Alpha Protocol

Release Date: May 27, 2010

Developer: Obsidian Entertainment

Platform: PC/Console

Genre: RPG

Engine: Unreal 3

Role: Writing & Narrative Design

Alpha Protocol is a real-world spy thriller RPG that began development in 2006. To reinforce the spy narrative, I designed a timed dialogue system to emulate the pressure a field agent might experience when trying to read a situation. This system gave dialogue an almost “action” type feel that kept players on their toes. It also allowed dialogue to play out more like cinematics than talking heads.

The choices in the DSS (the Dialogue Stance System) were based on the spy archetypes of Bond (the suave type), Bauer (the aggressive agent), and Bourne (the by-the-books professional), allowing the player to switch up their approach on the fly throughout the dialogue. Depending on how the player reacted to a character, they would have a very different idea of who they were and would remember it in future conversations - for instance, if you were suave with a potential love interest, it might lead to a romantic encounter, but if you were overly aggressive, they might fear you the next time you ran into them.

Depending on your approach, this scene could end with a cool-headed victory, cold-blooded murder, or an uneasiness that would trigger the NPC into violence. The cues were set up so the player’s “code phrase” doesn’t work and the player has to decide…

Depending on your approach, this scene could end with a cool-headed victory, cold-blooded murder, or an uneasiness that would trigger the NPC into violence. The cues were set up so the player’s “code phrase” doesn’t work and the player has to decide whether they have been made as a threat or not.

Aside from the DSS, I developed most of the primary cast and the story beats for each location. I also handled casting and oversaw the ensemble voice acting sessions that were directed by my long-time voice direction collaborator, Margaret Tang.

Previous
Previous

Dead State

Next
Next

PANIC at Multiverse High!