Get ready to dive into the fascinating world of game design philosophy with Chris Avellone, the legendary creator behind Fallout 2 and Planescape: Torment. But here's where it gets controversial... Avellone boldly declares that players are inherently selfish, and he's not afraid to embrace it!
In this exclusive interview, Avellone takes us on a journey from his early days with a TRS-80 to becoming an internationally renowned game designer. It all started with a simple yet powerful realization: players want the spotlight, and it's the designer's job to give it to them.
"Players are selfish," Avellone says, reflecting on his time crafting Planescape: Torment. "The more you make the experience about them, the better." And he's not just talking about video games; this philosophy extends to tabletop roleplaying adventures too.
Avellone's journey began with a formative influence - Dungeons and Dragons. He discovered the game at a young age and quickly realized the power of imaginative challenges. But it wasn't just about the rules; it was about using them as a foundation for creating unique content.
"I wasn't altering the systems drastically," he explains. "It was more about using them as a foundation for the content."
From there, Avellone's path to game design was paved with experimentation and a deep understanding of player psychology. He learned that every player, whether in a video game or a tabletop adventure, craves their moment in the spotlight.
"That shine moment is important," Avellone emphasizes. "It gives everyone the chance to be a hero and make a difference."
And this is the part most people miss... Avellone argues that designers should not dictate how players choose to play. Whether they're min-maxers or heavy role-players, the game should accommodate their style.
"It's not your story," he says. "It should be a shared experience between the developer and the player."
This player-first mentality has been a cornerstone of Avellone's design philosophy throughout his career. It's a philosophy he honed through his early experiments with programming and his experiences as a game master.
One of his most innovative ideas came from his frustration with save scumming in RPGs. Avellone wanted to create a seamless experience where death was just another narrative element, not a fail state.
"I felt if you removed the middleman and just automatically respawned the character in interesting places and ways, that could keep the experience seamless and keep the flow of the adventure going," he explains.
This idea, along with his belief in letting the story unfold organically, became a pillar of his design philosophy.
After the critical acclaim of Planescape: Torment, Avellone continued to evolve his approach, recognizing the value of player input even before development begins. He conducted pre-game interviews to understand player preferences and character arcs.
For Fallout Van Buren, Avellone took this process to the next level by building a Fallout tabletop roleplaying game to playtest systems for the (unfortunately canceled) video game.
"Doing those examinations proved helpful because there were so many different character builds... that you wanted to make sure everyone had the chance to shine," he says.
Avellone's lessons from Fallout Van Buren and his experiences at the tabletop have shaped his current project at Republic Games, where he's helping develop a dystopian fantasy game centered around a scrappy rebellion.
"Some discussions at Republic Games have fallen back on old RPG designs," he teases. "But I'll share that story after the game comes out."
So, what do you think? Is Avellone's player-first philosophy a recipe for success, or does it sacrifice too much of the designer's vision? Let's discuss in the comments!