Chris Avellone On Interplay, Obsidian, KOTOR2
Thanks to Winterwind Productions for its two-part interview with Chris Avellone, former RPG designer for Interplay's Black Isle division, discussing the continued turmoil at that company ("Projects getting cancelled just happens, but the reasons that projects were getting cancelled at Interplay never felt like good reasons"), his new home at Obsidian Entertainment ("I think our starting line of titles are going to be a good foundation to build Obsidian on... and should help when pitching new ideas to publishers"), and his work on Star Wars: Knights Of The Old Republic 2, including more specific endings compared to KOTOR ("The current game mechanic we're playing around for the endings with is something similar to Fallout, but it will be presented a little differently.")
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Realistically, gamers aren't going to get smarter unless they are forced to solve the problem "before" it comes up.
How can they possibly do this, you ask? Well, in the example in the article regarding Dues Ex: Invisible War (keeping in mind that I have never played the game), if the player is forced to use windows and locked doors quite a bit before this T-intersection comes up, they should (ideally) be much more receptive to the ability to do something other than just go to the right and hope for the best.
Of course, there are people who choose a wall to follow and follow it regardless. However, given the option of a locked door, a window, and a hall with guns and lasers, I'd choose the door, personally.