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About this blog

Musings and uh, Stuff.

Entries in this blog

Morality in Games, Part 1.

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

Chris Avellone

Chris Avellone

On Project Directors and Lead Designers

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),

Chris Avellone

Chris Avellone

Christmas Present to Self

Found this in the backroom, although the disk was probably still lodged inside the C64. Love the credits page. And even found my old school handmade Wasteland Vegas map. The Scorpitron is clearly indicated in... uh... faded pencil. Along with everything else. Happy holidays, all!

Chris Avellone

Chris Avellone

How much character backstory is enough?

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

Chris Avellone

Chris Avellone

Fallout Fan Question

Alex Nistor:   Concerning Fallout 3 , I really was curious to hear your more in-depth opinion about it.   So you said you had a similiar opinion on it to Sawyer, but what was missing from that, in my opinion, was a breakdown of your pro's and Con's for Fallout 3.   Considering Bethesda made it in a similiar style to Oblivion, I just wanted to know specifically, how was the transition?   And like I said in the above comment, what did you like and not like.

Chris Avellone

Chris Avellone

Writing in Computer Games.

Someone wrote me a letter this weekend, asking if I had any suggestions for breaking into computer game writing, and it occured to me I didn't. I had suggestions for breaking into computer game design, but...   Anyway, here's the gist of the response in case anyone else has a similar question about how it all works.   Writing for video games is something of a different beast compared to game design. My experience is that someone will contract a writer (and usually late in the process) onc

Chris Avellone

Chris Avellone

Classes to Take and Games to Run

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

Chris Avellone

Chris Avellone

Game Pitches + Design Thoughts

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

Chris Avellone

Chris Avellone

PCAction.de Interview Translation

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 (

Chris Avellone

Chris Avellone

Emergent Narrative

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

Chris Avellone

Chris Avellone

School Stuff, FNV, Austin, Contact.

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

Chris Avellone

Chris Avellone

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