Chris Avellone

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

Chris Avellone is an American video game designer and comic book writer. He worked for Interplay and Obsidian Entertainment before becoming a freelance designer and writer. He is best known for his work on role-playing video games such as Planescape: Torment, Star Wars Knights of the Old Republic II: The Sith Lords and the Fallout series.

In 2009, he was chosen by IGN as one of the top 100 game creators of all time.[1]

Early life[edit]

Avellone grew up in Alexandria, Virginia.[2] At the age of 9, he first learned about Dungeons & 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's game 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 the Thomas Jefferson High School for Science and Technology in nearby Fairfax County.[3] While in high school, he visited a friend's house and saw The Bard's Tale II: The Destiny Knight by Interplay Productions running on the Commodore 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.[4]

Upon finishing high school, he moved south and pursued a degree in architecture at Virginia Tech because he had enjoyed drawing maps and structures for his pen-and-paper gaming sessions.[5][6] 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 the College of William & Mary and switching over to English as his major, graduating in 1994 with a minor in fine arts as well.[7][8]

His first job was for a role-playing company called Day by Day Associates,[9] and involved role-playing a criminal at the local police academy and at Hogan's Alley in Quantico, Virginia to help train police officers and FBI agents.[10] He later worked in a toy store and as a campus center supervisor.[11]

Career[edit]

Game design[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 to Dungeon magazine,[12]: 1 [13] Dragon magazine, Palladium Books, GURPS and Hero Games, but they were all rejected.[14] However, when Hero Games had a new product line for their Champions RPG called Dark Champions and needed writers, Hero Games' line editor[15][16] Bruce Harlick contacted Avellone[17] asking him to write a character book for it, which he agreed to, resulting in 1993's Underworld Enemies.[18][19] It was followed by Dystopia in 1994, Widows & Orphans in 1997 and New Bedlam Asylum in 1998,[20] as well as contributions to the adventure anthologies Heroic Adventures Volume 1 and Volume 2 in 1996 and to Dragon, Alarums and Excursions, Adventurers Club and Shadis throughout that period.[21][22]

After asking Steve 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.[20] At the beginning of June 1995,[23] Avellone flew to Irvine, California and interviewed with O'Green, who asked him hard questions about how he would go about designing a video game using the Planescape license,[24][25] which Interplay held the video game rights for at the time.[26] 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.[27][28]

His first task at Interplay was to design cities for a Dungeons & Dragons game set in the Forgotten Realms. When that project was cancelled a few months later,[17] he was transferred to the role of a level designer on Descent to Undermountain, a first person 3D dungeon crawler that was also set in the Forgotten Realms and repurposed the engine used by 1995's spaceship combat game Descent. 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 the Descent 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."[12]: 1–2 

While working on Undermountain, he was also asked to contribute writing and design to other games. The first of these to be released was Conquest of the New World, a turn-based historical strategy game developed by Quicksilver 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.[4] He then contributed mission design to Interplay's 1997 game Star Trek: Starfleet Academy, a space flight simulator that made extensive use of full motion video.[29]

By late 1996,[30] Feargus Urquhart – who had replaced O'Green as the head of Interplay's role-playing division, soon to be known as Black Isle Studios – was being mandated to make use of the Planescape license by his superiors and became interested in making a game for it using the Infinity Engine, the isometric engine in BioWare's Baldur'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.[31] Avellone initially titled the game Planescape: Last Rites,[32][33] 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 head Brian Fargo, who nonetheless asked Avellone to promise he could actually deliver on it.[28] 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.[34][35] 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, since Baldur’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.[36]

Avellone incorporated the many ideas for fantasy quests and characters he had gathered over the years into his design[37] and sought to turn fantasy conventions upside down.[38] Around this time, Tim Cain also offered Avellone a role on Fallout as a designer,[39] but Avellone had to turn him down because, between Last Rites and his continued responsibilities on Undermountain, he was already overburdened with work, and he recommended Scott Bennie for the role instead.[40][41]

At the beginning of 1997, Avellone asked Urquhart to be transferred to full-time work on Last Rites because he no longer felt there was much he could contribute to Undermountain given that game's development troubles, but this request was only granted in the summer of that year.[12]: 2  When Colin McComb was assigned to Last Rites as its second designer in April 1997,[42] 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.[43] It was soon realized that the name Last Rites was already trademarked and being used for another company's game,[32] which led to their project being renamed into Planescape: Torment after many other possible names for it were rejected.[44] Throughout that period, Avellone also contributed writing to Interplay's racing combat game Red Asphalt and Treyarch's swordfighting action-adventure game Die by the Sword, both of them released in early 1998.[45][46]

Undermountain was finally released in January 1998 and sold poorly and was widely panned by critics.[12]: 2 [47] That same month, Fallout's central creative trio of Tim Cain, Leonard Boyarsky and Jason Anderson decided to leave Interplay and start their own company which they named Troika Games. This created an uncertain future for Fallout 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.[41][48] 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.[40] 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"[49] and "possibly Avellone's single greatest creation [...] emblematic of everything a true RPG should be: non-linear, dynamic, detailed, and expertly written".[12]: 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,[50][51] though Avellone has expressed misgivings about the game's tonal inconsistencies and overuse of breaking the fourth wall.[52]: 1 

