remember some of the big moments and media of the decade.
Project Eternity Specific Questions:
I always loved the interaction between my party members in some of your previous games, especially in Planescape: Torment. I did not like how rare these interactions did happen though. Do you plan on implementing a more ongoing interaction between the party companions? Have you considered adding interactions that will only happen when you have certain companions in the party?
Yes and yes, we feel companion commentary with each other is a strong means of showing how alive and reactive your companions are – not just to the world and your actions, but to each other’s presence. Plus, they’re fun to write, I certainly enjoyed writing the ones in Torment and would have loved to have written more.
Are we going to be limited in party size? Yes, it would probably make the game a lot easier to be walking around with an army so what we are asking is, what would be the magic number and how can you logically limit the size? Have you considered implementing the hiring of mercenary NPCs?
Party size will be a single player character and up to five companions – or as you mentioned above with mercenaries, you can also round out your party with recruited allies (which you can customize and build in the Adventurer’s Hall).
How do you plan to sell the game once it is finished and live? Retail? Steam? Impulse? GOG?
GOG (DRM-free) and Steam are our digital distribution outlets. We are also going to see if we can work on distributing the boxed version at retail as well, but we have not specific plans on that yet.
Have you considered making certain parts of the game have a randomized value that would add to the replayability of the game? Have you considered randomizing major plot points or the true intentions of certain characters?
Right now, our efforts have been focused on the hand-crafted elements that will make up the spine of the game.
Will gear be generally usable by most characters or will it require a certain adjustment for use? By this I mean, can a mage wear at least some level of real armor. Also, a dwarf wouldn’t be able to wear a troll’s armor unless he had an armorer make a suit of armor from that troll’s armor. Do you plan to implement that kind of level of equipment realism in the game? Will gear have wear and tear? Will the game offer some level of crafting element?
We won’t restrict gear according to player race. If you find armor, any race can wear it.
Would somebody be able to simply play not caring what the game’s plot is trying to get us to do? What I mean is similar to what’s found in the game Mount & Blade, for which you can pick what you really want to do such as hire one-self out to work for the highest paying empire or faction.
Like an Infinity Engine title, there is a plot, and while we will have dungeons that respawn and events in the world that you can cause to happen through your actions (such as turning a town or city hostile), the game requires some interaction with the plot from the player to progress. That said, we do want the player to feel free in how they approach the plot and feel that they can make the choices they want to make.
Will you give players the option to dramatically change the world in the RPG such as by ending it or potentially creating utopia?
The story hasn’t been nailed down yet, we’re still crafting it. We do want the world to persist in some fashion after the first installment, and even if great changes occur in the first game, there’s still plenty of world to explore in future games.
Would we be able to have our character fall in love with other characters in the game? Do we get to choose this or what if the game chose for us? Would it be possible to start a family, such as in the Fable games or Europa 1400 The Guild?
There’ll be a variety of mature relationships in the game, and you can choose to interact with them as little or as much as you want.
How is time handled in the game? Will the game take the course of a year? Will it take many years with some of the effects from the earlier part of the game affecting the mid and end game?
We’re handling time in a similar fashion to the BG and IWD games. Events happen in more-or-less real-time (real game time, that is, not literally minute per real world minute) except for rest sequences. We probably won’t be advancing time artificially off screen (“Act 1 is over, so X years pass,” for example).
Will the game offer any kind of multiplayer, such as letting our friends take over our party members in combat?
We want to focus on the single-player experience and make sure that’s solid. We don’t have any multiplayer plans at this time.
Would you let players submit translated versions of the game in other languages that haven’t yet been scheduled for translation?
They would most likely be part of the translation efforts if they wanted to volunteer. We’d welcome the help, and we’ve already received a huge amount of support from international fans that would love to do the translations for us (and if you are one of them and you’re reading this –thanks again).
Do you plan on updating the game with expansions once the game is released? How often would this happen? Would players be able to make their own mods or expansions once the game is live and would an editor be made available eventually?
We would like to do this, although we’re still examining how the pipelines for expansions would work. We don’t want to promise something that we couldn’t do until we’d done more research. We recently released an update with our modding views – we like modding, we want to encourage it, but we don’t want to promise it unless we know we can do it, or else we’d do our players and backers a disservice.
Although I have asked about technology already, since this is such a game changer, I made it a separate question: Will this universe have guns or gunpowder?
It has both. Gunpowder weapons exist, though they are single-shot wheellock variety, and are primarily used to give mages an unprecedented run for their money.
Will all the major races be humanoids or will you implement at least one really weird non-humanoid races a major player in this world?
We’ve got a selection of races, both seemingly-traditional and ones that are more off the beaten path. Some of the concept pieces we’ve released (notably the female dwarf) should give some clues as to what to expect from the choices for race in the game.
What’s the major mode of transportation in this universe?
Foot travel is the primary mode of transportation, although occasionally players may find themselves magically transported somewhere. To speed up overland travel, we will implement a map UI so the player can quickly move their party to locations they’ve already discovered. Note that our map UI is similar to what’s been found in the Icewind Dale and Baldur’s Gate games, not Elder Scrolls or Fallout 3/New Vegas-style fast travel.
What kinds of religions will we see in the game?
This will fall on Josh Sawyer (our resident theologian). More to come on this as the world is fleshed out in future updates.