Unmasking the Gamers: Chris Avellone, part one

BobNotHerbert said:
Exactly. That's the point. The Courier is supposed to have no backstory besides being a courier.

MCA: When we set up Lonesome Road, we only knew 3-4 things for certain about the player character, and in my opinion, that's enough to build an epic adventure around.

Then what are those 3-4 things? Being shot in the head, being Courier 6 and being in New Vegas don't count. Unless those 3-4 things aren't hinted anywhere in the actual game I have to assume that those few scattered lines actually are part of the Courier's past.

Also, you know why I don't think those lines are supposed to be taken as "optional past traits"?
-Because there isn't enough of them.
-Because the few that are there serve no purpose outside the dialogue they appear in.
-Because there's isn't a counter-option that makes me think these are "optional past traits" ("Yes, I've been in New Reno/No, I've never been there")
 
I "like" that most of the posters here just commented the stuff directly quoted in the post, while the article is much more rich of thoughts and good to read. ADHD? Or why do people not read the entire article? It's concerning everythinhg in RPG world, not just Fallout.
 
An interesting and nice read.
I like how he approaches the writing of the characters, they are not just defined by black or white spots, they live in a gray area where everything is possible but they have to venture in it and explore. What we lack in RPG's of today, freedom to create our own story.
 
I liked the idea how trying to change a game drastically usually fails so DLCs can be used as a testbed for new ideas. I hope this practice continues so that if a certain DLC sticks out from the rest and becomes very popular we can then expect an entire game to be made to function similarly.
 
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