While working on Fallout 2, he also continued writing the story and dialogue for Torment, which led to him having 160 hour workweeks that kept him exhausted.[53] Once Fallout 2 was finished, he immediately had to enter crunch time again on Torment[54] as the game's development team expanded from the 10 people it had at that point[45] to between 35 and 40 by the end.[42] 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.[43] 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 that Torment would be poorly received at large and was afraid he was going to be fired.[19] When Torment was released in December of 1999, it instead sold moderately well and received very positive reviews. It has since become regarded as one of the greatest video games of all time[55][56][57][58] and has been especially praised for reaching a quality of writing that had not existed in games up to that point.[59]

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.[12]: 4  Interplay's vice president Trish Wright also became concerned and helped reduce his workload.[60][5] When Urquhart and Donley asked him if he was willing to work on a sequel to Torment, Avellone declined, saying he was too tired.[61][19]

Most of the Torment team then wanted to work on a new fantasy intellectual property which became known as Black Isle's Torn, while Avellone opted to join a different team inside Black Isle which, after the release of Fallout 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.[62] After promising them another chance to make that sequel in the future, Urquhart had tasked them in May of 1999[63] with developing Icewind Dale,[64] a more traditional Dungeons & Dragons game which, like Baldur's Gate, was set in the Forgotten 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 in Icewind 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.[12]: 4 [60] He was also one of the few technical designers involved with directly implementing content in the game.[65] Icewind Dale was released in June of 2000 and was well-received, but was regarded by Avellone[52]: 2  and the general public as not pushing the genre forward compared to Black Isle's previous games.

Avellone worked on the rest of the games in the Icewind Dale series until 2002. As a designer, Avellone contributed to the fantasy titles Baldur's Gate: Dark Alliance (2001), Champions of Norrath (2004) and led the design of the canceled Fallout title Van Buren, after which he resigned from Interplay and co-founded Obsidian Entertainment. For the company, Avellone worked on the role-playing games Star Wars: Knights of the Old Republic II (2004) and Neverwinter Nights 2 (2006) and on the action role-playing game Alpha Protocol.[52]: 2  He also worked as a senior designer on Fallout: New Vegas.

He worked as the project director and lead creative designer on Dead Money, Old World Blues and Lonesome Road Fallout: New Vegas downloadable content.[3] Avellone worked as a narrative designer on Pillars of Eternity prior to leaving Obsidian Entertainment in June 2015.[66][67][68] Avellone has since worked as a freelancer on games such as Pillars of Eternity, Torment: Tides of Numenera, Prey, Divinity: Original Sin II, Pathfinder: Kingmaker, and Into the Breach.[69]

Sexual misconduct accusations and subsequent 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 on Dying Light 2.[70] Gato Studios also removed Avellone from The 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.[71] Paradox Interactive said that while Avellone had worked on an early version of Vampire: The Masquerade – Bloodlines 2, much of his work had since been overwritten.[72][73]

Avellone published a denial of the allegations through Medium in June 2021 and stated he had filed a libel suit against two accusers in a California court.[74][75] 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."[76][77][78] They also claimed in the same statement that their previous public statements with regards to Avellone had been "misinterpreted".[79]

Works[edit]

Video games[edit]

Year Title Role(s)
1996 Conquest of the New World Designer
1997 Star Trek: Starfleet Academy Additional mission design
1998 Descent to Undermountain
  • Lead creative designer
  • level design
Fallout 2 Designer
1999 Planescape: Torment
  • Lead designer
  • lead writer
2000 Icewind Dale Designer
2001 Icewind Dale: Heart of Winter Designer
Baldur's Gate: Dark Alliance Senior designer
2002 Icewind Dale II Designer
2004 Champions of Norrath
Star Wars Knights of the Old Republic II
  • Lead designer
  • lead writer
2006 Neverwinter Nights 2 Senior designer
2007 Neverwinter Nights 2: Mask of the Betrayer Senior designer
2010 Alpha Protocol
  • Lead designer
  • lead writer
Fallout: New Vegas
  • Writer
  • project lead on most of the DLC
2014 FTL: Advanced Edition Writer
Wasteland 2 Level design
2015 Pillars of Eternity Writer
2016 Tyranny Original world and story design
2017 Torment: Tides of Numenera Writer
Prey Writer
Divinity: Original Sin II Additional narrative designer
2018 Into the Breach Writer[80]
Pathfinder: Kingmaker Narrative designer[81]
Omensight Writer[82]
2019 Degrees of Separation Writer[83]
Star Wars Jedi: Fallen Order Writer[84]
2021 Pathfinder: Wrath of the Righteous Narrative designer[85]
2022 Alaloth: Champions of the Four Kingdoms
  • Creative consultant
  • writer[86]
TBA Burden of Command Advisor[87]

Comic books[edit]

Star Wars comics:

Fallout comics:

Fiction[edit]

  • The House of Wael (2016, to Pillars of Eternity Kickstarter backers)

Tabletop role-playing game modules[edit]

  • The Puzzle Box (2020, to Pathfinder: Kingmaker Kickstarter backers)
  • Dystopia (1994, Champions module published by Atlas Games)

References[edit]

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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]