“Players are selfish”: Fallout 2’s Chris Avellone describes his game design philosophy

Chris Avellone, a renowned video game designer, has outlined his game design philosophy in an interview. According to him, the key to creating a successful game is to make it all about the player, their experience, and their connection to the story. "Players are selfish," he says, highlighting that every aspect of the game should cater to the player's desires and needs.

Avellone attributes his design philosophy to his early experiences with tabletop role-playing games, particularly Dungeons & Dragons. He discovered D&D at the age of nine and was drawn to its creative freedom and collaborative nature. However, it wasn't until he started playing as a player that he realized the importance of giving players agency and letting them shape their own experiences.

In his early days as a game designer, Avellone experimented with coding on an old TRS-80 computer, inspired by fantasy text adventure games. He learned basic coding skills to create simple games, but ultimately recognized the value of community and collaboration in game development. This experience led him to understand that players want to be involved in shaping their own stories and experiences.

Avellone's design philosophy is centered around creating an immersive experience that caters to the player's needs. He emphasizes the importance of understanding the player's motivations, goals, and desires, rather than imposing external forces on them. This approach allows players to connect with the game on a deeper level, fostering a sense of ownership and agency.

Avellone's work on Planescape: Torment exemplifies this philosophy. The game was designed to be highly personal and player-driven, allowing players to shape their own stories and experiences. Avellone's concept of "death as a narrative element" rather than a failure state is another key aspect of his design approach.

Avellone's current project with Republic Games further showcases his commitment to player-centered design. The studio's dystopian fantasy game will feature a rebellion fighting against oppression, with players at the forefront of shaping their own experiences and story arcs.

Throughout our conversation, it becomes clear that Chris Avellone's core idea persists: It's all about the players, about their connection to your story and your world. His journey from playing tabletop games to designing iconic video games is a testament to the power of collaboration, creativity, and player agency in game development.
 
aww man 🤗 i feel like avellone just gets it, you know? its all about putting the player first and making sure they have an impact on the game world. its not just about telling a story, its about creating an experience that lets players shape their own destiny 💥. i think thats why games like planescape: torment are so beloved - they make you feel like youre truly part of something. and avellone's emphasis on understanding player motivations is genius 🤓. its all about making the game feel personal and relevant to the player, rather than just forcing them to follow a predetermined narrative. anyway, i think his approach is super inspiring for game devs - lets make games that players will love! 😊
 
I don’t usually comment but I think Chris Avellone makes some really valid points about putting players at the center of the gaming experience 🤔. As someone who's spent countless hours playing games, I can attest that when you give players agency and let them shape their own experiences, it feels like a whole new level of engagement and immersion 😊.

I mean, think about it – most games are just so linear and scripted, right? You're just following this one set path from A to B. But Avellone's design philosophy is all about giving players the freedom to explore, make choices, and drive the story forward themselves. And that's what makes it feel so real and impactful 🎮.

Of course, it's not always easy – there are definitely challenges and compromises to be made when you're trying to put the player first 🤯. But overall, I think Avellone's approach is spot on, and his work on Planescape: Torment and Republic Games is a testament to that 💥.

I don’t usually comment but this just gets me thinking about what makes a really great gaming experience, you know?
 
I mean, I can see why Avellone's approach is so successful - it's all about giving players what they want, when they want it. 🤔 But at the same time, doesn't that just lead to a bunch of DLCs and microtransactions? It feels like game devs are just catering to the players' immediate gratification rather than creating a cohesive experience from the start.

I also don't know if I agree with his idea that "players are selfish". Like, isn't that just code for "game developers can be lazy"? 😒 I mean, what about the players who want to play through the story without being constantly bombarded with options and upgrades? It's like, can't we just have a good old-fashioned narrative with some actual character development?

And don't even get me started on the whole "death as a narrative element" thing. 🤷‍♂️ I mean, isn't that just a fancy way of saying "we're not going to give you a meaningful death"? It feels like game devs are more worried about being edgy and cool than actually creating a impactful experience.

Anyway, I guess it's all about perspective. If players are the focus, then maybe games will start to feel more personal and engaging. But for me, it just means I'll be constantly checking my email for updates on what I can buy or do next. 🤑
 
I think its pretty cool that Chris Avellone is putting players first when it comes to game design 🤩. I mean, who wouldn't want to feel like their experience matters? It makes sense that he got into this from playing tabletop games, because thats where you really get to be part of the story and create your own adventure.

