Movatterモバイル変換


[0]ホーム

URL:


Jump to content
WikipediaThe Free Encyclopedia
Search

Chris Avellone

From Wikipedia, the free encyclopedia
American video game designer

Chris Avellone
Avellone in 2009
Born
Known forWriting and designingrole-playing video games

Chris Avellone (/ˈævəloʊn/) is an Americanvideo game designer andcomic book writer. He is known for his significant roles on a large number of video games, primarilyrole-playing video games, praised for their writing across his three-decade career.

Avellone joinedInterplay in 1995 and was one of the designers ofFallout 2 (1998) and the lead designer ofPlanescape: Torment (1999), the latter of which has been regarded as "one of the best-written and most imaginative video games ever created".[1] After departing Interplay in 2003, he became one of the co-founders and thechief creative officer ofObsidian Entertainment, where he was the lead designer ofStar Wars Knights of the Old Republic II: The Sith Lords (2004) and a senior designer onFallout: New Vegas (2010). From 2012 on, he was involved with some of the most successfulcrowdfunding campaigns onKickstarter, becoming known as a "human stretch goal".[2]

Avellone departed Obsidian in 2015 and has since worked as a freelancer for various companies on games such asPrey (2017),Divinity: Original Sin II (2017),Pathfinder: Kingmaker (2018),Star Wars Jedi: Fallen Order (2019) andPathfinder: Wrath of the Righteous (2021).

In 2009, he was chosen byIGN as one of the top 100 game creators of all time[3] and byGamasutra as one of the top 20 game writers.[4] In 2017, he was named byGamesTM as one of the then 50 most influential people in gaming.[5]

Early life

[edit]

Avellone grew up inAlexandria, Virginia.[6] At the age of 9, he first learned aboutDungeons & Dragons while playing catch with a friend from the neighborhood who started describing a "strange game of make-believe where you could pretend to be a dwarf, elf, fighter and you could explore dungeons, fight monsters, and take their treasure." After trying to put together a group to play with, he realized that no one wanted to be the group'sgame master and he had to learn how to fill the role himself, experiencing the game vicariously through the players and looking for new ways to entertain them.

He attended theThomas Jefferson High School for Science and Technology in nearbyFairfax County.[7] While in high school, he visited a friend's house and sawThe Bard's Tale II: The Destiny Knight by Interplay Productions running on theCommodore 64, which made him realize a computer game master could also run a game for him and resulted in him playing every computer RPG he could get his hands on, without considering at the time that he could seek a career in computer games.[8]

Upon finishing high school, he moved south and pursued a degree in architecture atVirginia Tech because he had enjoyed drawing maps and structures for his pen-and-paper gaming sessions.[9][10] After two years, however, he realized his "sketchbook was often filled with more sentences than sketches", which made him question himself and led to him transferring to theCollege of William & Mary and switching over to English as his major, graduating in 1994 with a minor in fine arts as well.[11][12]

His first job was for a role-playing company called Day by Day Associates,[13] and involved role-playing a criminal at the local police academy and atHogan's Alley inQuantico, Virginia to help train police officers and FBI agents.[14] He later worked in a toy store and as a campus center supervisor.[15]

Career

[edit]

1993-2003: Tabletop games and Interplay

[edit]

Early projects,Fallout 2 andPlanescape: Torment

[edit]

Avellone's hobby of gamemastering for tabletop roleplaying games made him try to get his adventures and articles published. Starting in his high school years, he sent a large number of submissions toDungeon magazine,[16]: 1 [17]Dragon magazine,Palladium Books,GURPS andHero Games, but they were all rejected.[18] However, when Hero Games had a new product line for theirChampions RPG calledDark Champions and needed writers, Hero Games' line editor[19][20]Bruce Harlick contacted Avellone,[21] asking him to write a character book for it, which he agreed to, resulting in 1993'sUnderworld Enemies.[22][23] It was followed byDystopia in 1994,Widows & Orphans in 1997 andNew Bedlam Asylum in 1998,[24] as well as contributions to the adventure anthologiesHeroic Adventures Volume 1 andVolume 2 in 1996 and toDragon,Alarums and Excursions,Adventurers Club andShadis throughout that period.[25][26] Avellone was also one of the authors involved in thefanzineHaymaker! alongside Harlick.[27]

After askingSteve Peterson, his editor at Hero Games, to help him find him a job with a steady paycheck, Peterson put in a recommendation for him with Mark O'Green, the head of Interplay Productions' Dragonplay division.[24] At the beginning of June 1995,[28] Avellone flew toIrvine, California and interviewed with O'Green, who asked him hard questions about how he would go about designing a video game using thePlanescape license,[29][30] which Interplay held the video game rights for at the time.[31] Avellone told him he would "start at the death screen, and just tell the story of what happens after that". O'Green was intrigued and hired him as a junior designer.[32][33]

His first task at Interplay was to design cities for aDungeons & Dragons game set in theForgotten Realms. When that project was cancelled a few months later,[21] he was transferred to the role of a level designer onDescent to Undermountain, a first person 3Ddungeon crawler that was also set in theForgotten Realms and repurposed the engine used by 1995's spaceship combat gameDescent. According to Avellone: "I didn't know what I was getting into! I was very happy to work on it at the time, though. They were trying to add gravity and first-person combat into theDescent engine, you know, so they could create something [like]Ultima Underworld. The engine just wasn't set up to do that, and we didn't have the sheer amount of programming power available to make that happen."[16]: 1–2 

While working onUndermountain, he was also asked to contribute writing and design to other games. The first of these to be released wasConquest of the New World, a turn-based historical strategy game developed byQuicksilver Software which was published by Interplay in 1996. Because Quicksilver were only a few streets away from Interplay, designers from Interplay including Avellone were asked to help with lore additions to the game whenever needed.[8] He then contributed mission design to Interplay's 1997 gameStar Trek: Starfleet Academy, a space flight simulator that made extensive use of full motion video.[34]

By late 1996,[35]Feargus Urquhart – who had replaced O'Green as the head of Interplay's role-playing division, soon to be known asBlack Isle Studios – was being mandated to make use of thePlanescape license by his superiors and became interested in making a game for it using theInfinity Engine, the isometric engine inBioWare'sBaldur's Gate, which was then in development and which Interplay had access to as BioWare's publisher. Urquhart asked Avellone if he was interested in being the lead designer on the new project and Avellone agreed, seeing it as an opportunity.[36] Avellone initially titled the gamePlanescape: Last Rites,[37][38] and, recalling the design ideas he had shared with O'Green in his hiring interview, used them as the starting point for the game's vision document, which was warmly received by Interplay's studio headBrian Fargo, who nonetheless asked Avellone to promise he could actually deliver on it.[33] During the game's pre-production, Avellone was given a very small team that consisted of lead programmer Dan Spitzley, lead artist Tim Donley and two other artists, sharing an office with them.[39][40] As Avellone described it:

Once the vision document was approved, we scaled it down and outwards and turned each bit into reality. The lead artist, Tim Donley, did sketches of each of the major locations one by one before they were arted on the computer. I then took the characters and quests and did area design documents. I wrote a first pass of much of the dialogue and companions (many of which made it all the way to the final draft). All the while our programmers started digging into the Infinity Engine (which wasn’t done at that time, sinceBaldur’s Gate 1 was still going on) and learning more about how it worked so we could see if our ideas were feasible or not.[41]

Avellone incorporated the many ideas for fantasy quests and characters he had gathered over the years into his design[42] and sought to turn fantasy conventions upside down.[43] Around this time,Tim Cain also offered Avellone a role onFallout as a designer,[44] but Avellone had to turn him down because, betweenLast Rites and his continued responsibilities onUndermountain, he was already overburdened with work, and he recommendedScott Bennie for the role instead.[45]: 1 [46]

At the beginning of 1997, Avellone asked Urquhart to be transferred to full-time work onLast Rites because he no longer felt there was much he could contribute toUndermountain given that game's development troubles, but this request was only granted in the summer of that year.[16]: 2  WhenColin McComb was assigned toLast Rites as its second designer in April 1997,[47] he found that Avellone already had a broad outline of the entire game from start to finish, with all of the major characters sketched out.[48] It was soon realized that the nameLast Rites was already trademarked and being used for another company's game,[37] which led to their project being renamed intoPlanescape: Torment after many other possible names for it were rejected.[49] Throughout that period, Avellone also contributed writing to Interplay's racing combat gameRed Asphalt andTreyarch's swordfighting action-adventure gameDie by the Sword, both of them released in early 1998.[50][51]

Undermountain was finally released in January 1998 and sold poorly and was widely panned by critics.[16]: 2 [52] That same month,Fallout's central creative trio of Tim Cain,Leonard Boyarsky andJason Anderson decided to leave Interplay and start their own company which they namedTroika Games. This created an uncertain future forFallout 2, which they had been leading development on for a few months, so designers, programmers and artists were taken from other projects and assigned to help with it.[46][53] This included Avellone, who became an area designer on the game and designed New Reno, Vault City, the raider caves and the game's various special encounters.[45]: 1  His work on New Reno is how Avellone "first came to people's attention", as it has been called "one of the most beloved locations in any RPG"[54] and "possibly Avellone's single greatest creation [...] emblematic of everything a true RPG should be: non-linear, dynamic, detailed, and expertly written".[16]: 3 Fallout 2 was released in October 1998 and has been ranked by video game publications as one of the best RPGs of all time,[55][56][57] though Avellone has expressed misgivings about the game's tonal inconsistencies and overuse of breaking the fourth wall.[58]: 1 

While working onFallout 2, he also continued writing the story and dialogue forTorment, which led to him having 160 hour workweeks that kept him exhausted.[59] OnceFallout 2 was finished, he immediately had to enter crunch time again onTorment[60] as the game's development team expanded from the 10 people it had at that point[50] to between 35 and 40 by the end.[47] McComb would later estimate that, although there were seven other designers on his team, Avellone did approximately half of the design work on the project.[48] However, as the game's localization costs mounted due to its long script and quality assurance testers regarded it as the strangest game they had worked on, Avellone thought thatTorment would be poorly received at large and was afraid he was going to be fired.[23] WhenTorment was released in December 1999, it instead sold moderately well[40] and received very positive reviews. It has since become regarded as one of the greatest video games of all time[61][62][63][64] and has been especially praised for reaching a quality of writing that had not existed in games up to that point.[65]

By the end of the game's development, Avellone's health had declined significantly from the long hours and he was advised by his doctor to not continue down that path.[16]: 4  Interplay's vice president Trish Wright also became concerned and helped reduce his workload.[66][9] When Urquhart and Donley asked him if he was willing to work on a sequel toTorment, Avellone declined, saying he was too tired.[67][23]

Icewind Dale series,Van Buren and collaborations with Snowblind

[edit]

Most of theTorment team then wanted to work on a new fantasy intellectual property which became known asBlack Isle's Torn, while Avellone opted to join a different team inside Black Isle which, after the release ofFallout 2, had spent a few months working on a sequel for that game, but had not made good progress in that time with either its design or its switch to a new 3D engine.[68] After promising them another chance to make that sequel in the future, Urquhart had tasked them in May 1999[69] with developingIcewind Dale,[70] a more traditionalDungeons & Dragons game which, likeBaldur's Gate, was set in theForgotten Realms and also used the Infinity Engine, but was more linear and had a strong focus on dungeon crawling. Despite joining halfway through development, Avellone wrote the dialogues of all the major NPCs inIcewind Dale and also edited those written by the other designers. Additionally, he designed a number of quests for the starting town of Easthaven and many of the special items in the game, as well as writing the game's narrative style guide and manual.[16]: 4 [66] He was also one of the few technical designers involved with directly implementing content in the game.[71]Icewind Dale was released in June 2000 and was well-received, but was regarded by Avellone[58]: 2  and the general public as not pushing the genre forward compared to Black Isle's previous games.

