Obsidian CCO & Fallout 2 writer & Fallout: New Vegas DLC director Chris Avellone has talked about Fallout 3 before, but it came up again in this interview with Anon of Holland, about his favorite game of recent years.<blockquote>AoH: Taking a step away from recent developments, what would you say is your favorite ‘modern’ (post-2005) Role-Playing Game and why? Which are your favorite ‘modern’ characters?
MCA: My evaluations are somewhat different than what people might expect, since I’m approaching it from a critique perspective, and looking at how elements were realized. I don’t play a lot of Japanese RPGs (this isn’t out of bias, it’s due to time), and I also don’t solely play RPGs (I try to branch out into other genres when possible to see how they solved some gameplay issues or how they realized their vision). One of my most recent favorite RPG in terms of design principles was Fallout 3, and aside from the sense of freedom and exploration reward, there was one other outstanding reason – they turned almost every obstacle and hazard into an opportunity for reward for the player, which I thought was great. Simple examples of this include the ability to pick up and use mines in the environment and the fact dead-ends often had containers and boxes in them embedded in the rubble – this sounds minor, but it’s a way of maximizing gameplay that I appreciate.
My favorite characters weren’t in RPGs, they were in other titles. In Saint’s Row III, I thought Zimos was amazing (plus the voice acting and filter as well – I would call him in just to hear him talking in battle), and the way [Telltale's] The Walking Dead turned one of my habitually-hated stereotypes (escort quest and the escort is a kid – double hate) and made it compelling through execution.</blockquote>Thanks Codex.
MCA: My evaluations are somewhat different than what people might expect, since I’m approaching it from a critique perspective, and looking at how elements were realized. I don’t play a lot of Japanese RPGs (this isn’t out of bias, it’s due to time), and I also don’t solely play RPGs (I try to branch out into other genres when possible to see how they solved some gameplay issues or how they realized their vision). One of my most recent favorite RPG in terms of design principles was Fallout 3, and aside from the sense of freedom and exploration reward, there was one other outstanding reason – they turned almost every obstacle and hazard into an opportunity for reward for the player, which I thought was great. Simple examples of this include the ability to pick up and use mines in the environment and the fact dead-ends often had containers and boxes in them embedded in the rubble – this sounds minor, but it’s a way of maximizing gameplay that I appreciate.
My favorite characters weren’t in RPGs, they were in other titles. In Saint’s Row III, I thought Zimos was amazing (plus the voice acting and filter as well – I would call him in just to hear him talking in battle), and the way [Telltale's] The Walking Dead turned one of my habitually-hated stereotypes (escort quest and the escort is a kid – double hate) and made it compelling through execution.</blockquote>Thanks Codex.