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Destructoid Double Dips On Avellone

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Destructoid Double Dips On Avellone

Interview - posted by Edward_R_Murrow on Wed 5 August 2009, 10:14:07

Tags: Alpha Protocol; Chris Avellone; Obsidian Entertainment

Gaming site, Destructoid, has two articles up, each consisting on Chris Avellone being asked one question and providing a few paragraphs in response. Bear in mind, these are essentially appetizers for a bigger Avellone/Obsidian interview focused on Alpha Protocol. Having said that, the first article asks Avellone about how he feels stories in games should be handled, and he belts out a pretty solid response. Here's some of it.
"It's important. I don't think it's as important as systems design (which is moment-to-moment entertainment), or level design (which gives the systems a context), but the story is an important piece that gives systems and level a reason to exist, and helps to compel the player to move forward," explains Avellone. "Don't get me wrong, I love narrative and character design, but I prefer to create story and character mechanics that are game systems rather than divorced from the systems or levels -- when the story is a mechanic, in terms of reactivity, perks, mission changes, and open/closing of hubs and endgame choices, I think that's the purpose of a game story.
Sounds exactly like what most people here would want out of a narrative focused RPG. Next up, Destructoid asks MCA about sex scenes in games, and whether or not they're just there for the T&A factor.
"I think it's an important step, and it's not sex for sex's sake, but it's part of human interaction that makes you more involved in the game world and your characters," he says. "Just like in the real world, sex runs the range from entertainment to a symbol of the depth of feeling between two people, and not having that reflected in a role-playing experience feels does RPGs an injustice."
Yeah...can't say I agree in the least. And perhaps Avellone himself didn't at one point. From an older blog entry of his on writing romance in games:
This is personal preference, but I would always err on keeping "the chase" going, and have no consummation until the end of the game, if at all - again, I advocate no consummation (I've seen it kill Cheers and Moonlighting among others), but that gets some players pretty upset. Keep the player guessing as to the NPC feelings, even if the hints seem pretty obvious - this makes for good drama.
A bit of a change, no?
Spotted at: Gamebanshee

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