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Informative Fallout 3 interview at Eurogamer

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Informative Fallout 3 interview at Eurogamer

Interview - posted by Vault Dweller on Wed 4 July 2007, 16:48:28

Tags: Bethesda Softworks; Fallout 3

Eurogamer has posted an interview with Gavin Carter, a beloved son of the Codex, and, coincidentally, Fallout 3 lead producer, and Emil Pagliarulo, the lead designer:

Emil: Fallout 3 is Bethesda's triumphant return to gunplay games, after swords and sorcery for so long.
This quote would be a great way to start my Fallout 3 review.

Emil: It's like, you also can't proceed feeling like you owe the fans of Fallout anything, you can't feel bad that you're not making a turn-based isometric game.
You are on a roll, aren't you, Emil?

Gavin: Fallout 1 and Fallout 2 had many different people working on them. We have a great deal of respect for those guys, but what we don't want to do is open up our entire design to someone outside the company who doesn't really get the culture here.

Jane: It certainly is a beautiful day. We should thank the leader.
Homer: Who the hell is that, some kind of leader?
Jane: Yes. He's the head of our perfect family, and when our galactic vehicle is complete he will take us to our new home, Blisstonia.
Glen: Why don't you come chat with us about the leader at the welcome center?
Homer: Will there be beer?
Jane: Would you rather have beer, or complete and utter contemptment?
Homer: What kind of beer?

Gavin: We have a vision for the game and we're taking putting it all the way through in.

Emil: So take the relationship with "my" father. He's my moral compass, a good guy, a noble character, so if I'm an evil bastard how does he react to me? If I blow up a town, what does he think?

Gavin: Your dad is like this warm, inviting guy. He's Liam Neeson! Who wouldn't want Liam Neeson as their dad, right?
*sigh* Gotta love games for 12 year olds...

Gavin: What happened to him? That's one of the central themes of the game. We wanted the relationship as a central point of the plot, so we don't want you to be able to say, piss off your dad and ruin the plot. To have a narrative you have to have some parts that are more strict. We definitely want you to feel like he is a central character in your life. When he leaves it is the biggest climactic moment in your life. No one ever leaves the vault - it is entirely self-contained.
So much for the choices, eh?

Gavin: Right at the top was, "choice and consequence in every quest line", as much as we possibly can. Every aspect of the game should have choice and consequence. Even choices like picking your character's stats.
Sounds promising. Let's hope the game will actually reflect this philosophy.

Spotted at: NMA

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