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