During his time onIcewind Dale, Avellone also wrote a vision document for the project codenamedVan Buren, which was the promised next attempt at continuing theFallout series.[18] Once it was approved, he became the lead designer on it and worked on it for the next three years, doing area design, maps, character breakdowns, items and plot elements for all the locations in the game.[45]: 2  Avellone felt the game had the potential to be better thanTorment, as everything in its design seemed to be clicking into place,[17] but none of the teams at Black Isle were available to work on it, and it languished in pre-production with Avellone as the sole person assigned to it,[72] his only chance to playtest and refine his design coming from tabletop sessions based around it that he ran for his fellow developers.[73]

A few weeks after the release ofIcewind Dale, work began on an expansion pack for it calledHeart of Winter.[74] At fellow designerJosh Sawyer's suggestion, its story was based on the lore Avellone had written for one of his Easthaven quests,[75] and Avellone continued his dialogue-focused duties on the title.[76]Heart of Winter was released in February 2001 and was not as well-received as the original game, mainly because of its short length. To allay the fans' complaints, the team including Avellone[51] then developed a free but smaller downloadable expansion calledTrials of the Luremaster, which was released in July 2001.[77]

DuringHeart of Winter's development,[78] Avellone was also asked to write the story forBaldur's Gate: Dark Alliance, a console action RPG that Interplay had taskedSnowblind Studios with developing in an attempt to enter the increasingly lucrative console market. Although Avellone quickly wrote a draft of the storyline that he liked, it became a target for what he called "the most mind-boggling iterations and suggestions" from his bosses, and he was unhappy with the result as he felt it was lacking and not similar to his original vision.[79][80]

Black Isle's Torn, which Avellone did not work on[81] but had offered occasional design input on,[82][83] was cancelled in July 2001,[84] as Urquhart estimated it would not be done in time to help Interplay with the financial difficulties it was going through.[85] Development onIcewind Dale II was started in its place, once again using the Infinity Engine, with Sawyer as the lead designer[86] and Avellone doing area design for the starting town of Targos[87] and for Kuldahar,[88] which he greatly enjoyed because of the unusual amount of freedom the designers were given on the project.[25]Icewind Dale II was released in August 2002 and received positive reviews, although the public felt its engine had become too dated.[89]

In early 2002, production began onLionheart: Legacy of the Crusader, an alternate history action RPG developed byReflexive Entertainment and published by Interplay, on which Avellone was assigned to provide design assistance for a short while after its overall storyline had already been established several months into development.[90] Afterwards, before he could return to work onVan Buren, he contributed to the design ofBaldur's Gate III: The Black Hound,[79] Black Isle's attempt at making aDungeons & Dragons game in a 3D engine that had to useBaldur's Gate in its name despite having little to do with it because Interplay had supposedly retained the license for it, but not the license for theForgotten Realms in general.[91] Once the license turned out to have been lost because of unpaid royalties,[70]The Black Hound was cancelled after a year and a half of active development, which made Urquhart leave the company in frustration[92] in April 2003.[93] For the first time, a full team was now available to work onVan Buren, but Avellone did not believe it was possible to make the game any longer given Interplay's financial troubles and the management's complete focus on the console market, so he also left the company a couple of months after Urquhart. His assessment turned out to be correct when, half a year later, Black Isle was shut down andVan Buren was cancelled.[94][72]

Now a free agent, Avellone was invited by Snowblind Studios to help with the writing on their next game,Champions of Norrath: Realms of EverQuest — another console action RPG in the same vein asDark Alliance but taking place in theEverQuest universe — as they had enjoyed working with Avellone despite their relationship with Black Isle becoming frayed after Black Isle had used their engine to makeDark Alliance II without their permission or involvement.[95][80]

2003-2015: Chief creative officer at Obsidian Entertainment

[edit]

Founding of Obsidian,Star Wars: Knights of the Old Republic II andNeverwinter Nights 2

[edit]

After leaving Interplay, Avellone was asked by Urquhart to join him as one of the five co-founders of a new company named Obsidian Entertainment which aimed to develop the same kind of games as Black Isle,[16]: 4 [9] with Avellone accepting and becoming the company'schief creative officer.[29][11]

Obsidian received their first project very quickly[16]: 5  when BioWare, who were almost done developing the cross-platform RPGStar Wars: Knights of the Old Republic forLucasArts, passed on the opportunity to make a sequel for it and recommended Obsidian for the job based on their previous relationship with Black Isle.[96][97] Avellone thus became the lead designer ofStar Wars Knights of the Old Republic II: The Sith Lords, a role which he was not pleased with at first as he had not been a fan ofStar Wars since his childhood, but which gradually became interesting to him as he immersed himself in the franchise, reading all of its novels and comic books,[98] and realized he could explore the questions he had about its universe through his design[99] and try to recapture the feeling ofThe Empire Strikes Back, his favorite movie in the series.[100]

However, the task of making a sequel to aAAA game was fraught with difficulties, as Obsidian initially had no employees and no office space, with the co-founders working in Urquhart's attic.[101] Additionally, Avellone had to write a blind first draft of the story without having played the originalKOTOR, as it had not yet been released and LucasArts did not want to provide a copy of it before a full contract had been officially signed, which then led to Avellone having to start over with an entirely different story once he was able to play it.[102]

After a contract was signed in August 2003, Obsidian were able to move into an office inSanta Ana[103] and hire enough employees to start full production on the game by October, but still had a very aggressive schedule that required them to finish the game within a year. Avellone wrote the game's overall storyline and most of the companions and did area design for Peragus, Malachor V, part of Nar Shaddaa and other smaller areas, while also dividing and coordinating the tasks of six other designers.[104][105][106]KOTOR II was released on time in December 2004 in what many regarded as a partially unfinished state, but still received very positive reviews, with its story being named one of the greatest in video games[107] and in theStar Wars franchise.[108][109][110]

AfterKOTOR II, Avellone pitched comic book publisherDark Horse a comic namedUnseen, Unheard about characters from the game,[106] which he then wrote for the final issue ofStar Wars Tales published in July 2005.[111] This also led to him contributing short stories to theStar Wars: Clone Wars Adventures comic series until it ended in December 2007.[112][113]

In July 2004,[114] Obsidian began development onNeverwinter Nights 2, aDungeons & Dragons PC RPG taking place in theForgotten Realms, after another situation in which BioWare, who had developed the first game, recommended Obsidian to its publisher, in this caseAtari, for developing the sequel.[115] Avellone joined the game's development team onceKOTOR II was finished and was primarily responsible for writing major characters, including the game's companions and their associated quests, but also for implementing influence mechanics and critiquing area designs, and additionally proofread almost all the dialogue in the game.[29][116] Despite the game's design having an unrealistically large scope that created difficulties and led to its original lead designer Ferret Baudoin being replaced by Josh Sawyer in March 2006,[117]Neverwinter Nights 2 had generally favorable reviews when released in October 2006, with its story and writing noted as being its strong points.[118]

As Obsidian began to always have multiple projects in pre-production or development at any given time, Avellone — in his capacity as the company's chief creative officer — oversaw the high-level design on all of them, offering feedback and critiques on prototypes, game builds and design documents, as well as writing and improving pitches for new games and talking to publishers about them.[29][119] Obsidian's third projectDwarves, an RPG prequel toSnow White and the Seven Dwarves that Obsidian was enlisted to create byDisney in 2005,[120] was the first one that Avellone did not have a direct role on, with his involvement instead consisting of reviewing the work done by its lead designer Kevin Saunders and its lead story writerBrian Mitsoda and offering insight into which elements in its story achieved their goals and which elements needed improvement.[121]

In July 2006,[122] pre-production began onMask of the Betrayer, the first expansion pack forNeverwinter Nights 2, with Avellone offering designerGeorge Ziets the role of creative lead on it and giving him a lot of flexibility on its story and setting, which Ziets used by exploring the religious and mythological elements in theForgotten Realms that were the most interesting to him.[123] One of the five companions intended for the expansion, the half-celestial cleric Kaelyn the Dove, was almost cut early on when it was estimated she could not be written and implemented in the time the team had available. Avellone, who was not directly assigned to the project at the time, asked to write her himself so she could be kept,[124][125] with Ziets remarking that she then ended up being his favorite companion in the game.[126] Avellone also wrote a second companion for it, the spirit shaman Gann-of-Dreams.[16]: 5–6  As the expansion neared release, its lead designer Kevin Saunders noted that the dialogues of the new companions were richer and longer than those of the most developed companions inNeverwinter Nights 2.[127]Mask of the Betrayer was released in September 2007 and was well-received, with game publications calling it the bestDungeons & Dragons experience sinceBaldur's Gate II: Shadows of Amn andTorment[128][129][130] and sometimes referring to it as a thematic sequel of the latter.[131]

Alpha Protocol andFallout: New Vegas

[edit]

In early 2006,Sega expressed interest in having Obsidian develop a cross-platform RPG for them and were pitched an idea from Urquhart and fellow co-founder Chris Jones about making an espionage RPG[41] that took place in the present and incorporated ideas fromBurn Notice,James Bond, theBourne series and24. Sega liked it and decided to pursue the project, with Obsidian intending at first to retain the intellectual property rights for it, but soon giving them to Sega in return for more funding so they could prevent layoffs when, as the deal with Sega had almost been finalized,Dwarves was cancelled by Disney[132] because they had decided to avoid going in that game's direction with theSnow White intellectual property after a recent change in that company's leadership.[120][133] Brian Mitsoda was reassigned from writing the story forDwarves to being the creative lead on the espionage RPG,[134] which was namedAlpha Protocol. Sega announced their collaboration with Obsidian on a game based on new intellectual property on the 23rd of March 2006.[135]

Near the end of 2006,[132] Sega asked Obsidian to also begin development on a second cross-platform RPG to be published by them, this time based on theAlien franchise, with the project being namedAliens: Crucible. Avellone was assigned as its creative lead[48] and sought to incorporate survival mechanics into the title, giving players the goal of building up a base over time and carefully managing their resources in a tense atmosphere[136] where they would be vulnerable to attack even during conversations.[16]: 6  The game was officially announced by Sega in December 2006.[137]

In early 2008,[17] whenAlpha Protocol was halfway through development, it became apparent that its vision had not been well-defined and that, in the absence of a project director, its leads were each trying to make a different kind of game.[23] When Mitsoda left Obsidian soon after, Avellone was moved over toAlpha Protocol and became its lead designer[138] — though not in charge of its gameplay systems, which were handled by lead systems designer Matt MacLean — while Josh Sawyer took over the design ofAliens: Crucible.[139] Avellone created a new storyline forAlpha Protocol that was less linear and allowed for a very large number of player choices, while reusing character designs, locations and plot points from Mitsoda's iteration of the story. Avellone wrote most of the characters in the game, except for their emails, which were written by Matt MacLean, and except for the characters inTaipei and the peripheral ones inRome, which were written by narrative designer Travis Stout. Avellone estimated there were approximately 120 hours of dialogue in the final game of which players would only hear between 22% and 33% in a single playthrough.[140]

In February 2009,[141][142]Aliens: Crucible was cancelled by Sega in favor ofAlpha Protocol, which they deemed to be much farther along in development.[143] After a round of layoffs at Obsidian, Urquhart began talking to Todd Vaughn, the vice president of development atBethesda Softworks, about making a game for them, as Vaughn had previously raised that possibility as early as 2004, but Obsidian had never had any free teams whenever it had come up.[144] Bethesda, who had obtained the rights to makeFallout games in 2004 during Interplay's bankruptcy[145] and had released their ownFallout 3 in October 2008, were now busy developingThe Elder Scrolls V: Skyrim and would not be able to make aFallout 4 for a long time, which made them interested in having an external studio develop anotherFallout title in the interim to avoid a large gap between titles. Obsidian were thus asked by Bethesda to pick an interesting location in theWestern United States and pitch aFallout game around it. After multiple people at Obsidian independently choseLas Vegas as a signature western city,[146] Avellone wrote a story pitch about a stranger getting shot in the head and dropped in a shallow grave in the desert, with Vegas visible in the distance.[147][148] Bethesda approved it, signing up on the development ofFallout: New Vegas, with theAliens: Crucible team being transferred to it[149] and Sawyer becoming the game's project director and lead designer. As Sawyer had taken part in Avellone'sVan Buren pen and paper campaigns at Black Isle and had become the lead designer on that game for its final six months, he incorporated certain elements from it intoNew Vegas, such asHoover Dam as a plot-important location, the Caesar's Legion tribal confederation as a major faction, the mentally ill Nightkin super mutants as occasionally encountered characters and the caravan wars as part of the story's background.[73][101][150]

Avellone moved over fromAlpha Protocol to theNew Vegas team as a senior designer in October 2009.[149]Alpha Protocol, which had originally been meant to be released that same month, was delayed to May 2010 after management at Sega decided it would have a more favorable release window then,[151] but the game did not receive any additional development time during the delay. Upon its release,Alpha Protocol received lukewarm reviews, with frequent criticisms about its gameplay being clunky and bland, while its storytelling and freedom of choice were praised. Although Avellone had many ideas for a sequel and wanted to have an even more complex story in it,[150] the game was not financially successful and Sega was not interested in turning it into a series.[152] The game has, however, become regarded as a cult classic because of its unique style of reactivity.[132][153][154]

ForNew Vegas, Avellone wrote two companions: Ulysses, a former scout from Caesar's Legion who was supposed to provide insight into the game's events from the perspective of that faction, and Rose of Sharon Cassidy, the hard-drinking caravaneer daughter of Cassidy, aFallout 2 companion who had also been written by Avellone[155] and had been Sawyer's favorite companion in the series.[156] Avellone also provided writing for the game's ending slides,[157] the endgame characters Legate Lanius and General Oliver,[158] as well as for the Mojave Outpost and the REPCONN Headquarters areas,[159] and helped lead writer John Gonzalez with structuring the story and its associated character dialogues, as Gonzalez was not used to writing branching narratives.[160][150] After getting Dark Horse in touch with Bethesda, Avellone also wroteAll Roads, a graphic novel included with the collector's edition ofNew Vegas that detailed the events leading up to the beginning of the game.[161][162] However, as development onNew Vegas was nearing the end, it was realized that Ulysses as a companion had so much dialogue that it would not have fit on the game's disc and there was not enough time to trim it down, which led to his complete removal,[163] a difficult task in itself given that his dialogue had so many different hooks into the storyline.[41] Avellone decided instead to reuse the character as an overarching antagonist in thedownloadable content expansions that were planned, with foreshadowing about his new story being added to the base game.[164] New Vegas was released in October 2010 and was well-reviewed, but received significant criticism for its technical issues. With the passing of time, it has become regarded as one of the greatest RPGs of all time.[165][166][57]

