Alpha Protocol - An Interview @ Iron Tower Studios
Vince D. Weller has made a sharp and exceptional interview with Chris Avellone, Matt McLean, and Chris Parker, from Obsidian Entertainment about the design choices made in Alpha Protocol. The questions he asks are both inventive as well as insightful. Here's an example:
1. While most players tend to agree that hacking a goblin in an isometric dungeon with your trusty axe is definitely an RPG, shooting a mercenary in the face in a first or third person modern city produces mixed opinions, doubts, and confusion. So, what's the difference between a shooter with RPG elements and a first/third person RPG?
Chris Avellone: In Alpha Protocol, the genre defined the 3rd person player perspective and the amount of action/shooting/stealthing the game should have. The game is an espionage RPG, which means we present spy challenges, combat challenges, character progression, and attribute changes based on the genre conventions. So what does that mean for the RPG experience? Well:
- Being a spy conjures (excuse the irony) forth images of infiltrating an area undetected. So, you are rewarded for being stealthy and avoiding detection as much as if you'd killed someone in your path. 3rd person was the best way to communicate this aspect in the game.
- We wanted martial arts, which we felt was key to the Bourne experience - the ability to perform satisfying martial arts moves in 1st person is harder to do than in 3rd person. Much of the emotional payoff from hand to hand combat is being able to see exactly how your kicks and punches connect with the enemy, so again, we felt 3rd person was a good choice.
- We wanted the player to identify with Michael Thorton, which means we wanted him visible during the action.
Information aboutAlpha Protocol
Platform: PC, Xbox 360, PS3