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Friday, October 19, 2012

GDCO Notes - Chris Avellone, Making Fallout DLC



A 4 Hour Story in 400 Simple Steps: Fallout DLC
Speaker: Chris Avellone (Creative Director - Obsidian Entertainment)
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Approach DLC:
1)      Examine the reality of the situation; what will get the game done?
2)      Due diligence – do research and read reviews
a.       They (Obsidian) knew they could do 4 DLCs for Fallout: New Vegas
b.      They knew they were only ~4 hours long
c.       Only 10,000 lines of dialogue between 4 DLCs!!!
d.      DLCs were self-contained adventures
e.      Through research: there would be 4 areas
f.        They didn’t know much about the character :(
3)      Team must have a hierarchy
a.       System Designer to -> Level Designer to -> Narrative Designer
b.      Break down individual sections (Systems/Levels/Narrative) into who had what strengths
c.       (notes missing)
4)      Have a Dialogue Standards document (answering questions such as:)
a.       Double space or single?
b.      Tone direction? Ex: “{sarcastic} I love you, {Dah-la} Dala.”
c.       Pronunciation; capitalization
5)      For plot: As a player, why do you care?
a.       What do factions do for a character?
6)      Pitch!
a.       Ensure that no lore conflicts exist
b.      Research is done for each DLC
c.       Has everyone in the team pitched in ideas to the hierarchy?
d.      1 hour presentation on theme/mechanics
                                                                           i.      Good for new QA/personnel
                                                                         ii.      Have inspiration from movies/games
                                                                        iii.      Declare the overall theme (difficulty, horror, greed, etc)
                                                                       iv.      Plot/level summary
1.       Level toolbox (what can be used; ex: hacking)
2.       Setup ‘Acts’ of the game
                                                                         v.      Bullet point characters/give an image; visualization
                                                                       vi.      State environments and what goes in them/props
7)      Create emotional vistas
a.       Impact moments for player (short, quite moments)
8)      Breakdown Narrative text
a.       Major NPCs, minor NPCs, terminal text, mission slides, loading screens, item descriptions
b.      Visual storytelling (environment foretells a character’s arrival)
c.       Diagram and map character/NPC movement
9)      Get a good editor to go over written lines
a.       Reference the Dialogue Standards document
10)   Do table reads
a.       Have a person who hasn’t written a line needs to read it aloud
b.      Edit on the fly!
11)   Stop writing dialogue for 2 weeks to find if anything is missing
12)   Voice acting
a.       Include concept art, age, attitude, sample lines
b.      Include game screen shots (have who they are, who they like, hate, etc)
c.       Listen to audio to ensure subs are correct

(Questions)
Why keep a line count?
To tell a good story, you don’t need that many lines.
What elements from research apply?
                Players like cooler, better stuff (weapons/costumes).  Include a super special weapon and gear for each skill category (sneak, speech, combat).  Use narrative ‘twists’ and ‘dilemmas’.
How to approach DLC expectations?
                Take 10 reviews of prior DLC’s and breakdown DLCs based on reviews.
How do you allow for character development with a compelling narrative?
                Provide strong NPCs that are straight-up entertaining.
 What is done for lore conflicts between the pitch and publisher?
                Find a work-around.
What percent of budget is given to the 400 steps?
                Initial: 2 weeks; text lock: 2 weeks; rest is studio time.  Otherwise, ask the producer!
What is the future of DLC?
                Look at community mods.
How to execute ‘work-arounds’?
                Simple animations with subs allow to make-up the rest.
How do you use the 400 steps across departments?
                Pick battles.  Refer to the 1 hour presentation for most of it.

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