New Vegas received four downloadable content expansions, with Avellone being the project director and lead designer on three of them:Dead Money,Old World Blues andLonesome Road. Avellone shared writing duties onOld World Blues with Travis Stout, but did almost all of the writing on the other two.[167]In Dead Money, the story revolved around the player character being kidnapped, fitted with an explosive collar and forced to rob an impenetrable casino with the help of three other characters in the same predicament. Avellone sought to create a survival horror experience for it based on an idea he had originally had while working onTorment after watching the 1997 filmCube and which centered on taking disparate personalities that would normally be very hostile to each other and forcing them to work together,[168] focusing on the themes of greed and human nature. To provide a contrast to the dark atmosphere of the other expansions,Old World Blues had a much more humorous story that involved the player character being taken to the highly advanced scientific facility of Big MT, having their brain stolen, and exploring the remains of the facility to recover it. Its story was conceived around the theme of "the optimistic atomic future of what might have been" and the idea that the advanced technology in theFallout setting could have saved the world if it had not been misused by its creators.Lonesome Road was inspired by the final image at the end of the originalFallout of that game's protagonist being cast out of their home and attempted to evoke the same sense of abandonment by having the player explore an area that their character had caused devastation for in the past, with rival courier Ulysses holding them responsible for it and waiting to confront them inside.[169][170] TheNew Vegas expansions were released between December 2010 and September 2011 and have been praised for providing "some of the best sci-fi in games",[171] withOld World Blues in particular being named one of the greatest video game expansions ever.[172][173]

In early 2011, a team led by Sawyer created a demo for a project namedStormlands, a fantasy action RPG set in a world of magical storms, and pitched it toMicrosoft, who decided to sign up on publishing it as they wanted to have an RPG as a launch title for theXbox One in 2013.[174][175] Meanwhile, as Avellone was finishing work on theFallout: New Vegas expansions, he also began developing new pitches for the studio,[168][176] including pitches to Bethesda for spin-offs toThe Elder Scrolls series, one of which would have taken place in an alternate world that the heroes of previous games had failed in saving, and which were meant to serve a similar role toNew Vegas by filling in the gap between major installments, but they were not picked up.[177]

Forays into crowdfunding and final projects at Obsidian

[edit]

On the 8th of February 2012, game developerDouble Fine launched a campaign on crowdfunding serviceKickstarter to raise funds for a new adventure game and reached their stated goal of $400,000 in less than 8 hours, which was unprecedented at the time.[178][179] This inspired Avellone to write a blog post soon after asking fans what kind of project they wanted to potentially see Obsidian launch a Kickstarter campaign around,[180][181] the responses to which briefly crashed the Obsidian website after it received more traffic than it could handle,[182][183] but revealed that the most requested project was a sequel toPlanescape: Torment.[184][185] That same month,Wizards of the Coast, who held the license forPlanescape, were contacted about the possibility of providing it, but were not interested.[47][186][187]

Former Interplay studio head Brian Fargo, who had left Interplay in early 2002[188] and founded another company namedinXile Entertainment later that year,[189] was also inspired by Double Fine's success and decided to use Kickstarter to crowdfundWasteland 2, the sequel to the 1988 post-apocalyptic RPGWasteland on which he had been the game director, announcing his decision to do so on the 15th of February.[190] Aware thatWasteland had been one of Avellone's favorite games, Fargo initially contacted him asking him to provide a promotional quote for the Kickstarter campaign, which resulted in Avellone writing a blog post in support of it on the 21st of February.[191] Shortly afterwards, Fargo asked him if he was interested in working on the game, to which Avellone replied that he was,[192][11] leading to an arrangement between Fargo and Urquhart whereby Obsidian would be paid for Avellone's participation on it.[193][194]

On the 12th of March 2012,Stormlands was cancelled, as Obsidian's vision for the project had become increasingly disconnected from Microsoft's demands for it.[175] The following day, the largest round of layoffs in Obsidian's history took place, with around 40 employees losing their jobs[174][103] and company morale reaching its lowest point since the company's inception.[195]

That same day,[196] the Kickstarter campaign forWasteland 2 was launched and surpassed its original target of $900,000 in only 48 hours.[197] By the end of the month, when it had reached $1.7 million in pledges, it was announced that Avellone would be joining its development team if a new stretch goal of $2.1 million was reached,[198] although Avellone had been unaware when agreeing to his participation that it would be tied to a stretch goal. The campaign ultimately raised slightly over $3 million.[199] Avellone spent around 2 days a week at inXile over the following months[200] and his contributions to the game consisted in writing its vision document and in doing area design for Highpool and the Agricultural Center, along with a few other areas such as the Synth Refinery[201] and Seal Beach that were not included in the final game, as well as providing templates and design formats for the other designers and taking part in story meetings.[11][121]

Meanwhile, at Obsidian, it was estimated that the company could only keep operating until September,[195] which led to frantic attempts to pitch new games to publishers throughout a period that was later known at the company as the "Summer of Proposals". Ten different games were pitched, including a newStar Wars game resemblingKnights of the Old Republic that was namedStar Wars: Dark Times and was based on a story written by Avellone that would have taken place betweenStar Wars: Episode III – Revenge of the Sith andStar Wars: Episode IV – A New Hope.[133][202] However, none of Obsidian's pitches were picked up by publishers.

As a result of the pressure, a Kickstarter campaign around a spiritual successor toTorment that did not take place in thePlanescape setting was considered at Obsidian,[185] and Avellone publicly began expressing interest in one in July 2012.[192][203] However, after further discussions, a decision was made to instead create a game combining elements from all of the Infinity Engine titles, but with a more traditional fantasy setting inspired by theForgotten Realms.[204][205] The resulting game concept was calledProject Eternity and, on the 12th of September 2012, a Kickstarter campaign was launched for it, with an initial funding target of $1.1 million that was reached in just over 24 hours.[206] By the end of the campaign on the 16th of October, it had raised over $3.9 million, the most money ever raised by a video game on Kickstarter at that time.[207][208]

On the 27th of November 2012, Brian Fargo acquired the recently expired trademark for the wordTorment,[187] later stating that he had waited patiently for someone to do something with it, but had decided to step in himself and put together a team at inXile to create a similar game toPlanescape: Torment, albeit without thePlanescape license.[209] Once he had the trademark, Fargo asked Avellone to work on the new game, but Avellone's responsibilities onProject Eternity made it infeasible to do so. In January 2013, it was announced that the game would be calledTorment: Tides of Numenera.[210] On the 6th of March 2013, a Kickstarter campaign was launched for it, with an endorsement from Avellone[211] and an initial funding goal of $900,000 that was reached after just 6 hours,[212] although there was some disappointment among fans that Avellone would not be involved in the game. In the middle of March, however, discussions between Fargo and Urquhart led to an agreement on a workload for Avellone onNumenera that would not negatively impactProject Eternity. On the 22nd of March, at which point theNumenera campaign had $2.9 million in funding, it was announced that Avellone would be joining the game's team if a further stretch goal of $3.5 million was reached, with his role consisting of reviewing and providing feedback on the story, characters and areas, as well as writing one of the companions.[213] The campaign passed that goal on the 3rd of April,[214] which led to Avellone being referred to as a "human stretch goal" by the gaming press from then on,[131][215] and ended on the 6th of April with a final tally of $4.18 million, overtakingProject Eternity to become the highest-funded game on the platform.[216][217][218] Avellone created eight different concepts for a companion character, wishing to only settle on one after sufficiently exploring the game's plot and themes, and ultimately chose to write Erritis, an impulsive warrior with a love for danger who was meant to introduce some levity to what Avellone regarded as "an otherwise dark and frightening world."[219][220][131]

During a trip toLondon for a game writers' meetup, Avellone began talking toTom Jubert, the narrative designer for indie developer Subset Games' science fictionroguelike gameFTL: Faster Than Light. Upon discovering who Jubert was, Avellone expressed his appreciation forFTL and offered to write for it. As a result, a few weeks later, Avellone was given the opportunity to do so by Justin Ma and Matthew Davis, the founders of Subset Games, scripting a large number of encounters forFTL: Advanced Edition, an expanded version of the game, around the end of 2013[221] and being credited as a guest writer on it.[222][223] TheAdvanced Edition was released in April 2014.[224]

In December 2013,Project Eternity was renamed intoPillars of Eternity.[225] ForPillars, Avellone provided feedback on the story[23] and wrote two companions: Durance, a cynical priest betrayed by his own god,[226] and the Grieving Mother, a cipher with the ability to draw energy from her soul and mind who used her talents as a midwife but was forced to flee her community after hiding the fact that the children in it were being born without souls. Both characters have been regarded as fan favorites,[227] although a significant part of the content Avellone designed for them, such as sequences where the player entered their subconscious to explore their shared past and understand how to affect their present personalities, did not make it into the final game.[228]

At the beginning of 2014,[175] publisherParadox Interactive signed up on Obsidian's development ofTyranny, a fantasy RPG using the same engine asPillars of Eternity that took place in anIron Age world in which, after an epic struggle between good and evil, evil had won.[229] Avellone was originally the game's creative lead[230] and worked on it throughout its pre-production period. His goals for the title included having a protagonist tasked with restoring order to a conquered area for the forces of evil but provided with the option of rebelling against them, as well as an open world structure where any kind of activity, such as exploring dungeons or doing quests for factions, would cause the story to progress.[231]Pillars of Eternity was released at the end of March 2015,[232] which freed up development resources and led toTyranny entering full production. However, after a series of disagreements with some of Obsidian's other co-founders about the company's management practices,[233] Avellone left Obsidian in June 2015.[234][235]Tyranny's game director Brian Heins later noted that concepts, characters and ideas from Avellone's work on the game had been retained.[236]

2015-present: Freelance writing and design

[edit]

After departing Obsidian, Avellone quickly became an in-demand freelance writer and designer, working on multiple games for different companies at any given time and seeking experience in a variety of genres in order to improve his craft.[59][223]

Some months prior, Avellone had been asked byRaphaël Colantonio, the founder ofArkane Studios and a fan of his work, if he could write for Arkane's new first person science-fiction title, later known asPrey, but Avellone had replied that his full-time position at Obsidian did not allow him to do so. However, upon going freelance, Avellone contacted Colantonio to ask if the offer was still open and found that it was. The two of them initially met up atE3 2015 to discuss the project, after which Avellone flew out to Arkane's studio inAustin, Texas, where he was shown the game and taken through its critical path storyline before being asked to try his hand at writing two of the side characters. Lead designer Ricardo Bare was impressed by the result and Avellone joined the team, writing several of the game's major characters, including neuroscientist Dayo Igwe and chief systems engineer Mikhaila Ilyushin, as well as many of the side ones and their associated quests, while also offering feedback and insights into the story in general and contributing to the game's lore and alternate history.[237][231][238]

Also in June 2015, inXile launched a Kickstarter campaign forThe Bard's Tale IV, which was billed as a proper sequel to Interplay'sThe Bard's Tale trilogy from the 1980s,[239] and it reached its funding goal of $1.25 million in 12 days.[240] On the 29th of June, with 11 days remaining, it was announced that Avellone would be joining the game's team if its campaign surpassed $1.9 million in funding and that he would design a deadly dungeon named the Cairn of Horrors for it,[241] but this goal was not reached.[242]

On the 12th of August 2015,Larian Studios announced they would be launching a Kickstarter campaign for the turn-basedtactical RPGDivinity: Original Sin II at the end of the month and asked their community to vote on what reward tiers they wanted to see in it,[243][244] but many fans reacted by voting for potential stretch goals instead,[245] with Avellone's addition to the team being one of the most requested. This resulted in Larian CEOSwen Vincke meeting up with Avellone atPAX Prime 2015 to discuss the possibility of his involvement.[246] On the 25th of September, it was announced that Avellone would be working on the game, although not as part of a stretch goal.[247] As a senior writer, he was responsible for doing story and companion reviews[248] and also designed and wrote the backstory for theundead playable character and recruitable companion Fane.[249]

Avellone finished his work on Prey in early 2017.[59] On the 8th of February 2017,Italian game developer Gamera Interactive announced the isometric action-RPGAlaloth: Champions of the Four Kingdoms, with Avellone as a creative consultant working on the lore, world design and character backstories for the game.[250][251][252] Alaloth was an unusually art-centric project from Avellone's perspective, as a lot of concept art had already been created for the characters in the game and he was tasked with using it as a starting point for writing deeper stories around them.[253]

On the 10th of February 2017, Subset Games announced the turn-based strategy gameInto the Breach, as well as Avellone's involvement in writing and world-building for it.[254][255] The game depicted the conflict between human civilization and giant insectile aliens, with the player controlling time-traveling mechs attempting to save the remnants of humanity across multiple timelines.[256] Avellone designed the varied personalities of the mech pilots, giving them many different reactions to gameplay situations, as well as fleshing out the lore of the corporations in the game and writing the dialogues of their CEOs.[223] Its storytelling, though minimalist, was praised by game journalists, with Kotaku describing it as "full of interesting plot possibilities when it comes to time travel and universe jumping, and where exactly, from a sci-fi point of view, the two meet"[257] and Rock Paper Shotgun noting that "its short lines drip with implication about the rules of time travel, parallel realities and the motivations and peccadilloes of its pilots".[258]

