Phrase by 'Chris Avellone'

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The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences.

Author: Chris Avellone - American Designer
  Important , Story , Games , Through


While I'm confident in Obsidian being able to deliver a quality title, it only takes one other Kickstarter developer to ruin things for everyone else and cast doubt on the donation process going forward.

Author: Chris Avellone - American Designer
  Doubt , Quality , Confident , Donation


What I like about Kickstarter is it helps games that people want to play still get made, even if you don't pump $20 million dollars into it to try and meet all the stupid bells and whistles that publishers feel must be in games nowadays.

Author: Chris Avellone - American Designer
  You , People , Feel , Stupid


We've pitched and even begun development on a number of fantasy worlds that have never seen the light of day. All of those worlds... It's soul-crushing to see them sputter out, one by one. Lost. Like tears. In rain.

Author: Chris Avellone - American Designer
  Day , Light , Tears , Rain


I think, actually, any morality system that rewards only the extremes is a flawed system. Players don't approach life that way, they don't approach games that way, and they shouldn't be trained to approach games that way. They shouldn't be in the 'Star Wars' mode where, 'I've got to choose every good option.'

Author: Chris Avellone - American Designer
  Life , Think , Good , Way


I absolutely knew that I wanted to play role-playing games when I saw a friend of mine playing 'Bard's Tale 2' on his Commodore 64.

Author: Chris Avellone - American Designer
  Play , Games , Friend , Playing Games


On my long list of hates about RPGs, one of them was, I always felt it was an unnecessary chore to make you care about a world when, in fact, what most players care about is their own personal experience.

Author: Chris Avellone - American Designer
  You , World , Long , Experience


In 'Alpha Protocol,' right from the outset, the parameters of the game explain to you that the mission needs to get done. How you approach that is your decision. The rewards and penalties for either path, those are going to balance out into different consequences.

Author: Chris Avellone - American Designer
  You , Game , Path , Decision


A lot of the strength of an RPG world lies in its foundation: its systems, lore, and when appropriate, its magic systems. While there are elements tied to 'Project: Eternity' that at first glance seem to be classic fantasy, that's intentional - we do want to recreate some elements of a High Fantasy experience.

Author: Chris Avellone - American Designer
  World , Experience , Strength , Magic


If there's anything I can't stand, it's the cliche of the female handler who's always talking through the radio with your player, telling you where to go and what to do with a sexy voice. It's such a horrible, horrible cliche. You just get so tired of it. It's like, is this all she's ever going to be?

Author: Chris Avellone - American Designer
  You , Voice , Sexy , Tired


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