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Game News Make Fallout 3 better yourself! + New Downloadable content

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,544
Tags: Fallout 3

In a grand-old tradition of letting modders fix their games for them, <a href="http://www.bethsoft.com/eng/news/pressrelease_112508.html">Bethesda have announced they will release the Fallout 3 Editors</a>.
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<blockquote>The official editor for Fallout 3, called the G.E.C.K. (Garden of Eden Creation Kit), will be available for free download in December and will allow Games for Windows® users to create and add their own content to the game.
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"We've always seen the original world of Fallout 3 as a foundation for even more content. Some created by us, and a lot more created by users," said Todd Howard, game director for Fallout 3. "It's fun to create your own character, but it can be equally fun to create your own adventures. We can't wait to see what the community does with the G.E.C.K."
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The release of the G.E.C.K. provides the community with tools that will allow players to expand the game any way they wish. Users can create, modify, and edit any data for use with Fallout 3, from building landscapes, towns, and locations to writing dialogue, creating characters, weapons, creatures, and more.</blockquote>
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... and if you can't get enough of Fallout 3 by Bethesda, there's new downloadable content coming too:
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<blockquote>Three downloadable content packs will be coming to Xbox 360 and Games for Windows Live starting in January that will add new quests, items, and content to Fallout 3.<ul><li><b>Operation: Anchorage</b>. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. An action-packed battle scheduled for release in January.
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<li><b>The Pitt</b>. Journey to the industrial raider town called The Pitt, located in the remains of Pittsburgh. Choose your side. Scheduled for release in February.
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<li><b>Broken Steel</b>. Join the ranks of the Brotherhood of Steel and rid the Capital Wasteland of the Enclave remnants once and for all. Continues the adventure past the main quest. Scheduled for release in March.</ul></blockquote>
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That's one per month in 2009.
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Thanks <b>Naked Ninja</b>!
 

Ion Flux

Savant
Joined
Jul 13, 2005
Messages
1,301
Location
Up way, way past my bedtime.
Project: Eternity
So I noticed Fan Made Fallout is getting a demo released in Jan. '09. What made you choose the Gulf Coast of Texas for a setting, other than the fact that it's already a wasteland (moral, aesthetic, environmental, surf, etc.)?
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,544
Ion Flux said:
So I noticed Fan Made Fallout is getting a demo released in Jan. '09.
That's the intent. There comes a point when you've spent 7 years working on something in dribs and drabs when you ask yourself how much longer you're going to do it for before you actually end up with something that's complete and tangible. There've been major issues with the project of time availability and just finding competent people who can do and then deliver and don't just take up your time asking how things are done, make you spend all your time explaining to them on the hope it will pay off, before they then disappear. Then the really good people you do find are often too busy with other stuff so you end up with a half finished item you can't use and without the source files, anyone else who picks it up has to start from scratch.

Yes, it's been a fun lesson on the trials and tribulations of modding. Attempting to virtually create an entire game for nothing other than the fact "it's fun" or at least, was once. You can expect the full analysis and reflection some time next year.

Ion Flux said:
What made you choose the Gulf Coast of Texas for a setting, other than the fact that it's already a wasteland (moral, aesthetic, environmental, surf, etc.)?
It came about when we were throwing ideas around for what plot we'd have. Chosen primarily because it was isolated from the locations of the other Fallout's, giving us freer reign to do what we wanted without being too concerned about how that might affect them.
 

Naked Ninja

Arbiter
Joined
Oct 31, 2006
Messages
1,664
Location
South Africa
There comes a point when you've spent 7 years working on something in dribs and drabs when you ask yourself how much longer you're going to do it for before you actually end up with something that's complete and tangible. There've been major issues with the project of time availability and just finding competent people who can do and then deliver and don't just take up your time asking how things are done, make you spend all your time explaining to them on the hope it will pay off, before they then disappear. Then the really good people you do find are often too busy with other stuff so you end up with a half finished item you can't use and without the source files, anyone else who picks it up has to start from scratch.

That's indie game dev for ya, heh. Part of the reason I do most of it myself, finding good, reliable people is a huge pain in the ass.
 

Shagnak

Shagadelic
Joined
Sep 6, 2003
Messages
4,638
Location
Arse of the world, New Zealand
* Operation: Anchorage. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. An action-packed battle scheduled for release in January.
* The Pitt. Journey to the industrial raider town called The Pitt, located in the remains of Pittsburgh. Choose your side. Scheduled for release in February.
* Broken Steel. Join the ranks of the Brotherhood of Steel and rid the Capital Wasteland of the Enclave remnants once and for all. Continues the adventure past the main quest. Scheduled for release in March.
Well, the third one appeals. That's partly because I found the conclusion of the MQ to be so disappointing, so maybe I shouldn't be rewarding them by buying it. :P
Then again, maybe I should give them some credit, as I do want to know "how it all ends". I'm a sucker for punishment I guess.

The first doesn't do anything for me. The simulation aspect turns me off, I think.
It's like watching those Star Trek episodes and then realising "oh fuck not another holodeck mystery". Any sense that it matters seems to disipate with the realisation that it's not "real", and some of the enjoyment goes with it.

The second one sounds "meh", but I guess it depends on the opportunities for double crossing dastards and the like.

I would prefer one about ending the source of the super mutant scourge.
Or have I missed yet another quest?
I mean, there was Vault 87 with the FEV chambers, but I got the impression that was mainly failed attempts by the mutants at kick starting a mutant production programme.
 

Shagnak

Shagadelic
Joined
Sep 6, 2003
Messages
4,638
Location
Arse of the world, New Zealand
More details?
http://planetfallout.gamespy.com/articl ... nouncement

For all of our DLC, I had mentioned before that we looking to do things for ‘Fallout 3′ that are similar in size/scope to what we did for [the $10 "Oblivion" expansion pack] Knights of the Nine. Likewise, you can expect the ‘Fallout 3′ DLC to work the way our DLC worked for ‘Oblivion’ where it adds into your game, whether it’s an existing character or a new game. So that’s [a] decent approximation as far as some of the questions you’re asking.
 

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