On the 17th of May 2017,Owlcat Games announcedPathfinder: Kingmaker, the first computer RPG based on the universe of the tabletopPathfinder Roleplaying Game, an offshoot ofDungeons and Dragons from game publisherPaizo,[259] and also announced that Avellone would be contributing narrative design to the title.[260] Owlcat had already secured the budget to make the game, but they launched a Kickstarter campaign at the beginning of June to increase it and allow for more companions, areas and quests to be included,[261] successfully reaching their goal of $500k on the 26th of June[262] and ending up with a final tally of $909k two weeks later.[263] AlthoughKingmaker was based on an eponymous series of adventure modules forPathfinder, Avellone helped the studio expand its story so it would have enough new content for people who had played the original tabletop version of it. He also wrote one of the companions — the goblin rogue Nok-Nok — from start to finish, worked with the other designers on setting up the quest arcs for companions across the game, and assisted with the writing and editing of a large number of characters.[264]

In July 2017, Green Tree Games announced a tactical leadershipWorld War II RPG titledBurden of Command,[265] bringing Avellone in as a senior advisor tasked with guiding the developers on "creating empathy, memorable characters, and compelling narrative arcs".[266] Avellone noted that, in a shift from other World War II games,Burden of Command would focus on dealing with the emotional pressure of being in command and having to accomplish your mission while also protecting your soldiers.[223]

In June 2018, publisherElectronic Arts announcedStar Wars Jedi: Fallen Order, an action-adventure game developed byRespawn Entertainment.[267] In March 2019, Avellone revealed that he had recently finished up his work on it, which consisted of story contributions, story and character reviews and the writing of certain cinematic scripts.[268][269] Avellone was thrilled to work onStar Wars again and noted that he appreciated the game's story taking place afterEpisode III, as that timeframe provided a lot of potential for drama and conflict.[102]

In December 2018,Norwegian game developer Moondrop Studios announced that Avellone had written the story for its upcoming cooperative puzzleplatformerDegrees of Separation,[270] a game following two characters, Ember and Rime, the former from a world of warmth and light and the latter from a world of cold and darkness, who use their contrasting powers to overcome obstacles together.[271] Having never worked on a platformer before, Avellone saw it as a chance to stretch his writing skills further, and was also intrigued by the ways in which the gameplay mechanics were meant to reflect changes in the relationship between the two characters, with them building bridges when supportive of each other and later having explosive powers when arguing with each other.[272]

In December 2019, Owlcat announcedPathfinder: Wrath of the Righteous, their secondPathfinder game, once again having Avellone involved as a narrative designer.[273][274] Several days later, Avellone revealed that he had also been working on the action role-playing gameWeird West, the first game from Raphaël Colantonio's new company WolfEye Studios.[275]

Misconduct accusations and retraction

[edit]

In June 2020, Avellone was accused by two people of using his status for sexual misconduct and harassment towards women during industry conventions. Following these allegations,Techland announced that they and Avellone agreed to end his work onDying Light 2.[276] Gato Studios also removed Avellone fromThe Waylanders; according to lead writer Emily Grace Buck, Avellone had "very little writing" over that project, having only penned a few quests that they planned to rewrite.[277]Paradox Interactive said that while Avellone had worked on an early version ofVampire: The Masquerade – Bloodlines 2, much of his work had since been overwritten.[278]

Avellone published a denial of the allegations throughMedium in June 2021 and stated he had filed alibel suit against two accusers in a California court.[279][280] This libel suit was settled in March 2023, with a settlement that "provides for a seven-figure payment" from the accusers to Avellone. Concurrently the two accusers retracted their original accusations, stating that "Mr. Avellone never sexually abused either of us," and that "We have no knowledge that he has ever sexually abused any women."[281][282][283] They also claimed in the same statement that their previous public statements with regards to Avellone had been "misinterpreted".[284]

Works

[edit]

Video games

[edit]
YearTitleRole(s)
1996Conquest of the New WorldDesigner
1997Star Trek: Starfleet AcademyAdditional mission design
1998Descent to Undermountain
  • Lead creative designer
  • level design
Fallout 2Designer
1999Planescape: Torment
  • Lead designer
  • lead writer
2000Icewind DaleDesigner
2001Icewind Dale: Heart of WinterDesigner
Baldur's Gate: Dark AllianceSenior designer
2002Icewind Dale IIDesigner
2004Champions of Norrath
Star Wars Knights of the Old Republic II
  • Lead designer
  • lead writer
2006Neverwinter Nights 2Senior designer
2007Neverwinter Nights 2: Mask of the BetrayerSenior designer
2010Alpha Protocol
  • Lead designer
  • lead writer
Fallout: New Vegas
2014FTL: Advanced EditionWriter
Wasteland 2Area designer
2015Pillars of EternityWriter
2016TyrannyOriginal world and story design
2017Torment: Tides of NumeneraWriter
PreyWriter
Divinity: Original Sin IIAdditional narrative designer
2018Into the BreachWriter
Pathfinder: KingmakerNarrative designer[285]
OmensightWriter[286]
2019Degrees of SeparationWriter
Star Wars Jedi: Fallen OrderWriter
2021Pathfinder: Wrath of the RighteousNarrative designer
2022Weird WestAdditional design
2024Alaloth: Champions of the Four Kingdoms
  • Creative consultant
  • writer
TBABurden of CommandAdvisor[287]

Comics

[edit]

Star Wars

[edit]
  • "Unseen, Unheard" (2005)[111]
  • "Heroes on Both Sides" (2006)[288]
  • "Impregnable" (2007)[289]
  • "Old Scores" (2007)[290]
  • "Graduation Day" (2007)[291]

Fallout

[edit]

Prose fiction

[edit]
  • "The House of Wael" (2016, toPillars of Eternity Kickstarter backers)

Tabletop role-playing game modules

[edit]

