The Digital Antiquarian on Fallout
The Digital Antiquarian on Fallout
Editorial - posted by Infinitron on Fri 24 January 2025, 18:55:18
Tags: Brian Fargo; Fallout; Interplay; Jason Anderson; Leonard Boyarsky; The Digital Antiquarian; Tim Cainhttps://www.filfre.net/2025/01/the-crpg-renaissance-part-1-fallout/
Given how intimately linked Fallout was to GURPS in spirit and systems alike, a series of events in February of 1997 ought to have been deadly to its conception of itself. That month Interplay sent Steve Jackson, who hadn’t been following the game’s progression at all closely, a demo of the work-in-progress. It opened with a now-iconic cutscene, in which a soldier shoots a civilian prisoner in the head to the soothing tones of the Ink Spots singing “Maybe.” Jackson took immediate umbrage. At first glance, it’s hard to understand exactly why. While the scene certainly had its fair share of shock value, it’s not as if he was a noted objector to violence in games; one of his company’s signature products was Car Wars, an unabashedly brutal game of Mad Max-style vehicular combat. (“We’re selling a very popular fantasy,” said Jackson to one journalist. “Have you ever been driving down the road and somebody cuts in front of you or otherwise infuriates you to the point where the thought flashes through your mind, ‘Now, if this horn button was a machine gun…'”)
It might be helpful to recognize here that, for all that no one could doubt Jackson’s genuine love for games, he was a temperamental individual and an erratic businessman, whose company went through endless cycles of expansions and layoffs over the years. Tabletop designer and writer S. John Ross, who worked with Jackson often in the 1990s and knew him well, told me that he suspected that, on this occasion as on many others he was witness to, Jackson was attempting to paper over a failure to do his homework with bluster: “There’s a lot of reason to suppose that Steve was just trying to cover for dropping the ball on giving the game an honest try, by overstating his reaction to the five minutes he actually spent with it, thus buying himself time to soften his view on that and actually get a view on the game past the intro — a gambit that didn’t pay off.” If this is a correct reading of the case, it was a dramatic misreading by Jackson of the strength of his own negotiating hand, as S. John Ross alludes.
Be that as it may, on February 17, 1997, Steve Jackson turned up in a huff at Interplay’s Southern California offices, only to have Brian Fargo refuse to meet with him at all. Instead he wound up sitting on the other side of a desk from Tim Cain for several uncomfortable hours, reiterating his objections to the opening movie and to a number of other details. Most of his complaints seemed rather trivial if not nonsensical on the face of them; most prominent among them was a bizarre loathing for “Vault Boy,” the mascot of “VaultTec,” a personification of the whistling-past-the-graveyard spirit of the mid-century military-industrial complex. Cain, who quite liked the maligned movie and adored Vault Boy, stated repeatedly that he “wasn’t empowered” to make the changes Jackson demanded. The meeting ended with no resolutions having been reached, and a dissatisfied Jackson flew home. A few days later, Brian Fargo came to Tim Cain with a question: how hard would it be to de-GURPS Fallout?
If Steve Jackson remains something of a black box, it isn’t so hard to follow Fargo’s line of thinking. The buzz that seemed to have been building around GURPs in 1994 had largely dissipated by this point; with a personality as idiosyncratic as this one at its head, Steve Jackson Games seemed congenitally unequipped to be more than a niche publisher. Further, the Dungeons & Dragons license had finally been liberated from the unworthy clutches of SSI, had in fact come to Interplay. (I’ll have much more to say about these events later in this series of articles.) Fargo was already talking about it as “the license to print money.” Unlike Dungeons & Dragons, the GURPS name on a box seemed unlikely to become a driver of sales in and of itself. What was the point of bending over backward to placate a prickly niche figure like Steve Jackson?
Jackson tried to backpedal when he realized how the winds were blowing, but it was to no avail. He wasn’t inclined to accept Brain Fargo’s assurances that, just because Fallout wasn’t going to be a GURPS game, Interplay couldn’t do one in the future. “What would you do if you were me?” he asked plaintively of a journalist from Computer Gaming World. “I work on it with them for three years, and then they decide not to go with GURPS. Why would I want to go through that again?”