He's right, players are selfish in a good way 😊, they just want to feel connected to what they're playing. And I think thats something we can all relate to, whether its our favorite video game or a book series. When we're invested in a story, it feels like it's about us, not the other way around.

I'm curious to see how his latest project with Republic Games turns out 🤔. The idea of players shaping their own experiences and story arcs sounds really compelling. Its a great reminder that game design should be about creating an experience, not just checking off boxes on a list.
 
I gotta say, this guy Avellone is on point! 🤩 I mean, who wouldn't want their gaming experience to be all about them? It's like, his design philosophy is all about giving players the freedom to create their own stories and experiences, which is so cool. I love how he drew inspiration from tabletop games and realized that players need agency and collaboration in game development. 🤝 It's not just about creating a game, it's about creating an experience for the player.

And can we talk about Planescape: Torment? That game was like, totally player-driven! Players get to shape their own stories and experiences, which is so immersive. And that whole "death as a narrative element" thing? Genius! 🤯 It's like, the player feels invested in their character's fate or whatever.

I think this design philosophy is super important for game development right now. We're living in a world where people are always looking for more control and agency in their lives, and gaming is no exception. Avellone's approach is all about giving players that sense of ownership and empowerment, which I think is really powerful. 💥
 
😊 I can totally relate to what Chris Avellone is saying... as someone who's played so many games where you just feel like you're stuck in this predetermined story, it's amazing that he's putting players at the forefront now. Like, imagine if your favorite books were written by YOU? That's what I think game design should be all about - giving players the freedom to create their own experiences and connections with the world. 🤩
 
omg I am SO down with this 🤩! I mean think about it, gamers are like the ultimate consumers and we want to be immersed in these worlds that devs create for us. It's all about making us feel something, you know? 😊 like Chris Avellone said, players are selfish but that just means they care deeply about what we're playing. And honestly, I think that's a good thing! We should be treated with respect and our agency should be valued. That Planescape: Torment game was so underrated btw...
 
🤔 So what I'm getting at is, Chris Avellone's all about making games that feel super personal and player-driven. Like, it's not just about the story or the gameplay mechanics, but how they all come together to create a unique experience for each player 🎮. He's saying that players are pretty self-centered (in a good way 😊), so you gotta cater to their needs and desires if you wanna make 'em feel invested in the game.

It's cool that he started out with tabletop games like D&D, where you're actually playing out the story yourself. That must've given him some insight into what players want and need from a gaming experience 📚. Now, as a game designer, he's trying to translate that into his work, which is pretty inspiring 🌟.
 
I'm so over these "player-centric" designs 😒. I mean, come on, it's just code and graphics... can't they just make something fun for themselves instead of what the community wants? Avellone thinks he's a genius for understanding that players are selfish, but honestly, that's just lazy game design 🤷‍♂️. It's like they're saying "we'll just cater to your every whim and let you shape your own experience"... yawn. Can't we have some good old-fashioned storytelling with a narrative arc or something?
 
I'm like totally with Chris Avellone on this one 🤩! As a parent, I've seen my kids get so invested in their favorite games or activities - it's amazing to see them feel that sense of ownership and control over their experience. And you know what? It's not just about the gaming world - as a parent, I want my kids to feel like they're making choices and shaping their own experiences, whether that's through school projects, sports, or even just playing in the backyard 🌳.

For me, it's all about giving them space to explore, make mistakes, and learn from those mistakes. It's not always easy (trust me, I've had my fair share of sleepless nights 😴), but it's so worth it when they come out the other side feeling confident, empowered, and excited for life 🌈.

As a game designer, Avellone gets it - players want to feel like they're an active participant in the story, not just a passive observer. And I think that's what makes games (and experiences in general) so special - they have the power to bring people together, create memories, and inspire us to be our best selves 💖.
 
omg I'm so glad someone finally figures out that players aren't just mindless drones 🤣 Avellone's design philosophy makes total sense - who needs all that extraneous story stuff when you can have a world that's literally yours? It's like, hello, I just wanna be the hero of my own adventure, not some bland cookie-cutter character 😴 I mean, Planescape: Torment was basically the game that everyone else should've made. And republic games is sounding super promising, can't wait to see how they execute this player-centric design 🤞
 
I'm loving this interview with Chris Avellone 🤩, it's so refreshing to see someone put players first. I mean, who doesn't want to feel like they're actually a part of the story, right? 📚 The way he talks about how tabletop RPGs like D&D taught him about agency and collaboration is super inspiring. And his experience with Planescape: Torment is a great example of what can happen when you put players at the center. It's amazing to see a game designer who truly understands what makes players tick 💡.
 
