Chris Avellone, a renowned game designer, has a unique philosophy: "Players are selfish." But is this a controversial statement or a design principle? Let's explore his journey and find out.
Avellone, known for his work on Fallout 2 and Planescape: Torment, began his gaming journey with a TRS-80 and a love for Dungeons and Dragons. He discovered the joy of creating imaginary worlds, a passion that would shape his future.
The Selfish Player Theory:
Avellone's belief is simple yet profound: players want the game to be all about them. This player-centric approach was evident in Planescape: Torment, where every element was designed to cater to the player's experience. But here's where it gets controversial—is this selfishness a good thing?
Avellone argues that understanding and catering to this player egotism is a fundamental law of game design. He learned this early on, not from digital games but from pen and paper RPGs. Dungeons and Dragons, with its rules and challenges, sparked his creativity, and he soon found himself crafting stories as a game master.
From Tabletop to Digital:
Avellone's transition from tabletop to digital game design was not planned. He initially wanted to write pen and paper modules and comic books, but fate had other ideas. When the opportunity arose to work in the computer game industry, he took it, expecting to pursue his writing passions on the side. However, he soon discovered the joy of computer game design, and it became the focus of his career.
Learning from Failure:
Avellone's design philosophy evolved through trial and error. He experimented with altering game engines, but his attempts were often buggy. Yet, each failure taught him valuable lessons. He emphasizes the importance of understanding players' motivations and power fantasies. This player-first mentality is a cornerstone of his design, ensuring every player has their moment to shine.
The Death of Save Scumming:
One of Avellone's groundbreaking ideas was to eliminate save scumming, the tedious process of reloading save games. He introduced automatic respawns, keeping the adventure seamless. But players, accustomed to save scumming, initially resisted. This innovation challenged gaming conventions and player habits, demonstrating Avellone's willingness to push boundaries.
The Story Must Go On:
Another pillar of Avellone's philosophy is the belief that the story should continue regardless of player actions. In pen and paper RPGs, he learned to let the dice fall where they may, creating more engaging narratives. This approach, he argues, adds drama and makes player success more meaningful.
Player Input Before Development:
Avellone's process evolved to include player input even before development. He conducted pre-game interviews to understand players' desired character arcs and playstyles. This method was expanded for Fallout Van Buren, where a tabletop RPG was used to playtest and refine the video game's systems.
Lessons from Mistakes:
Avellone also learned from his mistakes. He warns against giving players a reward only to take it away, as it can lead to frustration. This experience, he says, taught him the importance of respecting player accomplishments.
Avellone's early influences, from Dungeons and Dragons to tinkering with code, continue to shape his work. His current project at Republic Games, a dystopian fantasy game, draws on these experiences. He teases that some old RPG designs are being revisited, but the full story remains a mystery.
Avellone's philosophy raises questions: Is catering to player selfishness a design necessity or a controversial approach? How do we balance player freedom with narrative structure? Share your thoughts in the comments, and let's continue the conversation on this intriguing design philosophy.