References

[edit]
  1. ^"The Top 100 RPGs of All Time: 06.Planescape: Torment".IGN. May 6, 2017. Archived fromthe original on May 9, 2017. RetrievedFebruary 3, 2025.
  2. ^Sinclair, Brendan (November 12, 2013)."Publishers convinced by Kickstarter, says Avellone".GamesIndustry.biz. Archived fromthe original on December 26, 2022. RetrievedFebruary 3, 2025.
  3. ^"Top 100 Game Creators of All Time: 80. Chris Avellone".IGN. February 26, 2009. Archived fromthe original on April 20, 2014. RetrievedNovember 14, 2023.
  4. ^Ruberg, Bonnie (February 20, 2009)."The Gamasutra 20: Top Game Writers".Gamasutra. p. 2. Archived fromthe original on August 9, 2010.
  5. ^"50 Most Influential People in Gaming Today".GamesTM. No. 183.Future Publishing. January 2017. pp. 54–63.
  6. ^Avellone, Chris (August 1994). "Asylum".Alarums and Excursions. No. 228.Lee Gold. p. 82.
  7. ^"Chris Avellone".LinkedIn. Archived fromthe original on July 11, 2010. RetrievedNovember 20, 2016.
  8. ^abAvellone, Chris (October 20, 2018)."Master Of The Game".The Times of India (Interview). Interviewed by Krishnaswami, Narayan. Archived fromthe original on October 21, 2018.
  9. ^abcAvellone, Chris (August 10, 2014)."Interview: Chris Avellone [English Version]".PixelCake.nl (Interview). Interviewed by Edelman, Marco. Archived fromthe original on April 22, 2017.
  10. ^Avellone, Chris (January 26, 2015)."Interview with the Devs: Chris Avellone".XP4T (Interview). Interviewed by Waever, Jonas. p. 2. Archived fromthe original on August 22, 2015.
  11. ^abcdAvellone, Chris (September 26, 2014)."Q&A with Chris Avellone".Scripts & Scribes (Interview). Interviewed by Fukunaga, Kevin. Archived fromthe original on October 17, 2014. RetrievedNovember 28, 2023.
  12. ^Chmielewski, Dawn (August 15, 2000). "The writer Chris Avellone, senior designer, Black Isle Studios".The Orange County Register. p. K7.
  13. ^Avellone, Chris; Tong, Bruce; Crocker, Jim (March 1, 1996).Heroic Adventures Volume 1. Gold Rush Games. p. 29.ISBN 9781890305000.
  14. ^Avellone, Chris (September 26, 2014)."20Q with Chris Avellone".Scripts & Scribes (Interview). Interviewed by Fukunaga, Kevin. Archived fromthe original on October 16, 2014. RetrievedNovember 16, 2023.
  15. ^Avellone, Chris (December 13, 1999)."Planescape: Torment Developer Profile: Chris Avellone".RPG Vault (Interview). Interviewed by Aihoshi, Richard. Archived fromthe original on March 2, 2000.
  16. ^abcdefghijk"Chris Avellone: A Man Of Many Words".GamesTM.Imagine Publishing. June 28, 2010. Archived fromthe original on July 5, 2010.
  17. ^abcAvellone, Chris (June 3, 2009)."Question Time: Your Interview With Chris Avellone".Kotaku Australia (Interview). Interviewed by Wildgoose, David. Archived fromthe original on June 5, 2009.
  18. ^abAvellone, Chris (March 16, 2005)."Fallout Developers Profile - Chris Avellone".No Mutants Allowed (Interview). Interviewed by Wilson, Atle "Odin". Archived fromthe original on November 22, 2005.
  19. ^Appelcline (2014, p. 137)
  20. ^Appelcline (2014, p. 106)
  21. ^abAvellone, Chris (September 3, 2013)."MOG Nation Interview: Chris Avellone of Obsidian".MOG Nation (Interview). Interviewed by Drew, Denver. Archived fromthe original(video) on October 28, 2013.
  22. ^Avellone, Chris (March 11, 2010)."AVC at GDC '10: An interview withAlpha Protocol creator Chris Avellone".The A.V. Club (Interview). Interviewed by Dahlen, Chris. Archived fromthe original on October 12, 2018.
  23. ^abcdeAvellone, Chris (September 9, 2015)."Designer Notes 11: Chris Avellone"(audio).Idle Thumbs Network (Interview). Interviewed by Johnson, Soren. RetrievedDecember 2, 2023.
  24. ^abAvellone, Chris (January 6, 2012)."Old World Questions".Obsidian Forum Community. Archived fromthe original on February 28, 2021. RetrievedNovember 28, 2023.
  25. ^abAvellone, Chris (March 9, 2015). "Interview: Chris Avellone".The Campaigner (Interview). No. 11. Interviewed by Lee, Matthew. Matthew Lee. pp. 8–15.
  26. ^"Chris Avellone | RPG Designer".RPGGeek. Archived fromthe original on December 12, 2023. RetrievedFebruary 13, 2024.
  27. ^"Haymaker!".Shadis. Vol. 3, no. 4 #16. November–December 1994. p. 51. RetrievedNovember 26, 2023 – viaInternet Archive.
  28. ^Avellone, Chris (August 1995). "Asylum".Alarums and Excursions. No. 240.Lee Gold. p. 35.
  29. ^abcdAvellone, Chris; Bleszinski, Cliff; Levine, Ken; Yamaoka, Akira (July 22, 2005)."So You Wanna Be a Game Designer".GameSpot (Interview). Interviewed by Colayco, Bob. Archived fromthe original on October 30, 2013.
  30. ^Avellone, Chris; McComb, Colin (August 1, 2007)."Tales ofTorment, Part 2".RPGWatch (Interview). Interviewed by Beekers, Thomas "Brother None". Archived fromthe original on December 30, 2014.
  31. ^"Interplay forms Division to ProduceAD&D Games" (Press release). Interplay Entertainment. August 10, 1995. Archived fromthe original on December 20, 1996.
  32. ^Barton (2013, p. 78)
  33. ^abAvellone, Chris (May 31, 2017)."DGC Ep 064: Interview with Chris Avellone".Dev Game Club (Interview). Interviewed by Douville, Bret; Longo, Tim. Archived fromthe original(audio) on March 3, 2018.
  34. ^Avellone, Chris (July 25, 2015)."Podcast Episode 9: Siege of Avellone!".Shane Plays (Interview). Interviewed by Stacks, Shane. Archived fromthe original(audio) on July 28, 2015. RetrievedFebruary 20, 2024.
  35. ^Urquhart, Feargus (June 11, 2001)."Interview with Black Isle Studios' Feargus Urquhart".Gamasutra (Interview). Interviewed by Isaac, Tramell. p. 2. Archived fromthe original on April 8, 2016.
  36. ^Barton (2013, p. 78-79)
  37. ^abMcComb, Colin (November 30, 2012)."What's next? – Colin McComb".Colin McComb – Writer and Game Designer. Archived fromthe original on September 7, 2016. RetrievedMarch 16, 2024.
  38. ^Avellone, Chris (March 30, 2017)."Q&A With Chris Avellone".The Beamblog (Interview). Interviewed by Borisov, Julius. Archived fromthe original on April 2, 2017.
  39. ^Spitzley, Dan (November 15, 2005)."Planescape: Torment Revisited Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. Archived fromthe original on February 15, 2006.
  40. ^abCraddock, David (October 5, 2018)."Pause Screen: Stone by Stone - HowPlanescape: Torment Raised the Bar for CRPGs".Shacknews. Archived fromthe original on March 31, 2020.
  41. ^abcAvellone, Chris (November 3, 2010)."Interview: Chris Avellone, Game Designer,Fallout: New Vegas".Lightspeed Magazine (Interview). Interviewed by London, Matt. Archived fromthe original on November 5, 2010.
  42. ^Avellone, Chris (June 15, 2015)."Chris Avellone Interview: Game Design,Numenera, And Hints About His Future".PC Invasion (Interview). Interviewed by Nolan, Rich. Archived fromthe original on June 11, 2015.
  43. ^Aihoshi, Richard (February 11, 2000)."Planescape: Torment Special Report, Part 1".RPG Vault. p. 2. Archived fromthe original on June 11, 2000.
  44. ^Aihoshi, Richard (November 30, 2007)."Fallout Memories".IGN. Archived fromthe original on February 21, 2014.
  45. ^abcAvellone, Chris (August 24, 2006)."Fallout 2 Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. Archived fromthe original on October 18, 2006.
  46. ^abCraddock, David (October 5, 2018)."Pause Screen: World on Fire - The Oral History ofFallout andFallout 2".Shacknews. Archived fromthe original on March 20, 2020.
  47. ^abcFargo, Brian; Redner, Jim; Ziets, George; McComb, Colin (April 13, 2017)."RPG Codex Report: A Codexian Visit to inXile Entertainment".RPG Codex (Interview). Archived fromthe original on April 16, 2017.
  48. ^abcAvellone, Chris; McComb, Colin (July 30, 2007)."Tales ofTorment, Part 1".RPGWatch (Interview). Interviewed by Beekers, Thomas "Brother None". Archived fromthe original on December 30, 2014.
  49. ^Peterson, Greg (April 23, 1999)."Planescape: Torment - Old News".Planescape: Torment. Archived fromthe original on October 7, 1999.
  50. ^abAvellone, Chris (October 3, 1998)."Tales of a Tormented Developer".IGN (Interview). Archived fromthe original on November 28, 2023.
  51. ^abAvellone, Chris (August 14, 2003)."Ad Personam: Chris Avellone, Black Isle Studios".RPGDot (Interview). Interviewed by Manzari, Sia. Archived fromthe original on October 31, 2004.
  52. ^Barton (2013, p. 75)
  53. ^Dransfield, Ian (October 2, 2018). "The History ofFallout".Retro Gamer. No. 186. Future Publishing. pp. 20–29.
  54. ^Cobbett, Richard (May 19, 2017)."The history of RPGs".PC Gamer. p. 2. Archived fromthe original on May 20, 2017.
  55. ^"The Top 100 RPGs of All Time".IGN. May 6, 2017. Archived fromthe original on May 11, 2017. RetrievedFebruary 20, 2024.
  56. ^Banks, Cory; Johnson, Leif (December 19, 2015)."The best RPGs of all time".PC Gamer. Archived fromthe original on December 22, 2015.
  57. ^abColeman, Jack; Woods, Samuel; Zak, Robert; Brooks, Jeff; O'Dwyer, Matthew; Schomer, Matthew (February 29, 2024)."DualShockers Definitives: The 30 Best RPGs Of All Time".DualShockers. Archived fromthe original on March 7, 2024. RetrievedMay 7, 2024.
  58. ^ab"Chris Avellone: Dark Knight".Edge. April 20, 2009. Archived fromthe original on April 21, 2009.
  59. ^abcAvellone, Chris (March 24, 2017)."Q&A: Chris Avellone: "Fantasy is Not My Happy Place"".Rolling Stone (Interview). Interviewed by Lopez, Miguel. Archived fromthe original on June 6, 2018.
  60. ^Avellone, Chris (November 14, 2005)."Planescape: Torment Revisited Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. Archived fromthe original on February 15, 2006.
  61. ^Park, Andrew (December 20, 2006)."The Greatest Games of All Time:Planescape: Torment".GameSpot. Archived fromthe original on October 13, 2013. RetrievedJune 23, 2020.
  62. ^"The top 100 PC games".PC Gamer. October 10, 2023. Archived fromthe original on October 10, 2023. RetrievedMarch 17, 2024.
  63. ^"The 100 Best Video Games of All Time".Slant Magazine. April 13, 2020. Archived fromthe original on February 25, 2024. RetrievedMarch 17, 2024.
  64. ^"Best PC games of all time".Rock Paper Shotgun. November 24, 2017. Archived fromthe original on March 31, 2019.
  65. ^Hughes, William (August 9, 2019)."In 1999, video game writing hit a high-water mark".The A.V. Club.Archived from the original on September 22, 2021. RetrievedJune 23, 2020.
  66. ^ab"Behind the scenes ofIcewind Dale".GamesTM. Imagine Publishing. February 17, 2016. Archived fromthe original on February 27, 2016.
  67. ^Dransfield, Ian (May 12, 2011)."Obsidian Dev PondersPlanescape: Torment Return".NowGamer. Archived fromthe original on August 24, 2011.
  68. ^Urquhart, Feargus; Maldonado, David (March 17, 2002)."PC Gaming Graveyard:Black Isle's Torn - Interview with Feargus Urquhart (Black Isle Division president), with additional comments from David Maldonado (lead designer ofBIS: Torn)".GameSpot (Interview). Interviewed by Janicki, Stefan. Archived fromthe original on June 4, 2002.
  69. ^Parker, Chris; Monahan, Darren; Deiley, John; Perales, Stone; Johnson, Derek; Manley, Jason; French, Thomas (May 30, 2000)."Icewind Dale Interview".RPG Vault (Interview). Interviewed by Aihoshi, Richard. Archived fromthe original on May 10, 2003.
  70. ^abUrquhart, Feargus (January 31, 2017)."IGN Unfiltered 15: Legendary RPG Developer Feargus Urquhart"(video).IGN (Interview). Interviewed by McCaffrey, Ryan. RetrievedMarch 23, 2024.
  71. ^Sawyer, Josh (April 19, 2000)."Old News: April 2000".Icewind Dale. Archived fromthe original on October 19, 2000.
  72. ^abAvellone, Chris (January 10, 2014)."Chris Avellone Interview".RPGamer (Interview). Interviewed by Stringer, Johnathan. Archived fromthe original on January 26, 2022. RetrievedMarch 30, 2024.
  73. ^abBratt, Chris (September 21, 2017)."TheFallout 3 we never got to play".Eurogamer. Archived fromthe original on June 2, 2022. RetrievedMarch 30, 2024.
  74. ^Sawyer, Josh (October 17, 2000)."PC Previews:Icewind Dale: Heart of Winter Q&A".GameSpot (Interview). Archived fromthe original on June 10, 2001.
  75. ^Sawyer, Josh (March 7, 2001)."Question of the Day - March 5th - 9th, 2001".GameBanshee (Interview). Archived fromthe original on June 21, 2001. RetrievedMarch 29, 2024.
  76. ^Avellone, Chris (November 21, 2000)."Old News: November 2000".Icewind Dale. Archived fromthe original on February 10, 2001.
  77. ^Schwarz, Eric (October 27, 2011)."Icewind Dale: The Past, Present, and Future".GameBanshee. p. 2. Archived fromthe original on March 29, 2024. RetrievedMarch 29, 2024.
  78. ^Urquhart, Feargus (January 31, 2002)."address this".Black Isle Studios Message Boards. Archived fromthe original on April 15, 2002.
  79. ^ab"Over 20 years of RPG making with Chris Avellone".GamesTM. Imagine Publishing. October 11, 2016. Archived fromthe original on October 12, 2016.
  80. ^abMason, Graeme (November 28, 2018). "The History ofBaldur's Gate".Retro Gamer. No. 188. Future Publishing. pp. 68–75.
  81. ^Avellone, Chris (February 19, 2002)."Interview with Chris Avellone".Duck and Cover (Interview). Interviewed by Black, Andy "Killzig". Archived fromthe original on July 24, 2002.
  82. ^Maldonado, David; Rosman, Ken (March 22, 2001)."Black Isle Studios:TORN Interview".RPG Vault (Interview). Interviewed by Aihoshi, Richard. p. 1. Archived fromthe original on June 7, 2001.
