WIN! SEGA's Alpha Protocol On PC, 360 or PS3

Alpha Protocol, the "espionage RPG" from Obsidian Entertainment, releases in just four weeks. How would you like the chance to interrogate the developers and win yourself a copy of the game?

Thanks to SEGA we have TEN copies of Alpha Protocol up for grabs. We've got them on PC, Xbox 360 and PlayStation 3 - just take your pick.

We thought we'd give you the opportunity to ask questions of Obsidian's Chris Parker and Chris Avellone. Both Chris's are veterans of the industry having worked on many highly regarded RPGS such as Neverwinter Nights 2 and Knights of the Old Republic 2 at Obsdian and the likes of Baldur's Gate, Fallout, Planescape: Torment and Icewind Dale while at Interplay.

They know their RPGs. We figured you might like to ask them something about Alpha Protocol, their new RPG.

So to be in the running to win a copy of Alpha Protocol - on the platform of your choice - just leave a question about the game in the comments below. We'll choose the best ten questions for the guys to answer - and you'll also score yourself a copy of the game when it launches on May 27.

Get your question in by midnight Sunday, May 2. No multiple entries are allowed, just the one question each, thanks. Please ensure you leave a valid email address or use Facebook Connect when commenting.

Good luck!

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    hello Chris'

    It's safe to say that both of you have worked on several pioneering games for western RPG's - all from various genre's (fantasy, sci fi, apocalyptic), which have been met with critical acclaim.
    You guys certainly know you're stuff when it comes to an RPG.

    So this is mind, what kind challenges were presented to you taking on a "Espionage RPG", something that hasn't been done before (or at least to my knowledge hasn't)? Is it much more difficult having to create a game in a genre that is based much more heavily in 'fact' than 'fiction', where you presumably have far less room for creative interpretation?

    The general concensous amongst gamers when the term RPG is uttered, is that they are seen as a "Slow Burn" style of game.
    Through constant levelling up and some repetetive gameplay(farming) being the norm.
    Using the backdrop of an Espionage setting, which implies that your actions must be alot more deliberate in stratergy, subtle, under the radar yet decisive.
    How have you appeased or drawn in the gamer, who enjoys the quicker, more action oriented experience,
    who'd normally give this game a miss, into the world of Alpha Protocol?

      PS3 preferred for me thanks.
      I also have a 360, so I'd happily take the 360 ver. if I don't score the PS3 ver.

    Given that your game contains all the good things in gaming life (blood, drug references, intense violence, sexual content and strong language) I would like to know if you faced any challenges in getting this past our nasty australian censorship nazi's, and if so, how did you tackle the issues they had? ;)

      thanks for the reminder Jones ;)

      PC preferred, but I ave all 3 platforms, so I'm happy to take leftovers ;)

    I understand that in a game about espionage and the spy game you would want to try and steer it towards a realistic and plausible storyline, make the gadgets and skills of the main character match those of real life intelligence officers as close as possible but still keep the game interesting and exciting. With the emphasis you have put on the hand to hand combat and I imagine extensive times spent dealing with professionals trained in many martial arts, settling on kenpo, and to increase realism I can imagine you would have researched and read up on current political events and possibly previous famous, maybe not so famous ex spys who could share a bit of information or two, all this combined with your previous years working on some of the greatest RPGS of our time (I enjoyed them) and possibly a few projects that you didn’t enjoy working with, Do you think that in the height of her fame, a Paris Hilton Mobile phone Rpg would have been a successful venture?

      Oh, Forgot, Playstation 3 prefered.

    Now we both know that an espionage based RPG is both awesome and a mammoth task the ensure that you keep the player immersed in the gameplay...

    with this in mind, who is your favourite Sonic or Knuckles?

    Given that it's already been stated decisions in this game will carry over to the inevitable sequel, how do you plan to give players a meaningful impact in their universe... over say the ME2 model where previous decisions ultimatly meant very little?

    Since the delay of the game has any new features been implemented to the game?

    You have both worked on an extensive list of high profile and critically acclaimed RPG's over the years, did this history help you approach Alpha Protocol in a different way to make it stand out from the competition? How so?

    As a married early thirties time sensitive, working professional and gaming enthusiast I seem to have less time to game with every passing year. Whilst I’ve grown up with and enjoyed some brilliant RPG series such as Baldur’s Gate and Knight of the Old Republic. I find the RPG genre is becoming more and more inaccessible, as I struggle to find the thirty five to fifty hours needed to finish a title. Specifically in a timeframe that doesn’t leave the typically excellent story, a fuzzy mess.

