A man who stands his ground for what he believes in has the chance to create a classic (then other people can milk the cash cow). It happened back in the 90's and that man standing his ground was Tim Cain with the information provided
on Wiki. Fallout has gone on gross a bucket of cash, but in the beginning not a cent was spent.
I rest my case below which is provided by Wiki.
Classic Game making (the art one) is not about having fun (Hookers and cash) its about having a burning desire to believe, to build, to grind, to fight to the end for what is right and not to please the crowd. The true art and passion is knowing as a creator you made a stand for your world , you made your statement.
Game players just book in for the ride if they like the statement. With this attitude I will never get a cent for development from a publisher who only wants lots of cash for drugs, hookers and fast cars. Them up there on the mountain of money don't give a **** about turn based combat.
History provided by wiki on
Fallout the benchmark.
Should we be thanking a man by the name of TIM CAIN for Fallout even seeing the light of day (also more important in its turn based combat form). Its called working in your spare time with some drive and passion to lay down the back bone (foundation) of a game. Notice a person called Cain had to convince a certain Interplay to "let him finish FALLOUT ffs".Notice
he also had to resist the all mighty
decline called
multiplayer and real-time based.
[8]
But good all Decline leads to the land of the great unwashed and more important $$$$.
Fallout has now been FPS'ed for little Johny to play Rambo.
Fallout was created by
Interplay Entertainment as a
spiritual successor to their 1988 post-apocalyptic role-playing game
Wasteland. It is not an official sequel, although it was initially developed as one, because Interplay did not have the rights to
Wasteland at that point.
[4][5] The budget for the game was approximately three million dollars.
[6] In the early stages of planning, other settings based on the
GURPS role-playing game system handbooks were considered, including a time-travel theme with aliens and dinosaurs.
[7] The game's working titles included
GURPS: Wasteland and
Vault 13: A GURPS Post-Nuclear Adventure. The final title
Fallout was suggested by the Interplay boss
Brian Fargo.
[8]
Tim Cain created the
game engine and
most of the design for the game. He worked on it,
by himself, developing the mechanics of the design and incorporating a then-popular pen and paper role-playing game system
GURPS by
Steve Jackson Games,
[9] but that deal fell through due to the excessive amounts of violence and gore included in the game,
[9] forcing Interplay to change the already implemented
GURPS system to the internally developed
SPECIAL system. Cain said they "all loved
X-COM" and that the original version of
Fallout (known as
Vault 13, before the game was redesigned after they lost the
GURPS license) featured combat very similar to the battles in
UFO: Enemy Unknown.
[10]
Cain worked with fellow employees at Interplay in their spare time, starting in 1994. He built the engine alone in six months, given no money and no resources, only time. Later, Cain assembled a team of 30 people to work on the game for the next three years.
The game was nearly cancelled after Interplay acquired the licenses to the Forgotten Realms and
Planescape Dungeons & Dragons franchises, but Cain convinced Interplay to let him finish the work on his project. Later, after the success of
Diablo,
Cain successfully resisted the pressure to convert the game to multiplayer and real-time based.[8]
Just the Fallout art department alone.
Full credits here. I want a clay modeller

!
Art
Art Director
Leonard Boyarsky
Lead Artists
Jason D. Anderson,
Leonard Boyarsky,
Gary Platner
Artists
Robert Collier,
Michael Dean,
Tramell Ray Isaac,
Eddie Rainwater,
Scott Rodenhizer,
Sharon Shellman
Additional Art By
Peter Kroko,
Justin Sweet,
Joseph Cesario,
Cheryl Austin,
Jay Christopher Esparza (Tachyon),
Geoff Gregor,
Arlene C. Somers,
George Almond,
Erik Jamison,
Helena Wickberg,
James Doyle (Apples Animation)
Clay Modeller
Scott Rodenhizer
Conceptual Artist
Anthony PostmaClick to expand...