Next question about game writing is from Jonas...
WARNING: This blog is a spoiler, so if you haven't played Knights of the Old Republic II you may want to stop reading here.
Hey Chris,
I'll try to keep this short out of respect for your time. I just found myself with a deep desire to know how much background material you tend to write for an average companion NPC in the party-based games you've worked on. I'm trying to get a feel for how much background mater
Questions from Davide Scalzo:
1) What do you think about the concept of emergent narrative?
1. I think the concept of emergent narrative is stronger than any enforced narrative. I think a blend can work well (and it's what I prefer whenever possible), but I think the stories players create on their own from interesting system mechanics and AI behavior has more weight and meaning than anything a designer tries to do. My favorite example is that no enforced narrative can r
Some Planescape: Torment questions from Joe Hogle, an undergrad at the University of Pittsburgh, posting the reasons for some design choices.
(BTW, if you guys ever have questions you want to answer for research papers or just because you want to know, feel free to email me at CAvellone@obsidian.net, let me know when you need them by, and if it's okay to blog the answers.)
In many RPGs, including the Fallout games you
Got some general questions from Joakim, and wanted to post them in 2 parts in case folks were interested. If not, that's fine, too. Joakim had some Knights of the Old Republic 2 questions as well, and I'll post those in a few days.
1. If you couldn't be a game designer what would you be, and why? (in the game industry of course)
I would either be cartooning (I still do one-shots for the comic "Knights of the Dinner Table" from Kenzer & Co), writing game supplements (C
Couldn't fit all the entries on Twitter, so here's a selection of winners for the Fallout New Vegas perk contest.
Broke them into Most Useful/Interesting, Most Ennio Morricone-Inspired and Most Humorous. #FNV
Most Useful/Interesting: @ericsiry Six Million Cap Man, @Spartan3995 The New You!, @Spartan3995 Burden to Bare, @Soultaker696 Sole Survivor.
Most Thematic and Ennio Morricone-Inspired: @ericsiry Trick Shot, @gogukaizer Evil Eye, @amoebasoid A Few Caps Mor
I recently did an interview regarding morality and games for a student's Master's Thesis, and I wanted to share in case anyone was interested. Or wanted to quote me in or out of context for fun.
What is your name and professional title?
My name is Chris Avellone, and I'm Creative Director (and Lead Designer on our Alpha Protocol CIA RPG) here at Obsidian Entertainment.
For how long have you been working in the computer games industry?
Over ten years
Polygamer went live with an interview I did for them a while ago (Polygamer Interview), and here's the English translation for those who don't know much beyond their high school French... like me.
1] At Polygamer we ask ourselves many things about videogames, for example why it
We had a few winners with the Fallout T-shirt contest - the contest: do a one sentence Fallout movie pitch (in honor of the Fallout movie script being leaked).
Lot of submissions (and too much to do in a Twitter post). I finally decided to break it into 3 categories: Best Trailer Speak, One That Made Me Laugh, and the Most Honest. So without further ado...
(And forgive the formatting, this'll be the last time I experiment with size, color, or fonts).
First the
Fallout New Vegas DLC contest this time was to suggest research projects for DLC3: Old World Blues, taking you to the technological graveyard of the Big Empty, one winner:
I chose the one from Blinzler below, because like Old World Blues, it draws upon the history of Fallout and in this case, Blinzler's entry reminded me of the Burrows (even though the Burrows never existed, one of the goals of Old World Blues was to dig into the history of how certain inventions and critters in the
2 More:
How do you choose who writes each (major) character in a game, also who's allowed to do any writing?
Depends, sometimes it's just necessity (you have the most bandwidth, so you do X person, or you're already doing the main city where the character resides, so it's best if you write Y antagonist), other times we're able to purposely assign folks with skill sets to characters (which Josh did on Fallout New Vegas). For Fallout New Vegas, Josh broke down the companio
From a multi-part question on Twitter.
How do Project Directors and/or Lead Designers get selected?
To clarify the hierarchy at our studio, a Project Director isn't necessarily a designer, and at Obsidian, a Project Director is above all other disciplines except Feargus, who is all-powerful, even if he might debate that.
At the moment, we have four project directors - one from design (Josh Sawyer), another from design (me), one from programming (Rich Taylor),
Some questions from forum goers/emailers: TheJokester
Do you have any recommendations on what schools would be good to go to for game development?
The Guildhall's pretty solid (a few of our designers on Fallout New Vegas were hired from there). They usually have strong portfolios based on classwork they've done, which they can usually use for quick submission in designer tests, too.
If you end up going to any gaming school, just make sure they put you in group
I occasionally get interview questions from students aspiring to be designers. I try to warn them, but...
...anyway, if you're curious, here's some answers. And some questions to go along with them.
1. What is a typical day for you as far as working on a project or projects?
I get into work at 9:30, and try to work for an hour without checking email. This work can be writing design documentation, designing a system, doing mock-ups for an editor or toolset, or
Game design...
One game design question from Nicole Swimley:
How do you go about getting ideas into a cohesive format? And what methods do you use to start narrowing down what makes for a better design?
- Write one sentence about your game, tell it to someone you trust, then study their expressions to see if they get the hook. Repeat this to various people until you have a good sampling. Ideally, any game you do should be cool enough to explain why it's cool a
Quick question from Rafał Adamek:
I have a question: what types of characters do you prefer? Do you like to create a mass of different episodic persons who can gave you quest, have some background story but are not related to the main hero and don
I have to confess, I was pretty happy to hear the Writers Guild of America, West was giving awards for video game writing.
Award Criteria and Submissions
Then the fine print came out, which basically invalidates all the writing work we did at Black Isle and Obsidian for the past ten years, including:
"Submitted games MUST have separate credit for writing (i.e. Written By, Story By, Writer, Story Designer, etc.). Writing credits must be verified by their inclus
Translation from PCAction.de, although I'd argue Google does a more amusing job than my original text.
Please introduce yourself (full name, age, company, position):
I'm Christopher Frederic Avellone (you want the full name, you got it, even the embarassing middle name that my Mom picked from some French emperor which I've never understood). My job? Creative Director at Obsidian Entertainment, which means I review and do a lot of design. I'm almost at the 4 decade mark (
Some minor tips for interviewing... or deciding where to interview.
First off, know what you want to do. If you're not sure if you want to be a programmer or a designer, choose one and focus on that until you (1) realize you hate it, or (2) discover you love it. More than that, if you decide to be a certain discipline - art, programming, design, or production, research the field enough to know what sub-set of that discipline you want to pursue. For example, for design, knowing whethe
Minor addition to the writing question list.
Also how is it like to write without having any idea how the character will sound?
When writing, most designers envision how the character sounds as they're writing - when the time comes for auditions, they provide a series of sample lines, a picture of the character in-game, breakdowns of the age, brief history, etc., and then the casting agency will run through auditions looking for someone who can deliver the lines as envisi
A question from Chris Norris:
Greetings, Mr. Avellone
I saw your lecture at Framework 09 and was deeply inspired. I am currently studying to be an animator, but writing and design speak to me more than art or animation does. I was hoping I could ask you a few short questions?
1) I've looked at transferring to a games design degree and they teach classes such as physics, programming (LUA, C++) -and- manage to pack one or two art classes in there as well. I am w