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Interview Pete Hines On Fallout: New Vegas

VentilatorOfDoom

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Tags: Bethesda Softworks; Fallout: New Vegas

<p>Planet Fallout <a href="http://planetfallout.gamespy.com/articles/features/1852/Pete-Hines-Interviewed-By-Planet-Fallout" target="_blank">caught up with Pete Hines</a> at PAX and quizzed him about Fallout: New Vegas.</p>
<blockquote>
<p><strong>How can the player interact within the environment between the Vegas world and the customization and progression of your character?</strong> <br /><br /> The character customization really comes more from the S.P.E.C.I.A.L.S. that you pick, or whether or not you pick any traits in the beginning. Traits is something that we brought back in Fallout: New Vegas where you can now pick up to two traits when you first create your character. Most of which have a positive and a negative effect so you can do your skills that are more pacifist go up by a certain amount but your combat skills go down by a certain amount, kind of a trade off. The perks that you pick along the way obviously have a big effect. But then beyond that it is really the player's actions that determine how your character is customized. So you are not going to go down to the Vegas strip and start gambling or do quests to find new entertainers for a hotel that wants entertainers for their shows, those aren't going to dramatically change your character customization. <br /> It's your actions and how you do stuff that is ultimately going to change. These guys like me better or I've gambled a lot and I've won a lot so I am getting comped now. They are bringing me drinks, they are giving me a room for the night, that sort of is the benefit in oppose to my character does something different now that he couldn't do before. The Vegas stuff is more additive and flavor in terms of how you want to play the game or what kind of things you want to be doing.</p>
</blockquote>
<p>There's more:</p>
<blockquote>
<p><strong>You redid the companion system with the Companion Wheel. Do they have any additional or important roles for the character?</strong> <br /><br /> I think the biggest thing that you will see from companions is that they all have back story and quests related to them. You don't just pick up a companion and he follows you around and that's it. They have stories related to them, their history, and things that are going with them when you met them. That you can go and finish quests that are not related to a faction, a location, or somebody else gives you but that is actually related to your companion. Where you can learn more about them and resolve things related to them. And those are quests you can only do by having them join you as a companion. Which adds a more personal and meaningful, because you get to understand them a bit more and learn more about them as time goes on. Instead of, I met this guy, I gave him some money and now he joined me.</p>
</blockquote>
<p><em>RPG Codex wishes to thank Pete Hines for taking his time with this interview.</em></p>
<p>&nbsp;</p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/99661-fallout-new-vegas-interview.html">GB</a></p>
 

ironyuri

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You redid the companion system with the Companion Wheel. Do they have any additional or important roles for the character?

Based off of what I've seen here and previous gameplay footage, New Vegas has added realistic weapons like the M16 and the Colt 1911. With New Vegas did you try go towards a more modern day approach, or are you still keeping more towards the sci-fi retro approach when it comes to aesthetics of the world?

So Pete Hines did all that himself?....

What a man!
 

Angthoron

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"New Vegas has added realistic weapons like the M16 and the Colt 1911" seems to suggest that the game is making itself. Has the Radiant AI really been that overlooked by us? Could it be that Bethesda is using Obsidian as a cover-up for their fully Oblivion NPC-staffed project?
 

ironyuri

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Angthoron said:
"New Vegas has added realistic weapons like the M16 and the Colt 1911" seems to suggest that the game is making itself. Has the Radiant AI really been that overlooked by us? Could it be that Bethesda is using Obsidian as a cover-up for their fully Oblivion NPC-staffed project?

That would explain why the marketing has sounded like the Oblivion beggars so far (in the polyphony of different voices):

"Spare some thought for Obsidian, sirra!"

"Bethesda is making a great game, don't you think?"

"Have you heard the rumours about the Gray Fox?"
 

Angthoron

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The Terminator scenario with Radiant AI replacing the Skynet? The future never looked so bright.
 