🤔 I'm loving this design philosophy from Chris Avellone! It makes total sense to me - if you're not making the game all about the player, why bother? 🤷‍♂️ I mean, think about it, we spend so much time playing games that it's gotta feel like they're worth our time. If a game doesn't make us feel invested in its world and story, then what's the point? 🎮 And yeah, I can totally see how his experience with D&D would shape his design approach - collaboration is key when it comes to creating something truly amazing together! 💡
 
OMG 🤯 this man Avellone is like my ultimate gaming god lol he's so right about making the game all about the player tho I mean think about it we spend so much time and money on these games and if they don't deliver on our expectations we're just gonna move on to something else. It makes sense that he'd put players first but what really gets me is how he credits tabletop games like D&D for inspiring his design philosophy 🎲 those games are all about collaboration and creativity so it's only natural that he'd want to bring that into video game design. And can we talk about Planescape: Torment for a sec? That game is like the ultimate example of player-centered design... I mean who doesn't love being able to shape their own story arc? 🤩
 
I can really relate to Chris Avellone's philosophy 🤗. As someone who's passionate about gaming, I think it's so true that players want to be involved in shaping their own experiences. It's like, we're not just playing a game, we're living through the story too 😊. When games put us at the center of the narrative, it makes everything feel more personal and immersive.

I've had those moments where I've felt like I'm just going through the motions, but when I can make choices that impact the game world, it's a completely different experience 🎮. It's like I'm not just playing for myself, I'm invested in the story and my characters' journeys too.

Avellone's approach to design really resonates with me, especially when he talks about understanding the player's motivations and desires 🤔. It's like, we're all unique individuals with our own interests and fears, so games need to cater to those differences if they want to truly connect with us.

I'm excited to see how Republic Games is bringing this philosophy to life in their new game 🎉. As a player, it's thrilling to think about having that level of agency and creative freedom. Fingers crossed it delivers! 👍
 
idk why ppl got so upset w/ Chris Avellone's design philosophy... seems like he's just tryin' 2 understand what makes players tick 🤔. his point about players being selfish is kinda true - we r all just tryin' 2 have a good time, right? and it's def not wrong that everythin in a game should revolve around the player's experience... i mean, who doesn't love feelin' like they're the hero of their own story 😊. Avellone's got a point when he says we gotta listen 2 our players & give 'em agency - it's like, we wanna be able 2 make choices that actually matter in the game 🎮. his work on Planescape: Torment is iconic, & i think his approach 2 game design is still relevant today 👍.
 
I totally get why Chris Avellone is so passionate about putting the player first 🤩. I mean, think about it - kids these days are glued to their screens for hours on end, and if a game doesn't hold their attention, they'll switch to something else in a heartbeat 😂. As a parent, it's hard enough getting them to eat their veggies, let alone sit still and play a game! So, yeah, I can see why Avellone thinks that the player should be at the center of everything - it's all about making it fun and engaging for them, right? 👍
 
idk what's up with this "players are selfish" thing... like i get it, they want to be involved but come on, can't we just design games that are fun for everyone? Avellone's all about catering to the player's needs, which is cool i guess. I mean, who doesn't love a good story where u can make choices and shape ur own destiny? sounds like a real blast... not gonna lie, Planescape: Torment was kinda deep lol. but republique games seems pretty straight forward, rebellion against oppression... yawn... still down to check it out tho
 
I don't get why more devs aren't on board with this player-centric approach 🤔. I mean, it's all about catering to what the players want, right? But then again, how many games are just a bunch of random encounters and fetch quests? It feels like devs are always missing out on what makes the game truly special - that personal connection between the player and the story 🚫.

And don't even get me started on online multiplayer games 🤦‍♂️. I've tried playing them with friends, but it's just so frustrating when everyone's trying to impose their own agenda on the game instead of just chillin' 😒. Avellone's approach makes way more sense in my opinion. Maybe devs should try putting themselves in the player's shoes for a change ⚡️.
 
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