Obsidian's Chris Avellone

Alpha top dog.

Saying I'm a fan of Planescape: Torment is a bit like saying that Vlad III Dracula enjoyed a spot of impaling - it gets the point across, but doesn't quite convey the extent of the fervour.

It doesn't reveal how Vlad took the time to ensure his preferred method of execution was as painful and humiliating as possible, nor the number of poor souls he consigned to such a fate. Similarly, it doesn't address the fact that I grunt "I feel stronger" whenever I finish my daily exercise routine, and sometimes wish my wife had a fleshy tail and a Scottish accent.

However, I am eternally grateful to the man who, by and large, made my dysfunction possible: Chris Avellone, whom you may also know for having a hand in Alpha Protocol, Knights of the Old Republic II, Fallout 2, and, perhaps less excitingly, Descent to Undermountain.

Herein, he discusses Planescape: Torment among other things, such as the RPG Codex, Alpha Protocol, and why he can't say anything about Fallout: New Vegas.

'Obsidian's Chris Avellone' Screenshot 1

Eurogamer: So, personal question: how did you spend the New Year?

Chris Avellone: Well, it was a mixed bag. I spent most of the time at Obsidian just playing either Fallout 3 or catching up on some of the other builds we have here. But I did have time to catch up with some friends!

Eurogamer: So what did you think of Bethesda's take on Fallout 3, given you worked on the original attempt?

Chris Avellone: I enjoyed it quite a bit. Some of the things I really liked about it were... Well, in Fallout 1 and Fallout 2, a lot of the special skill structure they had for the game system actually either ended up being only useful in special cases, like Repair. That, or they had a time limit involved with them, like Doctor. Doctor worked in Fallout 1 because the game had a time pressure, and it was faster to use the skill than buy Stimpaks. But when they took the time limit away in Fallout 2 - and they did the patch that removed it from Fallout 1 - that skill wasn't really balanced anymore. I like very much how Fallout 3 took a lot of skills that had issues before and made them relevant - like, Repair is pretty damn important in Fallout 3!

The only drawback I can think of so far is that I made the mistake of starting out with a four-strength character during my first playthrough, and the amount of stuff you need to carry around ... I was constantly using mailboxes to store stuff, and hopping back and forth between Megaton and my little safehouse to sell it all! I wish I'd made my strength higher.

Eurogamer: You need strength to survive in the Wasteland, Chris.

'Obsidian's Chris Avellone' Screenshot 2

Chris Avellone: Well, I wanted to bump up my intelligence and charisma as high as possible, because I wanted all the speech options. Generally, whenever I go into an RPG, I want to see every single possible way of interacting with someone, so I chose, for example, the Black Widow perk - I think that's the name - and the Child at Heart perk, too, because I wanted to see all the dialogue options with the kids and the opposite sex, and things like that.

Eurogamer: Do you think Bethesda carried on in the spirit of the series?

Chris Avellone: Yeah, absolutely. I guess my critique would be that Bethesda's always gotten the openworld game mechanic down pretty well. They have a tradition of it; they understand the design mechanics involved with that, and I believe very much that the Fallout world, by design, all the way from the first one, was always intended to be a go-anywhere-you-want-and-do-anything open world. And I think that Bethesda's design methodology and the Fallout world have always been pretty complementary.

Eurogamer: I always felt that, prior to Bethesda's game, Troika's Arcanum was probably the closest thing to a Fallout sequel.

Chris Avellone: Umm... Well, the weird thing is, of all the games I've ...

Eurogamer: You've never played Arcanum?!

Chris Avellone: Well, look, in all the conversations I've had with Tim Cain and Leonard Boyarsky, we've never discussed it. It's always been that way.

Eurogamer: The RPGCodex would be pretty cross with you, Chris.

Chris Avellone: I think they're going to be cross with me no matter what I do, and I've learned to live with it as long as they provide me with detailed critiques, because past all the profanity they'll spit out, they've actually got some good information on why certain systems are broken, and which ones aren't. Those are actually worth paying attention to, so I value those guys.

Eurogamer: So you read it, then?

Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now ...

Eurogamer: Eurogamer?

Chris Avellone: [Silence.]

Eurogamer: Right. Well, anyway, so here's a big one: what defines an RPG these days? It seems to change a lot.

'Obsidian's Chris Avellone' Screenshot 3

Chris Avellone: Well, I have a personal definition. Of the RPGs I've played recently, I'll be honest: I've been pretty much immersed in Fallout 3. But it seems to me that the most important parts of an RPG are that, in terms of all the character-building you can do in the opening screens, all those skill choices and background choices need to matter in the gameworld.

That may sound kind of self-evident, but there's a lot of game balance that needs to go into making sure that each skill, trait, and attribute score is valuable, and an RPG has to deliver on that. If you're going to give the player a chance to specialise in or improve a certain aspect of their character, there needs to be value for that in the gameworld.

The other thing that's important is that there has to be a lot of reactivity to the player's actions within the environment, either in terms of quests, faction allegiance, even physical changes in the environment. The player making an impact is incredibly important.

Eurogamer: "Choice and Consequence" now tends to be discussed as a separate, defined gameplay mechanic. Is that something you take into account with everything - every quest - you design?

Chris Avellone: It comes down to this: depending on the rules for the gameworld, the player has to be given a series of options on how to solve each problem. For Fallout, for example, it was easy: you always want to know that, as the bare minimum, you have a Combat Boy, Stealth Boy, and Speech Boy option for solving each quest. And then you go into consequences: for each option, what's the reactivity in the world and possible long-range consequences, and how does it factor into the endgame? Or does it not factor into the endgame at all, or just the area, or just the one person who gave you the quest? That's our process.

'Obsidian's Chris Avellone' Screenshot 4

Eurogamer: Why do you think the RPG genre itself provokes such fierce discussion? I mean, you don't have a FPSCodex where people complain about John Carmack all the time.

Chris Avellone: There's a lot of discussion about what constitutes an RPG, as you said. And the defining game, for me... Well, it's System Shock 2. Let me explain: System Shock 2 was almost a role-playing game. Almost. They had the character stuff down, the skill stuff down, but you never really made a choice, in my opinion. The ending was set; your path was set. If, at one point, there was a moment where you could've made one decision that changed the ending, that would've made it a barebones role-playing game, and a good one.

Eurogamer: So BioShock surely made the cut, then, because of the Little Sisters...

Chris Avellone: Well, yeah, it did have a meaningful choice. Granted, it was the two endings, which may be a bit low compared to Fallout standards where you get a ton of 'em, but at the same time, you're allowed to make a basic moral choice, and I still think that's important for an RPG.

Eurogamer: What do you think of Japanese RPGs? Do they fit into your definition of RPGs, on the whole? Or are they just adventure games with random battles and depressed, gorgeous teenagers?

Chris Avellone: They're role-playing games as long as some choice you make causes some change in the environment, so not everyone has the same experience. Like, a character's attitude may change, or something. Chrono Trigger was clearly an RPG to me - one of the best ever, even. And the amount of choices and consequences you had in that game, like within the first hour, was just excellent. So if that falls under the umbrella of Japanese RPGs, which I'm guessing it would, then yes, they absolutely do.

Eurogamer: Moving onto Alpha Protocol, do you feel like you're breaking new ground with this one? Beyond the spy setting?

Chris Avellone: Yeah, because we tried something different with it that I'm really happy about: we had less talking characters, which is a huge resource investment, and we just made them more reactive. I think the nice thing is that rather than just try and dump it into hundreds of different voice-acted parts, we chose a small selection of characters that you could more deeply interact with, and I know that from a narrative design standpoint, that ended up being far more satisfying to me.

Eurogamer: Are there any particular games that have inspired you vis a vis designing Alpha Protocol?

Chris Avellone: Deus Ex had some influence. A lot of the system design stuff is probably better answered by our systems sub-lead, but... I don't know. Actually, just, really, the spy genre itself. That ended up being more of a reinforcement to me than any other actual games.