Setting aside the merits or lack thereof of Jackson’s attempt to cast himself as the victim, the really amazing thing about all of this is how quickly the Fallout team managed to move on from GURPS. This was to a large extent thanks to Tim Cain’s modular programming, which allowed the back-end plumbing of the game to be replaced relatively seamlessly without changing the foreground interface and world. In place of GURPS, he implemented a set of tabletop rules that Chris Taylor had been tinkering with in his spare time for more than a decade, jotting them down “on the backs of three-by-five cards, in notebooks, and on scraps of paper.” Once transplanted into Fallout, his system became known as SPECIAL, after the seven core attributes it assigned to each character: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.
That’s the official story. Having conveyed it to you, I must also note that there remains much in SPECIAL that is suspiciously similar to GURPS. GURPS’s idea of allowing players to select disadvantages as well as advantages for each character as an aid to better role-playing, for example, shows up in SPECIAL in the form of “traits,” character quirks — “Fast Metabolism,” “Night Person,” “Small Framed,” “Good Natured” — that are neither unmitigatedly good nor bad. I haven’t seen the contract that was signed between Steve Jackson Games and Interplay, but I do have to suspect that, had Jackson been a more conventionally businesslike chief executive with deeper pockets, he might have been able to make a lot of trouble for his erstwhile partner in the courts. But he wasn’t, and he didn’t. In rather typical Steve Jackson fashion, he let GURPS’s last, best shot at hitting the big time walk away from him without putting up a fight.
The breakup with GURPS was only the last in a series of small crises that Fallout had to weather over the course of its three-plus-year development cycle. “Nothing against Brian [Fargo] or anybody else at Interplay,” says Leonard Boyarsky, “but at the time, no one really thought much about Fallout. Brian gave us the money and let us do whatever we wanted to do. I don’t think that was [his] intent, but that’s how it ended up.” As Boyarsky hints, this benign neglect gave the game time and space to evolve at its own pace, largely isolated from what was going on around it — when, that is, it wasn’t being actively threatened with cancellation, which happened two or three times over the course of its evolution. Only in the frenzied final few months of the project, leading up to the game’s release in October of 1997, did it become a priority at Interplay. By that time, Diablo had become a sensation among gamers, leading some there to think that there might be some serious commercial potential in a heavier CRPG as well.
Such thinking was more or less borne out by the end results. Although Fallout did not become a hit on anything like the scale of Diablo, it was heralded like the return of a prodigal son by old-timers in the gaming press. “With a compelling plot, challenging and original quests, and, most importantly, a rich emphasis on character development, Fallout is the payoff for long-suffering RPG fans who have seen the genre diluted in recent times by an endless stream of half-baked, buggy, uninspired duds,” wrote Computer Gaming World. The game sold well over 100,000 copies in its first year. It was only the beginning of a trend that would give fans of high-concept CRPGs as much reason to smile as Diablo fans in the years to come.
It might be helpful to recognize here that, for all that no one could doubt Jackson’s genuine love for games, he was a temperamental individual and an erratic businessman, whose company went through endless cycles of expansions and layoffs over the years. Tabletop designer and writer S. John Ross, who worked with Jackson often in the 1990s and knew him well, told me that he suspected that, on this occasion as on many others he was witness to, Jackson was attempting to paper over a failure to do his homework with bluster: “There’s a lot of reason to suppose that Steve was just trying to cover for dropping the ball on giving the game an honest try, by overstating his reaction to the five minutes he actually spent with it, thus buying himself time to soften his view on that and actually get a view on the game past the intro — a gambit that didn’t pay off.” If this is a correct reading of the case, it was a dramatic misreading by Jackson of the strength of his own negotiating hand, as S. John Ross alludes.
Be that as it may, on February 17, 1997, Steve Jackson turned up in a huff at Interplay’s Southern California offices, only to have Brian Fargo refuse to meet with him at all. Instead he wound up sitting on the other side of a desk from Tim Cain for several uncomfortable hours, reiterating his objections to the opening movie and to a number of other details. Most of his complaints seemed rather trivial if not nonsensical on the face of them; most prominent among them was a bizarre loathing for “Vault Boy,” the mascot of “VaultTec,” a personification of the whistling-past-the-graveyard spirit of the mid-century military-industrial complex. Cain, who quite liked the maligned movie and adored Vault Boy, stated repeatedly that he “wasn’t empowered” to make the changes Jackson demanded. The meeting ended with no resolutions having been reached, and a dissatisfied Jackson flew home. A few days later, Brian Fargo came to Tim Cain with a question: how hard would it be to de-GURPS Fallout?
