Spazmo
Erudite
Tags: Black Isle Studios; Damien Foletto; Fallout 3 (Van Buren)
Our bom buddy <b>Briosafreak</b> of <a href="http://www.nma-fallout.com">No Mutants Allowed</a> fame sends word via our forums of a second Fallout developer profile up at No Mutants Allowed. This one gets up close and personal with <a href=http://www.nma-fallout.com/article.php?id=7198>Puuk AKA Damien Foletto</a>.
<br>
<br>
<blockquote>Were there things that you wished you had added to either Fallouts?
<br>
<br>
Take the interface and its options from Fallout 2 and make it work in Fallout 1. I would have liked the main story timer taken out in Fallout 1 as well. I wanted more time to explore (of course there were plenty of things to do to extend the time, but I just do not like to have a timer on a main story arch. Sub-quest timers are fine.)</blockquote>
<br>
<br>
I (naturally) disagree. The timer in Fallout 1 gave the player a sense of urgency, like "find the chip or we're <i>fucked</i>." Of course, that raises the question of how you justify, as a designer, having the player stop in every town and do tons of sidequests when they have a really important quest to do. "I only have two weeks to travel 10,000 miles to get to Centropolis and stop my sister from being executed--but of course I'll get your cat out of the tree."
Our bom buddy <b>Briosafreak</b> of <a href="http://www.nma-fallout.com">No Mutants Allowed</a> fame sends word via our forums of a second Fallout developer profile up at No Mutants Allowed. This one gets up close and personal with <a href=http://www.nma-fallout.com/article.php?id=7198>Puuk AKA Damien Foletto</a>.
<br>
<br>
<blockquote>Were there things that you wished you had added to either Fallouts?
<br>
<br>
Take the interface and its options from Fallout 2 and make it work in Fallout 1. I would have liked the main story timer taken out in Fallout 1 as well. I wanted more time to explore (of course there were plenty of things to do to extend the time, but I just do not like to have a timer on a main story arch. Sub-quest timers are fine.)</blockquote>
<br>
<br>
I (naturally) disagree. The timer in Fallout 1 gave the player a sense of urgency, like "find the chip or we're <i>fucked</i>." Of course, that raises the question of how you justify, as a designer, having the player stop in every town and do tons of sidequests when they have a really important quest to do. "I only have two weeks to travel 10,000 miles to get to Centropolis and stop my sister from being executed--but of course I'll get your cat out of the tree."