'Obsidian's Chris Avellone' Screenshot 5

Eurogamer: There have been comparisons to Mass Effect, though. Is that just because they use the same engine?

Chris Avellone: It might be. I think there's a lot of similarities in the presentation - you look at the screenshots and you see the, for example, layout of the dialogue system. At first glance, it appears very similar.

I think Alpha Protocol, however, takes a little bit of a different track in terms of exactly how you approach conversations. We tried to make sure that it didn't follow the RPG convention of always being able to go back and ask everybody everything. It was very much, like, "You're going to have one conversation; the timing of your responses is very important, and the attitude you take with each person is important, too."

You will want to have done your research, and you're going to want to pay attention to everything they're doing in dialogue, so you can figure out what their motivation is, so you can basically play them to get your mission accomplished.

Eurogamer: Planescape: Torment, like Fallout, was praised for allowing the player to get through the whole game with a diplomatic, non-combat, or at least minimal-combat, approach - not that I've ever managed it, of course. How well will one fare trying the same strategy in Alpha Protocol?

'Obsidian's Chris Avellone' Screenshot 6

Chris Avellone: In Alpha Protocol, you can get through the game without killing anyone. And I want to make the distinction there that there may be times where you can use non-lethal gadgets to subdue people, or to distract them so you can move around them.

I do not believe it's possible to get through the game without taking some sort of offensive action. Basically, you're going to need to do some offensive, non-lethal actions to get through certain areas. I'd be very surprised if people could get through it without firing a single shot or totally stealthing it.

But it was important to us and SEGA that you had the option of non-lethal force and stealth. A lot of the adversaries you face in Alpha Protocol are there for a variety of reasons in the mission, and to just go in there with guns blazing and murder everybody... Well, we wanted to make sure that for people who were trying to be, like, a professional, or a paladin-type character, they can just go through an area, quietly subdue everyone, get the mission done, get out, and do that without murdering anybody.

Eurogamer: But you do play a specific character in Alpha Protocol.

Chris Avellone: That is correct.

Eurogamer: So...

Chris Avellone: Well, there are advantages. You can give the character a voice. And - how do I put this? - when we choose a specific character like Mike Thorton for Alpha Protocol, we can give him a specific voice in the game, and that was the intent of Alpha Protocol: to provide a cinematic role-playing experience. And, to that extent, Michael Thorton has to interact with people cinematically in the game.

Eurogamer: One of the criticisms levelled at Mass Effect was that you could have different, inconsistent extremes of dialogue - you know, come on all Rush Limbaugh in one conversation, and Ralph Nader in the next, and you could use that to your game-breaking advantage. Is that something you've addressed for Alpha Protocol?

Chris Avellone: Well, there's two things we're doing. One, because of how the dialogue system was designed, because there's only one path through the conversation and no leaping back and forth, it's very easy to tell what the antecedent line is, and therefore govern the NPC's responses accordingly.

Also, there's a tracker in Alpha Protocol - as much as you can do research on the various NPCs in the game, they'll also do a lot of research on you. They do their homework. So when they meet you, they're already going to know about the choices you've made and the attitude you've taken when making those choices. So if you've been an aggressive American asshole, when you're in the international arena, that does not go over well.

'Obsidian's Chris Avellone' Screenshot 7

We're able to predict that stuff - it's easier to do that in this game than one where you can double-back in the conversation.

Eurogamer: What happened with that cancelled Aliens game you guys were doing?

Chris Avellone: I can't say much - you should ask SEGA about it - but I will say this: I think it ended up being a good thing, overall. And I will take that opinion with me to my grave.

Eurogamer: New Vegas, then. What's your role in the team?

Chris Avellone: I can't say.

Eurogamer: Not your job title?

Chris Avellone: I can't say!

Eurogamer: Okay. But so, like, if I, for example, were making a game called Fallout: New Vegas, and I was using the Fallout 3 engine, and I had my own development studio, and I was just going around asking people for advice, what would you tell me?

Chris Avellone: I could not even speculate on that. I would be shot in the head.