  83. ^Maldonado, David (May 4, 2001)."Black Isle Studios:TORN Designer Diary, Chapter 2".RPG Vault. p. 1. Archived fromthe original on June 4, 2001.
  84. ^"TORN Officially Officially Cancelled".IGN. July 27, 2001. Archived fromthe original on April 26, 2013. RetrievedMarch 30, 2024.
  85. ^Gouskos, Carrie (August 30, 2005)."Heartbreakers".GameSpot. Archived fromthe original on October 31, 2013. RetrievedMarch 30, 2024.
  86. ^Craddock, David (October 5, 2018)."Pause Screen: Where Winter Never Ends - The Freewheeling Development ofIcewind Dale".Shacknews. Archived fromthe original on March 31, 2020.
  87. ^Avellone, Chris (May 10, 2002)."Icewind Dale II Designer Diary #7".RPG Vault. p. 1. Archived fromthe original on August 2, 2002.
  88. ^Sawyer, Josh (August 27, 2002)."DB-Forge Features: Interview with J.E. Sawyer".The Dragon's Breath Forge (Interview). Archived fromthe original on October 19, 2002.
  89. ^Rausch, Allen (August 19, 2004)."A History ofD&D Video Games – Part V".GameSpy. Archived fromthe original on August 20, 2004. RetrievedMarch 30, 2024.
  90. ^Hardie, Ion; Avellone, Chris (January 18, 2017)."RPG Codex Interview: Ion Hardie onLionheart: Legacy of the Crusader".RPG Codex (Interview). Archived fromthe original on June 7, 2017.
  91. ^Sawyer, Josh (February 13, 2007)."The Black Hound Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. p. 1. Archived fromthe original on October 2, 2007.
  92. ^Urquhart, Feargus (September 7, 2014)."Matt Chat 256: Feargus Urquhart on the Fall of Black Isle"(video).YouTube (Interview). Interviewed by Barton, Matt. 16 minutes in. RetrievedApril 4, 2024.
  93. ^"Black Isle president steps down".GameSpot. April 16, 2003. Archived fromthe original on February 28, 2004.
  94. ^Bailey, Kat (August 31, 2017)."The Last Days of Black Isle Studios".USgamer. Archived fromthe original on September 4, 2017.
  95. ^Avellone, Chris (November 9, 2018)."The full Chris Avellone interview:Baldur's Gate 3,Fallout: Van Buren, and the failings ofPillars of Eternity".PCGamesN (Interview). Interviewed by Peel, Jeremy. Archived fromthe original on November 10, 2018. RetrievedApril 4, 2024.
  96. ^Green, Jeff (June 2004). "The Sith Strike Back!".Computer Gaming World. No. 239.Ziff Davis. pp. 58–67.
  97. ^Tsao, Jennifer (June 2004). "Knight Stalkers".Electronic Gaming Monthly. No. 179. Ziff Davis. pp. 76–82.
  98. ^Avellone, Chris (October 1, 2004)."Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #2".GameSpot. Archived fromthe original on May 24, 2016.
  99. ^Batchelor, James (April 15, 2019)."HowClone Wars andRebels influencedStar Wars Jedi: Fallen Order".GamesIndustry.biz. Archived fromthe original on September 10, 2022. RetrievedMay 5, 2024.
  100. ^Parker, Chris; Avellone, Chris (December 27, 2004)."Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 2".RPG Vault (Interview). Interviewed by Aihoshi, Richard. pp. 1–2. Archived fromthe original on December 29, 2004.
  101. ^abAvellone, Chris (March 20, 2013)."Interview With Obsidian's Chris Avellone".AggroGamer (Interview). Interviewed by Buell, Fred. Archived fromthe original on March 24, 2013.
  102. ^abMaison, Jordan (December 6, 2019)."Knights of the Old Republic II Developer Chris Avellone Discusses the Game's Impact 15 Years Later".Cinelinx. Archived fromthe original on December 8, 2019. RetrievedMay 5, 2024.
  103. ^abCraddock, David (October 5, 2018)."Beneath a Starless Sky:Pillars of Eternity and the Infinity Engine Era of RPGs, Chapter 3: The Roleplaying Company".Shacknews. Archived fromthe original on November 26, 2018.
  104. ^Avellone, Chris; Parker, Chris (December 27, 2004)."Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 1".RPG Vault (Interview). Interviewed by Aihoshi, Richard. pp. 2–3. Archived fromthe original on December 25, 2004.
  105. ^Gallo, Mike; Avellone, Chris; Parker, Chris (July 2, 2004)."Star Wars Knights of the Old Republic II: The Sith Lords Interview, Part 1".RPG Vault (Interview). Interviewed by Aihoshi, Richard. p. 2. Archived fromthe original on August 16, 2004.
  106. ^abAvellone, Chris (May 8, 2008)."Interview with Writer Chris Avellone".EU Cantina.net (Interview). Archived fromthe original on June 7, 2008.
  107. ^Rausch, Allen (February 4, 2005)."Reviews:Star Wars Knights of the Old Republic II: The Sith Lords".GameSpy. Archived fromthe original on February 7, 2005. RetrievedMay 5, 2024.
  108. ^Annabel, Travis (May 14, 2018)."WhyKnights of the Old Republic 2 Tells My FavouriteStar Wars Story".IGN. Archived fromthe original on May 14, 2018. RetrievedMay 5, 2024.
  109. ^Owen, Phil (May 30, 2014)."WhyStar Wars: Knights of the Old Republic 2 Is Better Than The Original".Kotaku. Archived fromthe original on May 31, 2014. RetrievedMay 5, 2024.
  110. ^Honorof, Marshall (May 4, 2020)."The bestStar Wars game isKOTOR II — and it's not even close".Tom's Guide. Archived fromthe original on August 6, 2020. RetrievedMay 5, 2024.
  111. ^ab"Star Wars Tales #24 [Cover A]".Grand Comics Database. Archived fromthe original on January 22, 2021. RetrievedMay 7, 2024.
  112. ^Avellone, Chris (February 23, 2009)."Chris Avellone interview (part 1)".StarWarsKnights.com (Interview). Archived fromthe original on February 27, 2009.
  113. ^Avellone, Chris (April 18, 2014)."Interview with Chris Avellone".RPGNuke (Interview). Archived fromthe original on November 24, 2017.
  114. ^Urquhart, Feargus (August 16, 2004)."Talking: Feargus Urquhart".1UP (Interview). Interviewed by Gifford, Kevin. Archived fromthe original on September 7, 2004.
  115. ^Muzyka, Ray; Zeschuk, Greg (September 27, 2004)."What's Up, Doc?".Voodoo Extreme (Interview). Interviewed by Howarth, Robert. Archived fromthe original on October 11, 2004.
  116. ^Urquhart, Feargus (August 16, 2004)."Neverwinter Nights 2, Part 2: More time talking to the Obsid-don".Eurogamer (Interview). Interviewed by Gillen, Kieron. Archived fromthe original on July 5, 2022.
  117. ^Sawyer, Josh (April 27, 2007)."Neverwinter Nights 2 interview".RPG Codex (Interview). Archived fromthe original on October 11, 2007.
  118. ^"Neverwinter Nights 2 for PC Reviews".Metacritic.CBS Interactive. Archived fromthe original on August 10, 2022. RetrievedMay 7, 2024.
  119. ^Avellone, Chris (November 6, 2009)."Interview to Chris Avellone, from Obsidian Entertainment".Grupo 97 (Interview). Interviewed by Lamelo, Santiago. Archived fromthe original on November 11, 2009.
  120. ^abMakuch, Eddie (December 17, 2012)."Obsidian worked onSnow White prequel".GameSpot. Archived fromthe original on June 29, 2017.
  121. ^abAvellone, Chris (June 5, 2016)."RPG Codex Interview: Chris Avellone at Digital Dragons 2016".RPG Codex (Interview). Archived fromthe original on June 27, 2017.
  122. ^Saunders, Kevin (April 13, 2007)."Neverwinter Nights 2: Mask of the Betrayer Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. Archived fromthe original on April 16, 2007.
  123. ^Ziets, George (March 21, 2015)."The Man Behind the Mask ‒ an interview with George Ziets".Grimuar Sferowca (Interview). Archived fromthe original on March 5, 2016. RetrievedMay 7, 2024.
  124. ^Ziets, George (December 2, 2019)."Matt Chat 434: George Ziets on Setting, Choices, Villains, and More"(video).YouTube (Interview). Interviewed by Barton, Matt. 6 minutes in. RetrievedJune 25, 2024.
  125. ^Saunders, Kevin (August 27, 2008)."Mask of the Betrayer design interview with Kevin Saunders".Iron Tower Studio Forums (Interview). Archived fromthe original on September 17, 2008. RetrievedMay 7, 2024.
  126. ^Ziets, George (August 24, 2008)."Mask of the Betrayer design interview with George Ziets".Iron Tower Studio Forums (Interview). Archived fromthe original on September 17, 2008. RetrievedMay 7, 2024.
  127. ^Saunders, Kevin (August 15, 2007)."Neverwinter Nights 2: Mask of the Betrayer Interview - Part 2".RPG Vault (Interview). Interviewed by Aihoshi, Richard. p. 1. Archived fromthe original on August 24, 2007.
  128. ^Biessener, Adam; Juba, Joe (October 10, 2007)."Review:Neverwinter Nights 2: Mask of the Betrayer".Game Informer. Archived fromthe original on October 11, 2007.
  129. ^Green, Jeff (October 9, 2007)."Reviews:Neverwinter Nights 2: Mask of the Betrayer".1UP. Archived fromthe original on October 20, 2007.
  130. ^Nguyen, Thierry (October 19, 2007)."Reviews:Neverwinter Nights 2: Mask of the Betrayer".GameTap. Archived fromthe original on October 22, 2007.
  131. ^abcBrown, Fraser (April 3, 2013)."Chris Avellone onTorment and being a human stretch goal".Destructoid. Archived fromthe original on January 19, 2022. RetrievedMay 7, 2024.
  132. ^abcPurchese, Robert (September 6, 2017)."The making ofAlpha Protocol, Obsidian's secret best RPG".Eurogamer. Archived fromthe original on September 9, 2017. RetrievedMay 9, 2024.
  133. ^abPurchese, Robert (September 12, 2017)."Rummaging through Obsidian's drawer of game ideas".Eurogamer. Archived fromthe original on September 12, 2017. RetrievedMay 9, 2024.
  134. ^Mitsoda, Brian (August 15, 2012)."Brian Mitsoda on Game Writing,Dead State, and Past Projects".The Critical Bit (Interview). Interviewed by Carter, Rob. Archived fromthe original on October 11, 2012.
  135. ^Dunham, Jeremy (March 23, 2006)."Obsidian and SEGA Partner Up for New RPG".IGN. Archived fromthe original on May 8, 2024. RetrievedMay 9, 2024.
  136. ^Purchese, Robert (June 27, 2013)."Obsidian: base building inAliens: Crucible, canned games and publishers now open to Kickstarter-sized projects".Eurogamer. Archived fromthe original on May 8, 2022. RetrievedMay 12, 2024.
  137. ^Wales, Matt (December 13, 2006)."Obsidian Tackling SEGAAlien RPG".IGN. Archived fromthe original on February 10, 2013. RetrievedMay 12, 2024.
  138. ^Avellone, Chris (January 2, 2016)."Chris Avellone Talks Games, Obsidian, And Christmas Sweater Etiquette".Game Informer (Interview). Interviewed by Tack, Daniel.Archived from the original on January 4, 2016.
  139. ^Avellone, Chris; Sawyer, Josh; Saunders, Kevin; Ziets, George; Gaider, David; Miranda, Alan; Scull, Luke; Jobe, Mat; Davis, Russ; Vogel, Jeff; Riegsecker, Thomas; Barnson, Jay; Compton, Jason; Fouche, Gareth (May 15, 2008)."Roundtable: Setting".Iron Tower Studio Forums. Archived fromthe original on May 27, 2008. RetrievedMay 13, 2024.
  140. ^Avellone, Chris (November 28, 2009)."Alpha Protocol Narrative Process Backslash Ramble".Obsidian Forum Community. Archived fromthe original on December 4, 2009.
  141. ^Crecente, Brian (February 12, 2009)."Rumor:Aliens RPG Canceled, Layoffs Hit".Kotaku. Archived fromthe original on July 13, 2019. RetrievedMay 14, 2024.
  142. ^Thorsen, Tor (July 1, 2009)."Obsidian, Sega confirmAliens RPG 'no longer in development'".GameSpot. Archived fromthe original on October 26, 2013. RetrievedMay 14, 2024.
  143. ^Serin, Kaan (April 18, 2023)."Obsidian'sAliens RPG was canned because of dysfunction and slow progress, Josh Sawyer reveals".Rock Paper Shotgun. Archived fromthe original on April 18, 2023. RetrievedMay 14, 2024.
  144. ^Urquhart, Feargus (July 2, 2010)."E3 2010: Feargus Urquhart Interview".GameBanshee (Interview). Interviewed by Birnbaum, Jon. pp. 1–2. Archived fromthe original on February 11, 2024. RetrievedMay 14, 2024.
  145. ^Adams, David (July 12, 2004)."Bethesda GrabsFallout 3".IGN. Archived fromthe original on April 22, 2020. RetrievedMay 14, 2024.
  146. ^Stapleton, Dan (April 2010). "Fallout: New Vegas: The acclaimed post-nuclear role-playing series returns to the west–and to the hands of veteranFallout developers–for another immersive, sinfully gory adventure".PC Gamer. No. 199. Future Publishing. pp. 52–60.
  147. ^Sawyer, Josh (October 10, 2018)."Josh Sawyer: Chapter II:Fallout: New Vegas & Cancelled Projects -Baldur's Gate 3,Van Buren andAliens: Crucible".Talkin' Games (Interview). Interviewed by Vertigo, Mars. Archived fromthe original on September 26, 2020.
  148. ^Sawyer, Josh (June 10, 2021)."99 Potions Episode 49: Josh Sawyer".Megaphone (Interview). Interviewed by Warren, John; Strom, Steven; Flores, Natalie. 22 minutes in. Archived fromthe original(audio) on June 11, 2021.
  149. ^abcAvellone, Chris (May 4, 2010)."Interview - Obsidian's Chris Avellone onFallout: New Vegas".VG247 (Interview). Interviewed by Cullen, Johnny. Archived fromthe original on May 8, 2022.
  150. ^abcAvellone, Chris (June 3, 2015)."TOVG (EXTRA) Spotlight – Interview with Chris Avellone by Gerry Martin".That One Video Gamer (Interview). Interviewed by Martin, Gerry. Archived fromthe original on July 7, 2015.
  151. ^Sliwinski, Alexander (May 14, 2010)."Alpha Protocol delay back to a 'business decision only'".Joystiq. Archived fromthe original on May 15, 2010.
  152. ^Ingham, Tim (July 6, 2010)."Sega rules outAlpha Protocol sequel".Computer and Video Games. Archived fromthe original on July 8, 2010.
  153. ^Billcliffe, James (March 20, 2024)."Cult-classicAlpha Protocol is back from the dead – here are 5 lessons it can teach modern action games".VG247. Archived fromthe original on March 20, 2024. RetrievedMay 14, 2024.
