GOG.com
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games

Emil on Fallout 3's level scaling, combat and armour

Click here and disable ads!

Emil on Fallout 3's level scaling, combat and armour

Development Info - posted by DarkUnderlord on Thu 3 July 2008, 04:12:14

Tags: Fallout 3

Briosafreak has a run-down of comments made in the official forums by Fallout 3 Lead Designer Emil Pagliarulo:

[Level Scaling] I’d say that:

a.) because of the issues some people had with Oblivion’s leveling
and
b.) the fact that we’ve really been focusing on the importance of overall game balance…

…this is something the dev team has come back to time and time again during our playtests, and is something we’re still tweaking. We’ve finally gotten it to a level that we feel really good about.

So basically, if you do the main quest path and adhere strictly to that, there are some areas that are set up to match your level, so you don’t get your ass handed to you unfairly while just naturally playing the game. But certain paths and locations are more difficult, by design.

It’s also the case that the farther you wander out into the Wasteland, the more you’re taking your life into your own hands if you’re not prepared. I mean, hey, a Deatchlaw’s a Deathclaw. smile.gif

And, um, yeah — no Raiders in Power Armor.​
I'm certain they felt "really good about" all the decisions they made in Oblivion at the time too. The truth will be in the pudding. There's a bit more on combat and stuff too.

Spotted @ Brio's Fallout 3 Blog

There are 14 comments on Emil on Fallout 3's level scaling, combat and armour

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.05101490020752 seconds