'Obsidian's Chris Avellone' Screenshot 8

Eurogamer: It was worth a try. Okay, so, how has working with Bethesda been - in general, I mean?

Chris Avellone: I probably can't speak about that either.

Eurogamer: You're kidding!

Chris Avellone: Dude, you know what, if you could be a fly on the wall for some of these conversations...

Eurogamer: Alright, alright. Would you say that all this work in the field of spies and post-apocalyptic wastelands has given you pangs for the world of obscenely large shoulderpads, weightless gold pieces, and chainmail bikinis?

Chris Avellone: It's definitely made me want to go back to... Well, actually, I really enjoy writing and designing real-world quests, honestly. They have more of a punch to them. I certainly enjoy working on a fantasy game - like, for example, I would love to go back to the Planescape universe. But I did love working on Fallout, and the chance to work on it again is fantastic. And I enjoy working on Alpha Protocol, because it's been so long since I've been able to write a character and design quests and interactions for a real-world environment. It was such a huge relief.

Eurogamer: But - but Planescape! Any chance?!

Chris Avellone: I'm not sure. I don't know who holds the rights to it now, or even if they're licensing it out. Those are some questions I'd have to answer first. But I certainly enjoyed working with it. It was brilliant.

Alpha Protocol, from Chris Avellone's Obsidian Entertainment, is due out for PC, PS3 and Xbox 360 on 28th May.

Comments (31) Latest comment 2 years ago

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  • Hunam #1 2 years ago

    Another excellent interview with Mr Chris Avellone, RPG Hero esq.

    Really looking forward to AP and FNV and anything else he is involved in and wish the best for Obsidian.
    Edited by 1 at 17/03/10 @ 14:22
  • Faldrath #2 2 years ago

    Yep, I do hope Obsidian is successful... especially if that would increase the likelihood of a new Planescape game. All these years, and there's still nothing like Torment out there. Nothing at all.
  • metalangel #3 2 years ago

    Excellent interview. I don't blame him for not playing Arcanum: the best setting ever: an industrial revolution in a Tolkien high fantasy world, leads to elves and orcs in Victorian dress, riding trains, shooting guns and reading in the newspaper at the dying feudal kingdoms that are resisting industrialization. And then magic, which causes technology to break and vice versa... (see? It's fascinating and intriguing just reading about it) but spoiled by an awful interface, unbalanced combat, far too much running around and hardly any atmosphere. A shame. Someone should take the setting and do it justice. After New Vegas, perhaps?
  • GamesConnoisseur #4 2 years ago

    Silence from Chris re EG website being followed is maybe that he never forgiven EG's review for Planescape Torment?! Not the score but the comments re dyings.

    a great game that stayed with me for a loooong time and the fighting is even secondary to the dialogue which is very important to character and plots developments.

    'What can change a nature of a man?'
    Edited by 1 at 17/03/10 @ 14:41
  • easychord #5 2 years ago

    Tip from the horses mouth on how to get developers to read your website. Treat 'em mean and keep 'em keen.
  • Hantheman #6 2 years ago

    I'm gonna load up PS:T when my finals are over.
  • Hunam #7 2 years ago

    The problem with the Planescape IP is that it's been unused pretty much since Planescape: Torment came out. Wizards of the Coast haven't supported it since AD&D 2 rules and the only worlds in D&D in 4E are Eberron (eurgh), Dark Sun and Forgotten Realms. Least I'm fairly sure that 3/3.5 never supported Planescape.
  • AphoticCosmos #8 2 years ago

    KotOR II.

    Most LucasArts-ruined game of all time. Kreia is awesome.

    I wub Chris Avellone!
    Edited by 1 at 17/03/10 @ 15:12
  • MrTeatime #9 2 years ago

    Post deleted at 09:59:18 03-01-2012
  • greenllama88 #10 2 years ago

    Enjoyed the Vlad III comments in the intro... interesting inteview as well.
  • SAMagic #11 2 years ago

    Awesome article, even if it's a shame that Chris couldn't talk about New Vegas. I guess Bethesda are keeping things tight in the run-up to its release by the end of the year.