  154. ^Tu, Andrew (November 20, 2022)."Alpha Protocol Is The Best Spy Game You've Never Played".Comic Book Resources. Archived fromthe original on November 21, 2022. RetrievedMay 14, 2024.
  155. ^Avellone, Chris (September 18, 2011)."An Interview with Chris Avellone - game designer, writer, and former 'unlucky schlep' - Part 3".Gamasutra (Interview). Interviewed by Ooi, Will. Archived fromthe original on September 28, 2011.
  156. ^Boyarsky, Leonard; Taylor, Chris; Urquhart, Feargus; Avellone, Chris; Sawyer, Josh (October 11, 2007)."Fallout Retrospective Interview".No Mutants Allowed (Interview). Interviewed by Beekers, Thomas "Brother None". Archived fromthe original on October 11, 2007.
  157. ^Avellone, Chris (April 25, 2015)."[Fallout: New Vegas] Interview with Chris Avellone".Codex of RPG Elucidation (Interview). Archived fromthe original on June 26, 2015. RetrievedMay 15, 2024.
  158. ^Sawyer, Josh (January 3, 2011)."I know that you wrote a couple of the quests, including Return To Sender, but did you help write any parts of the main storyline ofNew Vegas? If so, what parts?".Formspring. Archived fromthe original on January 6, 2011.
  159. ^Avellone, Chris (April 13, 2012)."RPG Fireside Chat with Brian Fargo and Chris Avellone AMA".Reddit. Archived fromthe original on December 26, 2020. RetrievedMay 14, 2024.
  160. ^Sawyer, Josh (September 6, 2017)."He's Getting a Fireball: Josh Sawyer Reflects on Nearly 20 Years Spent Making RPG Classics for Obsidian and Black Isle Studios".USgamer (Interview). Interviewed by Bailey, Kat. Archived fromthe original on September 8, 2017.
  161. ^abcGeorge, Rich; Schedeen, Jesse; Iverson, Dan (July 20, 2010)."SDCC10:Fallout: New Vegas Origins".IGN.Archived from the original on October 31, 2014. RetrievedJanuary 15, 2025.
  162. ^Avellone, Chris (September 22, 2010)."Chris Avellone Bets on"Fallout: New Vegas"".Comic Book Resources (Interview). Interviewed by Sunu, Steve. Archived fromthe original on November 19, 2010.
  163. ^Creswell, Jacob (October 26, 2022)."Fallout: New Vegas' Best DLC Antagonist Was Almost a Base Game Companion".Comic Book Resources. Archived fromthe original on October 27, 2022. RetrievedMay 14, 2024.
  164. ^Bailey, Kat (September 13, 2017)."The Making ofFallout New Vegas: How Obsidian's Cult Sequel Became a Beloved Classic".USgamer. Archived fromthe original on September 13, 2017.
  165. ^"The 50 best RPGs ever".VG247. April 12, 2019. Archived fromthe original on September 19, 2021. RetrievedMay 14, 2024.
  166. ^"25 Best RPGs Ever Made".Den of Geek. May 31, 2021. Archived fromthe original on May 31, 2021. RetrievedMay 14, 2024.
  167. ^Sawyer, Josh (July 4, 2020)."jesawyer on Tumblr".Tumblr. Archived fromthe original on February 21, 2023. RetrievedMay 20, 2024.
  168. ^abAvellone, Chris (June 28, 2011)."An Interview with Chris Avellone - game designer, writer, and former 'unlucky schlep' - Part 1".Gamasutra (Interview). Interviewed by Ooi, Will. Archived fromthe original on June 28, 2011.
  169. ^Avellone, Chris (November 23, 2011)."Fallout: New Vegas and DLC Post-mortem Interview, Part One".GameBanshee (Interview). Interviewed by Birnbaum, Jon. Archived fromthe original on January 18, 2021. RetrievedMay 20, 2024.
  170. ^Williams, Callum (January 21, 2024)."How to Play theFallout Games in Chronological Order".IGN. Archived fromthe original on January 21, 2024. RetrievedMay 20, 2024.
  171. ^Swaim, Michael (April 15, 2024)."TheFallout Game You Need to Play While You Wait for Season 2 of the Show".IGN. Archived fromthe original on April 15, 2024. RetrievedMay 20, 2024.
  172. ^Byrd, Matthew (September 30, 2023)."25 Best Video Game DLC Expansions, Ranked".Den of Geek. Archived fromthe original on October 1, 2023. RetrievedMay 20, 2024.
  173. ^Dyce, Andrew (March 28, 2014)."Top 10 Video Game DLC Expansions of All-Time".Game Rant. Archived fromthe original on April 28, 2015. RetrievedMay 21, 2024.
  174. ^abSawyer, Josh (January 10, 2022)."Designer Notes: Josh Sawyer - Part 2"(audio).Idle Thumbs Network (Interview). Interviewed by Johnson, Soren. RetrievedDecember 31, 2024.
  175. ^abcPurchese, Robert (September 8, 2017)."Stormlands and the million-man raid: Obsidian's cancelled Xbox One exclusive".Eurogamer. Archived fromthe original on September 10, 2017.
  176. ^Avellone, Chris (August 18, 2011)."Entrevista con Chris Avellone".El Pixel Illustre (Interview).Archived from the original on October 30, 2011.
  177. ^Stanton, Rich (December 19, 2023)."Obsidian pitched doing aFallout: New Vegas but forThe Elder Scrolls, Bethesda said nah we're good thanks".PC Gamer. Archived fromthe original on December 19, 2023.
  178. ^Handrahan, Matthew (February 9, 2012)."Double Fine launches Kickstarter campaign for new project".GamesIndustry.biz. Archived fromthe original on October 4, 2022. RetrievedDecember 31, 2024.
  179. ^Magrino, Tom (February 9, 2012)."Double Fine Adventure sets Kickstarter record".GameSpot. Archived fromthe original on February 12, 2012.
  180. ^Hillier, Brenna (February 13, 2012)."Chris Avellone, David Jaffe keen on crowdfunding".VG247. Archived fromthe original on September 21, 2021.
  181. ^Yin-Poole, Wesley (February 13, 2012)."Fallout: New Vegas dev asks fans what game they would like it to Kickstart".Eurogamer. Archived fromthe original on May 18, 2022.
  182. ^Avellone, Chris (December 19, 2013)."Interview with Chris Avellone".Gamasutra (Interview). Interviewed by Danilevski, Anti. Archived fromthe original on May 14, 2014.
  183. ^Meer, Alec (February 10, 2012)."Obsidian Want To Know What You Want Them To Make".Rock Paper Shotgun. Archived fromthe original on April 18, 2021.
  184. ^Avellone, Chris (February 15, 2012)."Initial Kickstarter Responses".Obsidian Forum Community. Archived fromthe original on March 15, 2012.
  185. ^abAvellone, Chris; Brennecke, Adam (January 16, 2013)."Interview mit Obsidians Chris Avellone und Adam Brennecke - KickstartingProject Eternity".GameStar (Interview) (in German). Interviewed by Klinge, Heiko.Archived from the original on February 3, 2024.
  186. ^Hillier, Brenna (December 2, 2012)."Planescape: Torment designer hints at follow up".VG247. Archived fromthe original on August 17, 2022.
  187. ^abMeer, Alec (December 3, 2012)."Pleasure WithoutPlanescape: A NewTorment?".Rock Paper Shotgun. Archived fromthe original on April 21, 2021.
  188. ^Walker, Trey (January 24, 2002)."Interplay CEO calls it quits".GameSpot.Archived from the original on November 18, 2013.
  189. ^Fargo, Brian (October 1, 2003)."Brian Fargo: Back in play".GameSpot (Interview).Archived from the original on March 14, 2020.
  190. ^Gallegos, Anthony (February 15, 2012)."Wasteland Reboot in the Works".IGN.Archived from the original on October 17, 2012.
  191. ^Avellone, Chris (February 21, 2012)."Kickstarter andWasteland 2 Thoughts".Obsidian Forum Community. Archived fromthe original on February 25, 2012.
  192. ^abAvellone, Chris (July 25, 2012)."Return to theWasteland: Obsidian's Chris Avellone".GamesIndustry.biz (Interview). Interviewed by Pearson, Dan.Archived from the original on October 2, 2022.
  193. ^Avellone, Chris; Fargo, Brian (April 11, 2012)."Wasteland 2 Interview with Chris Avellone and Brian Fargo".No Mutants Allowed (Interview). Interviewed by Beekers, Thomas "Brother None". Archived fromthe original on April 14, 2012.
  194. ^Avellone, Chris (May 25, 2016)."My Favourite Game -Wasteland, by Chris Avellone (Season 4 Premiere)"(audio).Internet Archive (Interview). Interviewed by Cullen, Johnny. 78 minutes in. RetrievedJanuary 1, 2025.
  195. ^abCraddock, David (October 5, 2018)."Beneath a Starless Sky:Pillars of Eternity and the Infinity Engine Era of RPGs, Chapter 4: Penny Bets".Shacknews.Archived from the original on October 18, 2018.
  196. ^Rose, Mike (March 13, 2012)."Wasteland 2 Kickstarter launches with $900K goal".Gamasutra. Archived fromthe original on March 16, 2012.
  197. ^Rose, Mike (March 15, 2012)."Wasteland 2 Kickstarter surpasses $900K goal in 2 days".Gamasutra. Archived fromthe original on March 17, 2012.
  198. ^Sliwinski, Alexander (March 30, 2012)."Obsidian will help withWasteland 2 if Kickstarter reaches $2.1 million".Joystiq. Archived fromthe original on March 31, 2012.
  199. ^Yin-Poole, Wesley (April 17, 2012)."Wasteland 2 Kickstarter ends with over $3m raised".Eurogamer.Archived from the original on July 6, 2022.
  200. ^Avellone, Chris (June 1, 2012)."Interview: Chris Avellone, Creative Director and Co-Owner, Obsidian Entertainment, Inc".Gather Your Party (Interview). Interviewed by Ceb, Mark. Archived fromthe original on November 18, 2012.
  201. ^Avellone, Chris (January 17, 2016)."DiscussingFallout 4 & Future OfFallout w/ Chris Avellone - H.A.M. Radio Podcast Ep 45"(video).YouTube (Interview). Interviewed by Schroeder, Matty "MrMattyPlays"; Pierson, Noah "shierfruitsalad"; Roses, Jonny "LoneVaultWanderer". 65 minutes in. RetrievedJanuary 2, 2025.
  202. ^Grayson, Nathan (February 8, 2013)."New Republic: Obsidian Actively Pitching MoreStar Wars".Rock Paper Shotgun.Archived from the original on April 21, 2021. RetrievedJanuary 3, 2024.
  203. ^Purchese, Robert (July 25, 2012)."Chris Avellone "very tempted" to do aPlanescape: Torment Kickstarter".Eurogamer.Archived from the original on April 25, 2022.
  204. ^Avellone, Chris (November 30, 2012)."FromTorment toEternity: Chris Avellone on RPGs".Gamasutra (Interview). Interviewed by Alexander, Saul. p. 2. Archived fromthe original on December 4, 2012.
  205. ^Avellone, Chris; Brennecke, Adam (February 23, 2013)."Interview exclusive pourProject Eternity".RPG France (Interview) (in French and English). Archived fromthe original on April 22, 2013.
  206. ^Makuch, Eddie (September 18, 2012)."Obsidian'sProject Eternity RPG fully funded".GameSpot.Archived from the original on November 3, 2015.
  207. ^Goldfarb, Andrew (October 17, 2012)."Project Eternity: Most Funded Game Kickstarter Ever".IGN.Archived from the original on October 19, 2012.
  208. ^Hamilton, Ian (October 17, 2012)."Game developer sets Kickstarter record".The Orange County Register.Archived from the original on March 25, 2023.
  209. ^Fargo, Brian (January 9, 2013)."Post-Planescape: Fargo Reveals The Future OfTorment".Rock Paper Shotgun (Interview). Interviewed by Meer, Alec.Archived from the original on April 13, 2021. RetrievedJanuary 6, 2025.
  210. ^"Mark Morgan to Score inXile'sTorment Successor,Torment: Tides of Numenera".GameBanshee. January 29, 2013.Archived from the original on August 15, 2024. RetrievedJanuary 6, 2025.
  211. ^Peel, Jeremy (March 4, 2013)."InXile to fundTorment sequel via Kickstarter; Chris Avellone sends stickynotes of endorsement".PCGamesN.Archived from the original on September 24, 2015. RetrievedJanuary 6, 2025.
  212. ^Owen, Phil (March 6, 2013)."Torment: Tides of Numenera reaches Kickstarter goal in six hours".VG247.Archived from the original on May 21, 2024. RetrievedJanuary 6, 2025.
  213. ^Purchese, Robert (March 22, 2013)."Torment's $3.5m Kickstarter stretch goal is Obsidian's Chris Avellone".Eurogamer.Archived from the original on December 5, 2022. RetrievedJanuary 6, 2025.
  214. ^Corriea, Alexa Ray (April 3, 2013)."Torment: Tides of Numenera adds Chris Avellone for successfully reaching $3.5M goal".Polygon.Archived from the original on April 6, 2013. RetrievedJanuary 6, 2025.
  215. ^Avellone, Chris (April 10, 2013)."Man of Many Parts: Chris Avellone's busy schedule".GamesIndustry.biz (Interview). Interviewed by Pearson, Dan.Archived from the original on November 27, 2022.
  216. ^Sarkar, Samit (April 6, 2013)."Torment: Tides of Numenera Kickstarter tops $4M, becomes highest-funded game to date".Polygon.Archived from the original on April 9, 2013. RetrievedJanuary 6, 2025.
  217. ^Matulef, Jeffrey (April 6, 2013)."Torment: Tides of Numenera sets new Kickstarter record with over $3.99 million".Eurogamer.Archived from the original on April 8, 2013. RetrievedJanuary 6, 2025.
  218. ^Murphy, David (April 7, 2013)."Torment: Tides of Numenera is Most-Funded Kickstarter Game Ever".PC Magazine. Archived fromthe original on June 15, 2021.
  219. ^Radcliffe, Jessica Lynn (November 20, 2022)."Torment: Tides of Numenera: All Companions, Ranked".Game Rant.Archived from the original on January 26, 2023. RetrievedJanuary 6, 2025.
  220. ^Avellone, Chris (April 13, 2020)."Chris Avellone's four big achievements from the 2010s".Play Diaries (Interview). Interviewed by Cullen, Johnny. Archived fromthe original on June 11, 2020.
  221. ^Avellone, Chris (November 16, 2013)."MIGS 2013 - Chris Avellone Interview - GamerQC.com"(video).YouTube (Interview). Interviewed by Bertiaux, Michael. 4 minutes in. RetrievedJanuary 7, 2025.
  222. ^Avellone, Chris; Ma, Justin; Davis, Matthew (March 28, 2018)."The PC Gamer Show Special: Chris Avellone, Justin Ma and Matthew Davis talkInto the Breach"(audio).PC Gamer (Interview). Interviewed by Fenlon, Wes. RetrievedJanuary 7, 2025.
  223. ^abcdAvellone, Chris (February 27, 2018)."Interesting People #27: Chris Avellone onInto The Breach".Steemit (Interview). Interviewed by Ritchie, Craig "badastroza".Archived from the original on February 28, 2018.
