Interesting quotes from Avellone...
It's interesting to me that he was the lead on Torment. Of all the AD&D games I played over the years, that one was the one I disliked the most. I know it has legions of fans, but I despised it. I consider it to be the one game that got the player character totally wrong. To me, Torment was always a classic example of how not to design a protagonist.
What I hated about it was that I could not identify with the PC at all because of the way the game designers created him. The Nameless never felt like "my" character - it felt like someone else's invention. The fact that you could switch between rogue, wizard or fighter classes made it even more infuriating for me, and made me, as a player, feel more adrift and disconnected from the character. I never knew when I should be switching classes, and I never felt like I had a grasp on the character, ever. Also, the complete lack of armor/weapons/combat... there were so few ways to distinguish your Nameless character and make him your own. Torment, to me, was a game that really should have been a book instead. The RPG game was the wrong format for that story.
So, I find Avellon's comments really odd. If player choice is so important, why did Torment have the least choice in a PC? You're stuck with a character you didn't create, didn't define, and who never forms any kind of identity or bond with the player. Worse, he has no memory of his past, so you, the player, are given the illusion that your choices matter.
The Nameless was a character that was an illusion of choice. He was really a pre-packaged, pre-defined NPC that you were meant to play. The class-shifting and loss of memory were tricks to get the player to *think* you had a choice in shaping his character into your own. But you didn't. And he was never yours to begin with.
The other interesting thing, to me, about Avellon's comments, is how he perceives narrative and the relationship with the PC and NPC's and game mechanics.
I think it is true, what he says, about players caring the most about their "build" being able to fight off 20 orcs in a corridor with a ball-peen hammer. He's right about that - that's why we're playing a game instead of watching a film. If all we cared about was the NPC's and their dialog/story, well, film and books are better mediums for passive engagement in a story.
At the same time, I see that part of a game more as the "game" part - the mechanics - and the NPC's and their stories, and the overall arc of the game story, as the "story" part. To me, mechanics and story are two distinct parts of a game that have to work together to achieve something greater.
A good game, to me, is one that melds mechanics and story together in a way that engages the player fully. It's been my experience that players play games for both parts. They play to create builds to engage in battles and use their skills/spells/talents in crafty ways to advance through the game. Players love carrots, advancement, and scraping through encounters by the skin of their teeth. But they also care about story and motives, and these things exist irrespective of the mechanics.
We've all played games that do one part better, at the expense of the other. Some games have awesome combat and character progression/customization elements (mechanics), but lack sorely in the story department. Others (like Torment - for me) have great stories, but lack in the mechanics/character progression/character customization department. If either part is neglected, players can be turned off.
Certainly there are players at each end of the spectrum as well. Some care more about mechanics than story, and others care more about story than mechanics. But I think the majority of players, especially those who enjoy the Forgotten Realms style of games, prefer to have both make a difference.
story and NPCs rank second or even third in importance, under giving the player freedom, choices, and the ability to develop their characters as they please, and having the game react to that.
The trick with choice is having it mean something. We've all played games that gave us the illusion of choice, and come to find out when it matters, our choices didn't really make a difference. Nothing irks me more as a player. Even the NWN2 OC is guilty of this - the trial being a prime candidate. Why all the work gathering influence and buliding a case when the Luskan's can just choose trial by combat anyway? That was one of the dumbest design decisions of all time. I sat through 30 minutes of cut-scene dialog and it was all for nothing. On replays, I don't even bother - just cut to the fight already. Lame.
But yes, the overall point is a valid one: players play games to build *their* character and customize and advance that character. Giving them the freedom to do that is generally a good thing.