If Steve Jackson remains something of a black box, it isn’t so hard to follow Fargo’s line of thinking. The buzz that seemed to have been building around GURPs in 1994 had largely dissipated by this point; with a personality as idiosyncratic as this one at its head, Steve Jackson Games seemed congenitally unequipped to be more than a niche publisher. Further, the Dungeons & Dragons license had finally been liberated from the unworthy clutches of SSI, had in fact come to Interplay. (I’ll have much more to say about these events later in this series of articles.) Fargo was already talking about it as “the license to print money.” Unlike Dungeons & Dragons, the GURPS name on a box seemed unlikely to become a driver of sales in and of itself. What was the point of bending over backward to placate a prickly niche figure like Steve Jackson?
Jackson tried to backpedal when he realized how the winds were blowing, but it was to no avail. He wasn’t inclined to accept Brain Fargo’s assurances that, just because Fallout wasn’t going to be a GURPS game, Interplay couldn’t do one in the future. “What would you do if you were me?” he asked plaintively of a journalist from Computer Gaming World. “I work on it with them for three years, and then they decide not to go with GURPS. Why would I want to go through that again?”
Setting aside the merits or lack thereof of Jackson’s attempt to cast himself as the victim, the really amazing thing about all of this is how quickly the Fallout team managed to move on from GURPS. This was to a large extent thanks to Tim Cain’s modular programming, which allowed the back-end plumbing of the game to be replaced relatively seamlessly without changing the foreground interface and world. In place of GURPS, he implemented a set of tabletop rules that Chris Taylor had been tinkering with in his spare time for more than a decade, jotting them down “on the backs of three-by-five cards, in notebooks, and on scraps of paper.” Once transplanted into Fallout, his system became known as SPECIAL, after the seven core attributes it assigned to each character: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.
That’s the official story. Having conveyed it to you, I must also note that there remains much in SPECIAL that is suspiciously similar to GURPS. GURPS’s idea of allowing players to select disadvantages as well as advantages for each character as an aid to better role-playing, for example, shows up in SPECIAL in the form of “traits,” character quirks — “Fast Metabolism,” “Night Person,” “Small Framed,” “Good Natured” — that are neither unmitigatedly good nor bad. I haven’t seen the contract that was signed between Steve Jackson Games and Interplay, but I do have to suspect that, had Jackson been a more conventionally businesslike chief executive with deeper pockets, he might have been able to make a lot of trouble for his erstwhile partner in the courts. But he wasn’t, and he didn’t. In rather typical Steve Jackson fashion, he let GURPS’s last, best shot at hitting the big time walk away from him without putting up a fight.
The breakup with GURPS was only the last in a series of small crises that Fallout had to weather over the course of its three-plus-year development cycle. “Nothing against Brian [Fargo] or anybody else at Interplay,” says Leonard Boyarsky, “but at the time, no one really thought much about Fallout. Brian gave us the money and let us do whatever we wanted to do. I don’t think that was [his] intent, but that’s how it ended up.” As Boyarsky hints, this benign neglect gave the game time and space to evolve at its own pace, largely isolated from what was going on around it — when, that is, it wasn’t being actively threatened with cancellation, which happened two or three times over the course of its evolution. Only in the frenzied final few months of the project, leading up to the game’s release in October of 1997, did it become a priority at Interplay. By that time, Diablo had become a sensation among gamers, leading some there to think that there might be some serious commercial potential in a heavier CRPG as well.
Such thinking was more or less borne out by the end results. Although Fallout did not become a hit on anything like the scale of Diablo, it was heralded like the return of a prodigal son by old-timers in the gaming press. “With a compelling plot, challenging and original quests, and, most importantly, a rich emphasis on character development, Fallout is the payoff for long-suffering RPG fans who have seen the genre diluted in recent times by an endless stream of half-baked, buggy, uninspired duds,” wrote Computer Gaming World. The game sold well over 100,000 copies in its first year. It was only the beginning of a trend that would give fans of high-concept CRPGs as much reason to smile as Diablo fans in the years to come.