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RPG Podcast on Bitmob

November 3, 2009

Chris Avellone, Aram Jabbari and I appear on a podcast for Bitmob this week talking about RPGs. The Chrono Trigger section is my favorite.

Chris and Brenda have worked on some of the most significant Western RPGs. Chris was the lead designer for Planescape: Torment and also worked on Fallout 2 and the Icewind Dale series, among others. Brenda is one of the most respected voices in RPG design, and her credits include the landmark Wizardry series and Jagged Alliance.

If you haven’t played Chrono Trigger, please do.

5 Comments leave one →
  1. Darke permalink
    November 3, 2009 6:21 pm

    I love Bitmob! Glad you were a guest on the Mobcast!

  2. November 5, 2009 1:11 pm

    Fantastically interesting conversation. I can’t wait to see what you work on as you return to development.

  3. November 6, 2009 12:16 pm

    Great podcast!

    Really enjoyed it!

  4. November 6, 2009 6:58 pm

    I loved the Neverwinter Nights Series but Planescape: Torment is my absolute favorite. Very underated in some circles I might add.

    Please check out my list of fun, free rpg games here

  5. Chris Pioli permalink
    November 9, 2009 2:16 pm

    Who the hell gets bored by Chrono Trigger? Excuse me? I made sure to stay the hell away from WoW, so I can understand that double-take, but not liking Chrono Trigger? It’s fantastic. I’m disappointed that there wasn’t more discussion on the elements later in the game. The final third of the game is made up of completely optional, non-linear quests (but have huge impact on individual characters’ development and plot) and to this day that is incredibly rare in Japanese RPGs.

    Chrono Trigger belongs in a list of mandatory titles of games you have to play if you want to design games. It’s like meeting a writer who hasn’t read classics like To Kill a Mockingbird or an actor who doesn’t know at least one line from Shakespeare.

    I also agree with your comments on Art History and re-exploring old games (I’ve done that on a couple of occasions with Nintendo’s Virtual Console and the PlayStation Store). The limitations we have had over the past 30 – 40 years in game development reflects the kind of issues our early ancestors dealt with. In particular, if you think about all the tools the Greeks developed and refined to paint, sculpt and mold their artwork you can see how they moved from 2d iconography to three-dimensional characters and images. It’s the same with our technology, in some sense. I look at a lot of old drawings and see the kind of simplifications found from old Atari and NES games.

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