Overview
What can change the nature of a man? Chris Avellone asked questions most games avoid. Planescape: Torment interrogated mortality itself; KOTOR II deconstructed Star Wars morality; Fallout: New Vegas’s companions explored trauma and ideology. His writing treated players as adults capable of engaging with difficult themes. A 2020 controversy led to his departure from major projects.
Fast facts
- Company history: Interplay, Black Isle, Obsidian.
- Specialisation: Narrative design, worldbuilding.
- Writing style: Philosophical, character-driven.
- Notable technique: Companion depth.
Key works
| Title |
Year |
Contribution |
| Planescape: Torment |
1999 |
Lead designer |
| Icewind Dale |
2000 |
Designer |
| KOTOR II |
2004 |
Lead designer |
| Fallout: New Vegas |
2010 |
Senior designer |
| Pillars of Eternity |
2015 |
Narrative |
Writing philosophy
| Approach |
Implementation |
| Philosophical themes |
Central to narrative |
| Moral ambiguity |
No easy answers |
| Companion depth |
Rich backstories |
| Player agency |
Meaningful choices |
Character work
| Character |
Game |
Significance |
| The Nameless One |
Planescape |
Identity exploration |
| Kreia |
KOTOR II |
Deconstruction |
| Ulysses |
New Vegas |
Ideology |
| Durance |
Pillars |
Faith questioning |
Freelance era
| Project |
Year |
| Divinity: Original Sin II |
2017 |
| Pathfinder: Kingmaker |
2018 |
| Dying Light 2 |
2022 |
See also