  224. ^Maiberg, Emanuel (March 28, 2014)."FTL: Advanced Edition out April 3".PC Gamer. Archived fromthe original on October 26, 2014.
  225. ^Purchese, Robert (December 10, 2013)."Obsidian renamesProject Eternity, releases a proper video".Eurogamer. Archived fromthe original on May 8, 2022. RetrievedJanuary 3, 2025.
  226. ^Kelly, Andy (March 26, 2015)."Pillars of Eternity review".PC Gamer. Archived fromthe original on March 26, 2015.
  227. ^Craddock, David (October 5, 2018)."Beneath a Starless Sky:Pillars of Eternity and the Infinity Engine Era of RPGs, Chapter 10: Soul Ex Machina".Shacknews. Archived fromthe original on March 31, 2020.
  228. ^Avellone, Chris (July 23, 2015)."Red Pages Podcast Episode 57: Nolan North Voices: You"(audio).Red Pages Podcast (Interview). Interviewed by Bortnick, Justin; Kim, Paul. 87 minutes in. RetrievedJanuary 3, 2025.
  229. ^Livingston, Christopher (March 22, 2016)."Obsidian'sTyranny explores what happens after the bad guys win".PC Gamer. Archived fromthe original on March 25, 2016.
  230. ^Avellone, Chris (June 5, 2014)."Episode 146 : A Smooth Volcanic Rock | 8-bit Radio".Beyond 8-bit Radio (Interview). 5 minutes in. Archived fromthe original(audio) on September 9, 2014.
  231. ^abAvellone, Chris (July 1, 2017)."Constantly Calibrating Podcast (Gaming & Geek Culture): #232 - Calibrating Chris Avellone II (Pathfinder: Kingmaker)"(audio).Constantly Calibrating Podcast (Gaming & Geek Culture) (Interview). Interviewed by Stanley, Justin; Silverman, Josh. RetrievedJanuary 3, 2025.
  232. ^Savage, Phil (January 14, 2015)."Pillars of Eternity release date announced".PC Gamer. Archived fromthe original on January 16, 2015.
  233. ^Avellone, Chris (May 7, 2018)."Interview with Chris Avellone on Obsidian Entertainment".TechRaptor (Interview). Interviewed by Costa, Richard.Archived from the original on March 23, 2020.
  234. ^Purchese, Robert (June 9, 2015)."Chris Avellone leaves Obsidian Entertainment".Eurogamer.Archived from the original on June 9, 2015. RetrievedJanuary 3, 2025.
  235. ^Smith, Adam (June 9, 2015)."Go It Alone: Chris Avellone Has Left Obsidian".Rock Paper Shotgun.Archived from the original on March 1, 2021. RetrievedJanuary 3, 2025.
  236. ^Barrett, Ben (June 22, 2016)."Chris Avellone had a significant impact onTyranny before he left Obsidian".PCGamesN.Archived from the original on June 23, 2016. RetrievedJanuary 3, 2025.
  237. ^Steinman, Gary (April 25, 2017)."Crafting the Story ofPrey".Bethesda.net.Archived from the original on August 16, 2017. RetrievedJanuary 7, 2024.
  238. ^Avellone, Chris (June 10, 2017)."Chris Avellone Interview!Fallout,Prey,Pathfinder & his future"(video).YouTube (Interview). Interviewed by Roses, Jonny "LoneVaultWanderer". 5 minutes in. RetrievedJanuary 7, 2025.
  239. ^Mahardy, Mike (June 1, 2015)."The Bard's Tale IV Kickstarter Launches Tomorrow".IGN. Archived fromthe original on June 2, 2015. RetrievedJanuary 9, 2025.
  240. ^Wilson, Jason (June 14, 2015)."The Bard's Tale IV reaches its Kickstarter goal in just 12 days".VentureBeat. Archived fromthe original on January 9, 2025. RetrievedJanuary 9, 2025.
  241. ^Chalk, Andy (June 29, 2015)."The Bard's Tale IV Kickstarter adds Chris Avellone as a stretch goal".PC Gamer. Archived fromthe original on July 1, 2015.
  242. ^Nunneley-Jackson, Stephany (July 12, 2018)."The Bard's Tale 4: Barrows Deep release date set for September on PC".VG247. Archived fromthe original on October 7, 2022. RetrievedJanuary 9, 2025.
  243. ^Nunneley-Jackson, Stephany (August 12, 2015)."Divinity: Original Sin 2 is coming to Kickstarter and you can vote on the reward tiers".VG247. Archived fromthe original on May 22, 2022. RetrievedJanuary 7, 2025.
  244. ^Pereira, Chris (August 25, 2015)."Divinity: Original Sin 2 Announced, Prototype Playable at PAX".GameSpot. Archived fromthe original on August 20, 2015. RetrievedJanuary 7, 2025.
  245. ^McDonald, Tim (August 12, 2015)."Divinity: Original Sin 2 coming to Kickstarter in two weeks".PC Invasion. Archived fromthe original on August 14, 2015. RetrievedJanuary 7, 2025.
  246. ^Donnelly, Joe (September 27, 2015)."Chris AvelloneDivinity: Original Sin 2 As Writer".Rock Paper Shotgun. Archived fromthe original on May 11, 2021. RetrievedJanuary 7, 2025.
  247. ^Nunneley-Jackson, Stephany (September 25, 2015)."Obsidian's Chris Avellone is working alongsideDivinity: Original Sin 2 team as contributor".VG247. Archived fromthe original on November 28, 2021. RetrievedJanuary 7, 2025.
  248. ^Avellone, Chris (December 10, 2019)."The 1099: Episode 226:Jedi: Fallen Order Writer Chris Avellone on What MakesStar Wars & RPG Lore Special"(audio).Soundcloud (Interview). Interviewed by Knoop, Joseph. 28 minutes in. RetrievedJanuary 7, 2025.
  249. ^Kelly, Andy (September 26, 2017)."The joys of being dead inDivinity: Original Sin 2".PC Gamer. Archived fromthe original on September 27, 2017.
  250. ^Malgieri, Fabrizia (February 8, 2017)."Chris Avellone joins Italian studio Gamera Interactive".Gamereactor. Archived fromthe original on January 8, 2025. RetrievedJanuary 9, 2025.
  251. ^Skrebels, Joe (February 23, 2017)."Alaloth: Champions of the Four Kingdoms Announced for PC and Consoles".IGN. Archived fromthe original on February 24, 2017. RetrievedJanuary 9, 2025.
  252. ^Avellone, Chris (September 9, 2017)."Chris Avellone Interview".RPGamer (Interview). Interviewed by Stringer, Johnathan. Archived fromthe original on July 10, 2019. RetrievedJanuary 9, 2025.
  253. ^Avellone, Chris (April 24, 2019)."Chris Avellone Interview onStar Wars Jedi: Fallen Order, Writing All Sorts of Great RPGs and Lots More".Wccftech (Interview). Interviewed by Aubrey, Dave. Archived fromthe original on April 24, 2019. RetrievedJanuary 9, 2025.
  254. ^Chalk, Andy (February 10, 2017)."FTL devs announceInto The Breach, a turn-based game with echoes ofPacific Rim".PC Gamer. Archived fromthe original on February 12, 2017. RetrievedJanuary 7, 2025.
  255. ^Matulef, Jeffrey (February 10, 2017)."FTL dev reveals turn-based strategy gameInto the Breach".Eurogamer.Archived from the original on May 16, 2022. RetrievedJanuary 7, 2025.
  256. ^Signor, Jeremy (March 12, 2018)."Into the Breach uses time travel to make permadeath even more meaningful".PCGamesN.Archived from the original on September 22, 2020. RetrievedJanuary 7, 2025.
  257. ^Gach, Ethan (April 2, 2018)."Into The Breach Tells Its Story Through Its Characters".Kotaku.Archived from the original on April 2, 2018. RetrievedJanuary 7, 2025.
  258. ^Meer, Alec (March 22, 2018)."Chris Avellone sheds light onInto The Breach's time-travel mysteries".Rock Paper Shotgun.Archived from the original on May 12, 2021. RetrievedJanuary 7, 2025.
  259. ^Kohan, Topher (October 28, 2011)."Inside Paizo's'Pathfinder Beginners Box Set'".GeekOut - CNN.com Blogs. Archived fromthe original on October 30, 2011.
  260. ^O'Connor, Alice (May 17, 2017)."Pathfinder: Kingmaker bringing tabletop RPG to PC".Rock Paper Shotgun.Archived from the original on May 8, 2021. RetrievedJanuary 8, 2025.
  261. ^Wilson, Jason (May 31, 2017)."Pathfinder: Kingmaker launches $500,000 Kickstarter for extra content, not the base game (update)".VentureBeat.Archived from the original on October 3, 2023. RetrievedJanuary 8, 2025.
  262. ^Brown, Fraser (June 26, 2017)."Pathfinder: Kingmaker hits funding goal on Kickstarter".Rock Paper Shotgun.Archived from the original on April 19, 2021. RetrievedJanuary 8, 2025.
  263. ^Nelva, Giuseppe (July 20, 2018)."Pathfinder: Kingmaker Gets Release Date and New Trailers; Comes With SolidBaldur's Gate Vibes".DualShockers.Archived from the original on July 20, 2018. RetrievedJanuary 8, 2025.
  264. ^Avellone, Chris; Mishulin, Alexander (September 28, 2018)."Pathfinder: Kingmaker Interview".RPGamer (Interview). Interviewed by Stringer, Johnathan. Archived fromthe original on September 28, 2018. RetrievedJanuary 8, 2025.
  265. ^"Burden of Command - Announced".RPGWatch. July 27, 2017.Archived from the original on May 13, 2022. RetrievedJanuary 9, 2025.
  266. ^Chalk, Andy (August 17, 2018)."Burden of Command is a tactical RPG that aims to capture the personal experiences of war".PC Gamer.Archived from the original on August 19, 2018.
  267. ^McWhertor, Michael (June 9, 2018)."Respawn'sStar Wars game is calledStar Wars Jedi: Fallen Order".Polygon.Archived from the original on June 10, 2018. RetrievedJanuary 8, 2025.
  268. ^Chalk, Andy (March 2, 2019)."KOTOR 2 designer Chris Avellone has been working onStar Wars Jedi: Fallen Order".PC Gamer. Archived fromthe original on March 2, 2019.
  269. ^Nunneley-Jackson, Stephany (March 2, 2019)."Chris Avellone worked as narrative designer and writer onStar Wars Jedi: Fallen Order".VG247. Archived fromthe original on May 18, 2022. RetrievedJanuary 8, 2025.
  270. ^Brown, Fraser (December 18, 2018)."Degrees of Separation is a co-op puzzle game written by Chris Avellone".PC Gamer.Archived from the original on December 23, 2018.
  271. ^Harrington, Naomi (March 5, 2019)."Degrees of Separation Review: A Pretty Puzzler That Brings The Heat (And The Cold)".Cliqist. Archived fromthe original on March 8, 2019. RetrievedJanuary 9, 2025.
  272. ^Morton, Lauren (January 18, 2019)."Chris Avellone tells us why he decided to write a platformer, and how it compares to RPGs".PC Gamer.Archived from the original on May 17, 2019.
  273. ^Dayus, Oscar (December 6, 2019)."Pathfinder: Wrath of the Righteous announced - here's what we know so far".PCGamesN.Archived from the original on December 7, 2019. RetrievedJanuary 8, 2025.
  274. ^Wilson, Jason (December 5, 2019)."Pathfinder: Wrath of the Righteous is pointing the way for indie studio Owlcat Games".VentureBeat.Archived from the original on November 27, 2022. RetrievedJanuary 8, 2025.
  275. ^Bailey, Dustin (December 12, 2019)."Weird West is an ARPG from formerDishonored devs and writer Chris Avellone".PCGamesN.Archived from the original on December 13, 2019. RetrievedJanuary 8, 2025.
  276. ^Hall, Charlie; Polo, Susana (June 25, 2020)."The game and comics industries are grappling with widespread allegations of harassment and abuse".Polygon. RetrievedJune 26, 2020.
  277. ^Winslow, Jeremy (June 23, 2020)."Dying Light,Waylanders,Vampire Bloodlines 2 Devs Issue Statements Amid Chris Avellone Allegations".GameSpot. RetrievedJune 30, 2021.
  278. ^Kerr, Chris (June 22, 2020)."Dying Light 2 writer Chris Avellone accused of sexual assault and harassment".Gamasutra. RetrievedJune 22, 2020.
  279. ^Gach, Ethan (June 28, 2021)."Games Writer Chris Avellone Files Libel Lawsuit, Denies Sexual Misconduct Accusations".Kotaku. RetrievedJune 28, 2021.
  280. ^McAloon, Alissa (June 28, 2021)."Game writer Chris Avellone files libel lawsuit over sexual misconduct allegations".Game Developer. RetrievedDecember 6, 2022.
  281. ^Gach, Ethan (March 27, 2023)."Fallout Writer Chris Avellone's Accusers Settle Libel Case For Seven Figures".Kotaku. RetrievedApril 4, 2023.
  282. ^"Sexual assault claims againstFallout dev publicly withdrawn".PCGamesN. March 25, 2023. RetrievedMarch 25, 2023.
  283. ^"Chris Avellone resolves sexual misconduct allegations, claiming a "seven-figure payment"".Eurogamer. March 25, 2023. RetrievedMarch 25, 2023.
  284. ^Robinson, Andy (March 25, 2023)."Chris Avellone 'awarded seven-figure payment' after sexual harassment claims settled".Video Games Chronicle. RetrievedMarch 25, 2023.
  285. ^Vitale, Adam."Pathfinder: Kingmaker Interview with Chris Avellone on storyline, writing, and characters".RPG Site. RetrievedMay 17, 2019.
  286. ^Isaac, Ashish."Omensight Interview: Developing A Narrative Puzzle".GamingBolt. RetrievedDecember 4, 2018.
  287. ^Stone, Tim (November 17, 2017)."The Flare Path: Emotionally Authentic".Rock, Paper, Shotgun. RetrievedDecember 31, 2017.
  288. ^"Star Wars: Clone Wars Adventures #5".Grand Comics Database. RetrievedFebruary 24, 2025.
  289. ^"Star Wars: Clone Wars Adventures #7".Grand Comics Database. RetrievedFebruary 24, 2025.
  290. ^"Star Wars: Clone Wars Adventures #8".Grand Comics Database. RetrievedFebruary 24, 2025.
  291. ^"Star Wars: Clone Wars Adventures #10".Grand Comics Database. RetrievedFebruary 24, 2025.

Sources

[edit]
  • Barton, Matt (April 24, 2013).Honoring the Code: Conversations with Great Game Designers. CRC Press.ISBN 9781466567535.
  • Appelcline, Shannon (December 19, 2014).Designers & Dragons: The '80s. Evil Hat Productions.ISBN 9781613170816.

External links

[edit]
Baldur's Gate
Fallout series
Icewind Dale series
Other games
People
Video
games
Main series
Spin-offs
Cancelled
TV series
Other
media
Unofficial
content
Mods
Other
Universe
Characters
Factions
Other
People
Companies
Related
Games
The World of Eora
The Outer Worlds
Other games
Characters
People
Current
Former
Related
Torment games
Entries
Settings
Companies
People
Video games
Characters
Comics
Novels
Related
Prey
Video games
People
Related
International
National
Artists
Other
Retrieved from "https://en.wikipedia.org/w/index.php?title=Chris_Avellone&oldid=1284107610"
Categories:
Hidden categories:

[8]ページ先頭

©2009-2025 Movatter.jp