    As game designers are the needs of my demographic considered when developing an RPG or do you believe the RPG genre is a niche market targeted at a less time sensitive audience?

    [Not sure if I should specify a format but on off change I'm meant to I'll nominate the X360 version - Thanks]

    Having previously worked on sequels or preexisting IP's (KOTOR2, NWN2), what has it been like making a game based on a new IP?
    Where there unexpected challenges or was it easier than making a sequel?

    I personally think that the musical score is just as important as art direction, the perfect song choice can make a scene so much more memorable. What can we expect from the score of this game?. Up-beat electronic?, slow and suspenseful?

    Given there's no such thing as a silly question...

    ...what the hell is an "Espionage RPG"?? And how does that make Alpha Protocol stand apart from all the other RPGs coming out this year? Is it just the storyline, or the gameplay, or something different again?

    (I'll be honest - this is the first I've heard of Alpha Protocol, so I'm curious to hear more. PS3, cheers)

    Overall the question is about replayability.

    With the Dialogue Stance System that you guys have put into place, which seems to suggest allowance for 3 styles of play. In the past, some games when given a choice, regardless of the path selected the direct outcome could often be the same.

    So will the choices we make generally alter the only the sub-missions and no matter what path we take we still end up with the same 'final' mission, or are there multiple possible final missions to play towards?

    Platform : PS3

    Thank You!

    Recent RPG's have been met with cries from both crowds, on whether they are moving towards what some would say is a simplification or "dumbing down" of the genre, due to the lack of classic "RPG" elements. Others take the view that they are moving in the opposite direction, and becoming more of a natural role-playing experience.
    What can you tell us regarding Alpha Protocol's position, and more specifically both of your thoughts on this current back-and-forth?

      Regarding providing an email address, is the one provided when making a comment sufficient?

      Also unsure on whether the choice of platform is to be made before or after the competition closes?

        Yes and either way is fine.

    The promotional material we've seen for Alpha Protocol so far has placed emphasis on communicating the concept of an 'Espionage RPG.' It's even the official subtitle of the game.

    In a genre traditionally associated with 'high fantasy' settings (and currently dominated by the likes of Bioware and Bethesda) how important is it for a new IP to differentiate itself as providing a unique experience, and not just being another RPG?

    Though it might seem like a petty question, I do find myself wondering: why is this game called 'Alpha Protocol'?

    360 Preferred

    You have made a big issue of choice being a major part of the game. Can you give us an idea of how many major story branches there are to accomodate this? I'm hoping for a bit more than an extra line of dialogue if you killed a character's brother

    Many developers are focusing on the dreaded 'Casual' gamer market, I'd love to know your thoughts on what it means to make a game for a 'Casual' audience, and how that relates to Alpha Pro. Cheers!

    Given this is a undercover agent entertainment how long is the full game (story & other), depedning on stealth & warfare tactics which you have engaged within the game, Are there any features that had to be left dripping down the drain (never to be seen) due to your time schedule for the game’s release?... if so, will it be revived via DLC?

    In an interview last year, Chris Parker mentioned the use of a ‘Kill Bill’ test to determine the level of appropriateness that a character needed to portray before being incorporated in to the finished product.

    If this is the case, could you please give one example of a crazy prototype character (in terms of design and personality) that you were at one stage considering to include in Alpha Protocol?

    Do you believe that you have avoided the generic pitfalls and cliches that so many espionage titles have fallen to with regards to the story in Alpha Protocol?

    Chris & Chris, did you get a lot of your inspiration from the TV show "Burn Notice"? In both your game and the show, you have the spy named Michael who is working solo, and in your trailers Thornton is doing similar voice-overs to Western in Burn Notice. And I'm not putting this in a bad way, because I love Burn Notice.

    360 copy for me if my question is asked, thanks.

    Being a spy/espionage game, what awesome gadgets can we expect in the game, Anything new/original that will really be a talking point of the game?


    One of the greatest things about Fallout and Planescape: Torment to me were that the games were quite morally ambiguious; something that isn't explored in games nearly enough. On the other hand, Knights of the Old Republic 2, for example, having the light side and dark side of the force, was pretty clear-cut.
    Is Alpha Protocol going to explore the same morally ambiguious territory, in having choices where there's no clear right or wrong? If so, has there been any difficulty in creating such choices?

    After seeing high profile games such as Mass Effect and Dragon Age cop flack for their combat mechanics, while being praised for their non-combat or 'actual roleplaying' mechanics, how have the team at Obsidian built Alpha Protocol to avoid such a pitfall?

    [PC version preferred. [email protected]]

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