    I can't think of many other new game announcements that would make me as giddy with excitement as much as "Planescape 2". Even if it would be very different from the original - 3D graphics, different amounts of dialog (You couldn't have as much and have it voiced, surely?) ... and, given the end of Torment, a new character and plot, but I bet Obsidian could make it work.
  • hiddenranbir #12 2 years ago

    Hooray, no repeating conversations!
  • Murton #13 2 years ago

    "Awesome article, even if it's a shame that Chris couldn't talk about New Vegas. I guess Bethesda are keeping things tight in the run-up to its release by the end of the year."

    Yeah, I was hoping that this interview would discuss some of the things that Obsidian were going to do different from Bethesda for New Vegas, his refusal to comment on the game leaves me worried about what it is going to be like. Really looking forward to Alpha Protocol though, from what little we've seen so far it looks like it's going to be great.
  • Roamer #14 2 years ago

    Uplifiting interview. The two things I hated about Fallout 3 was that you had to go the combat-route nearly every time. The other thing was the repair mechanic, lessening any joy of finding a new weapon - since you knew it'd break shortly thereafter.
  • Alestes #15 2 years ago

    I'm looking forward to Alpha Protocol so much, it's easily my most anticipated game and it's been my most anticipated game for well over a year now.
  • SAMagic #16 2 years ago

    @Murton: I disagree, I think Bethesda are just making sure there aren't any unauthorised details leaking out. They're the parent company with millions at stake with some hot property so I'm sure they're strict - that and maybe Chris is experienced enough not to blab. :)
  • subtlesnake #17 2 years ago

    "I can't think of many other new game announcements that would make me as giddy with excitement as much as "Planescape 2". Even if it would be very different from the original - 3D graphics, different amounts of dialog (You couldn't have as much and have it voiced, surely?) ... and, given the end of Torment, a new character and plot, but I bet Obsidian could make it work. "

    Would it still be the same game with a new character though? I mean I'm not sure the immortal amnesiac storyline would work a second time around, even with a different amnesiac - and if they dumped that, then there'd be dumping the entire premise of the original game.
  • Inigo #18 2 years ago

    I just noticed that Eurogamer gave PS:T a 7/10, Chris Avellone was probability still angry. I'm really looking forward to both games, it a shame AP doesn't have a female character like Mass Effect.

    KOTOR2 had the potential to be one of the best RPGs ever, characters like Visas Marr, Kreia, and Atton Rand where amazing. Shame it got rushed out.
  • dryden555 #19 2 years ago

    great article! I did not know he was working with Fallout Vegas.
  • Veracity #20 2 years ago

    Faldrath wrote:
    there's still nothing like Torment out there. Nothing at all.
    Torment: You have a painful hole where your mortality used to be that draws damaged people to you and makes you unable to die. Most of the early game is spent trying to locate an insane hag whose relationship with you is not what you'll probably have been expecting. Most of the drama arises from how you respond to Planescape's rigid alignment-by-numbers morality and what it means for your character.
    KOTOR2: You have a painful hole where the Force used to be that draws damaged people to you and acts as a source of power. Your most important relationship is with an insane hag who's basically your mother. Most of the plot is concerned with whether Star Wars's cheesy black and white morality is just and, if not, what anyone could hope to do about it.
    Mask of the Betrayer: You have a painful hole where your soul used to be that allows you to eat souls. Three insane hags, that I can recall, one of whom actually is the mother of one of your companions, another (the Founder) the creepiest of the bunch, yet. Setting has harshly prescriptive rules about what happens to some people's souls; several key NPCs, fairly probably your character, and, as we have to begin to assume at this point, Avellone, do not entirely approve.

    Reductive, obviously, but still, hard to overlook some of the recurring preoccupations. Mask of the Betrayer's a fine game, very much in the Torment vein, that more people probably should have played. I guess being an expansion did it no favours, especially an expansion to the not all that well received NWN2. KOTOR2's harder to recommend for well-rehearsed reasons.

