Chris Avellone

Chris Avellone
Chris Avelloneis an American video game designer and comic book writer who previously worked for Interplay and Obsidian Entertainment...
NationalityAmerican
ProfessionDesigner
Date of Birth27 September 1971
CountryUnited States of America
chore experience felt hates list players
On my long list of hates about RPGs, one of them was, I always felt it was an unnecessary chore to make you care about a world when, in fact, what most players care about is their own personal experience.
absolutely knew playing saw tale
I absolutely knew that I wanted to play role-playing games when I saw a friend of mine playing 'Bard's Tale 2' on his Commodore 64.
begun fantasy number seen worlds
We've pitched and even begun development on a number of fantasy worlds that have never seen the light of day. All of those worlds... It's soul-crushing to see them sputter out, one by one. Lost. Like tears. In rain.
cast confident deliver developer donation process ruin takes
While I'm confident in Obsidian being able to deliver a quality title, it only takes one other Kickstarter developer to ruin things for everyone else and cast doubt on the donation process going forward.
time
Working with franchises can be challenging, but at the same time I really did enjoy working on 'Star Wars,' for example, and I have done a lot of 'Dungeons & Dragons' games, but I still enjoy it very much.
approach choose extremes flawed games good life mode morality players rewards system trained
I think, actually, any morality system that rewards only the extremes is a flawed system. Players don't approach life that way, they don't approach games that way, and they shouldn't be trained to approach games that way. They shouldn't be in the 'Star Wars' mode where, 'I've got to choose every good option.'
bells dollars games helps meet million people publishers pump stupid whistles
What I like about Kickstarter is it helps games that people want to play still get made, even if you don't pump $20 million dollars into it to try and meet all the stupid bells and whistles that publishers feel must be in games nowadays.
classic elements experience fantasy glance high lies recreate seem strength tied
A lot of the strength of an RPG world lies in its foundation: its systems, lore, and when appropriate, its magic systems. While there are elements tied to 'Project: Eternity' that at first glance seem to be classic fantasy, that's intentional - we do want to recreate some elements of a High Fantasy experience.
player
The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences.
iron feet games
I am never going to do an Empire Strikes Back ending again in a game, even if they put branding irons to my feet.
thinking games brain
I don't think I could ever stop being a game designer, that's just where my brain is going to be at until I'm in the coffin.
monk reason
Women were the reason I became a monk - and, ah, the reason I switched back.
fate army hands
When the injustice is great enough, justice will lend me the strength needed to correct it. None may stand against it. It will shatter every barrier, sunder any shield, tear through any enchantment, and lend its servant the power to pass sentence. Know this: There is nothing on all the Planes that can stay the hand of justice when it is brought against them. It may unmake armies. It may sunder the thrones of gods. Know that for all who betray justice, I am their fate. And fate carries an executioner's axe.
forever enemy
Time is not your enemy, forever is.