Chris Avellone on Fallout and Alpha Protocol

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King of Creation
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Chris Avellone on Fallout and Alpha Protocol

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<strong>[ Game -> Article ]</strong> - More info on <a href="http://fallout.wikia.com/wiki/Chris Avellone">Person: Chris Avellone</a>

<p><strong>Chris Avellone</strong> recently sat down with Grupo 97 to disuss Obsidian's upcoming game <em>Alpha Protocol</em>. In the interview, Chris discusses some aspects of <em>Alpha Protocol</em> that were inspired by <em>Fallout</em>:</p>
<blockquote>
<p><em><strong>You said that the moral ambiguity of Alpha Protocol will be closer to Fallout 1 and 2, which is very promising. Could you please explain how is this system being developed?</strong></em></p>
<p><em>Alpha Protocol doesn't attach a moral absolute to the main character - instead, we track the player's attitude and individual NPC's perception of the player's morality and ethics. Basically, the player gets judged by the NPCs, but his morality isn't a number or scale attached to him personally.</em></p>
<p><em> Basically, the world paints you as a saint or demon - but even that's too simplistic for people's attitudes in AP, since each of them has a different perception of right and wrong. Each NPC brings their own morality judgments to the table - so saint/demon can translate into sympathetic, worthy of respect, friendship, object of romance, aggressive shithead, etc., but in terms of you judging yourself? Hell, you're just doing a job. You know why you did what you did to get the job done, the world be damned.</em></p>
</blockquote>
<p><em>S</em>uch a system would have been much better for <em>Fallout 3</em>, which was way too black and white.</p><p>Spotted @ <a href="http://www.obsidianentertainment.com/">Obsidian Entertainment</a></p>
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