    Other than that, try Geneforge? Mostly more Fallouty than Tormenty, but does branching narrative fairly well. If you're just after something with brambly dialogue trees and less than interesting combat, maybe Vampire: Bloodlines.
  • hibee #21 2 years ago

    It was brilliant

    Yes Chris, it really really was.
    Edited by 1 at 17/03/10 @ 22:58
  • Sunyavadin #22 2 years ago

    Wizards own the rights.

    Nobody's licensed the setting since 1999

    Nothing's been directly published for it since Dragon magazine in 2004.


    YOU KNOW WHAT TO DO, CHRIS.
  • Sunyavadin #23 2 years ago


    The problem with the Planescape IP is that it's been unused pretty much since Planescape: Torment came out. Wizards of the Coast haven't supported it since AD&D 2 rules and the only worlds in D&D in 4E are Eberron (eurgh), Dark Sun and Forgotten Realms. Least I'm fairly sure that 3/3.5 never supported Planescape.

    The first rule of D&D players is- you do not talk about fourth edition, the second rule is - you do not talk about fourth edition
  • Murton #24 2 years ago

    "I disagree, I think Bethesda are just making sure there aren't any unauthorised details leaking out. They're the parent company with millions at stake with some hot property so I'm sure they're strict"

    After the the myriad of issues that plagued Failout 3 and the way Bethesda handled things post-release I'm still worried that New Vegas will "more of the same" I really hope that Obsidian have been allowed all of the time they need to fix Beth's broken engine, balance the skills and perks and just make all round improvements on the Bethesda effort. But until we hear otherwise I'm worried that New Vegas is going to prove to be Fallout 3, but in a different setting with no real improvements other than in the writing.
  • Sunyavadin #25 2 years ago

    Which is pretty much what I'm expecting. I just suspect it'll shift the balance away from uber tank characters.
  • InfiniteAmmo #26 2 years ago

    Took me an age to buy Fallout 3, never looked like 'my kind of game' at all. Finally took the plunge as I had some money to spend and there was nothing else I fancied in store. Its now in my top couple of games of all time, absolutely loved it and played through it a few times. Just goes to show what can happen when you try something different from your norm. Can't wait for New Vegas. I wouldn't mind so much if it was effectively 'more of the same', but there will be changes/improvements because its difficult to 'create without evolving'. Just sort the screen freezes BEFORE releasing please.
    Edited by 1 at 18/03/10 @ 09:25
  • Jonny5Alive7 #27 2 years ago

    If New Vegas does end up being Fallout 3 in a different setting and better writing then it will be excellent. Thats the type of game I'm hoping for.

    Also I never found the repair thing to be an issue, every time you looted a weapon you already had you could use it to repair it. Simples!
  • oerhoert #28 2 years ago

    They should change the name of Alpha Protocol. It might make sense if you already know the story and setting, but it says absolutely nothing to me, and I'd wager, many others. Although I realize the execution and genre were different, "No One Lives Forever" was less generic and more evocative.
  • Demiath #29 2 years ago

    Strictly according to Avellone's choice-oriented definition, FFXIII is not an RPG...which is kinda silly, if you ask me. Choice is an important feature of some RPGs, but he massively overstates its importance to the genre as a whole (or even the WRPG subgenre).
  • Diogo_Ribeiro #30 2 years ago

    MC \m/

    Ex-RPG Codexer here, good to see you still have some appreciation for what we did there :)

    Speaking of regrets I regret that I never got the chance to interview you, though I did chat Feargus up waaay back. Keep those choices and consequences alive :D
  • Murton #31 2 years ago

    "If New Vegas does end up being Fallout 3 in a different setting and better writing then it will be excellent. Thats the type of game I'm hoping for."

    That will be fine as long as
    1: the engine is fixed. Fallout 3 crashes for fun on the PS3, how the game passed submission completely escapes me
    2: the skills are rebalanced. In Fallout 3 it can be argued that half of the skills are mutually redundant (taking one means you don't need another, similar skill) and many of the perks are either ungodly overpowered or totally useless/unnecessary

    I'd also like to see Bethesda change their policy when it comes to additional content and support the game on all platforms and in all territories, something that they've failed on big time in the past.