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Between 'Obsidian made the first 2 fallouts', 'Obsidian's staff made the original FO', to 'FO:NV by Bethesda', regardless of where one stands on the companies and the game, it's a really really shite time for those of us who get anal about 'the truth'.
 

Fat Dragon

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Instead of, I met this guy, I gave him some money and now he joined me.
That's what I liked about most of Fallout 1-2's companions. No bullshit drama with them, they were just a couple of motherfuckers in it solely for the action. Pretty simple as far as NPC companions go but it worked nicely, given the setting. Cassidy was a badass.
 

Archibald

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That's what I liked about most of Fallout 1-2's companions. No bullshit drama with them, they were just a couple of motherfuckers in it solely for the action. Pretty simple as far as NPC companions go but it worked nicely, given the setting. Cassidy was a badass.

This. Not every "soldier" has some complicated life story that he`s willing to share with the guy whom he met 2 days ago.
 

Luzur

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Angthoron said:
The Terminator scenario with Radiant AI replacing the Skynet? The future never looked so bright.

those robots will be easy to defeat, just lure them to attack themselves or just wait abit and they will get stuck in a wall.
 

Luzur

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Archibald said:
That's what I liked about most of Fallout 1-2's companions. No bullshit drama with them, they were just a couple of motherfuckers in it solely for the action. Pretty simple as far as NPC companions go but it worked nicely, given the setting. Cassidy was a badass.

This. Not every "soldier" has some complicated life story that he`s willing to share with the guy whom he met 2 days ago.

exactly.
 

StrangeCase

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That's what I liked about most of Fallout 1-2's companions. No bullshit drama with them, they were just a couple of motherfuckers in it solely for the action. Pretty simple as far as NPC companions go but it worked nicely, given the setting. Cassidy was a badass.

I'll echo this too, particularly the bit about it working with the setting. The harsh wasteland thing is kinda undercut if your party members start whining about their mommy/daddy issues. Stupid Bioware. I hate when they do that. Which is always. :x
 

cogar48

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ITT:


The Codex complains about a game having interesting characters. :thumbsup:
 

dr. one

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cogar48 said:
The Codex complains about a game having interesting characters.
well, we don´t know if they´re interesting or not, do we?
if they are, i don´t have a problem with them being more agitated, after all, not everyone has to be a "motherfucker being in it solely for the action".
that said, Bioware characters have their place in Bioware games, not in a supposedly Fallout game and i sure hope devs of NV understand this.
 
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Archibald said:
That's what I liked about most of Fallout 1-2's companions. No bullshit drama with them, they were just a couple of motherfuckers in it solely for the action. Pretty simple as far as NPC companions go but it worked nicely, given the setting. Cassidy was a badass.

This. Not every "soldier" has some complicated life story that he`s willing to share with the guy whom he met 2 days ago.

Well, there's a middleground between sharing your life story + asking for help with a super personal quest and "give me 100 moneys and stfu". People traveling together are gonna talk to pass the time, at least.
 

Fat Dragon

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I'm not complaining about NV having companions; actually I wasn't complaining about anything since I don't know what NV's companions are like. Was just saying that I think normal clear-headed guys without any big personal problems (such as Cassidy) make for more believable party members in Fallout's world. Some pussy who can't deal with their personal problems on their own would be the first ones to die/become enslaved in that kind of place.
 
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Fat Dragon said:
I think normal clear-headed guys without any big personal problems (such as Cassidy) make for more believable party members in Fallout's world. Some pussy who can't deal with their personal problems on their own would be the first ones to die/become enslaved in that kind of place.

Most of the companions in Fallout 2 had some sort of problem. Sulik's sister was kidnapped, Vic was held hostage by Raiders, Cassidy was stuck in a shithole bar in Vault City getting harrassed by guards over booze, etc. They just weren't that fleshed out.
 
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Fat Dragon said:
I'm not complaining about NV having companions; actually I wasn't complaining about anything since I don't know what NV's companions are like. Was just saying that I think normal clear-headed guys without any big personal problems (such as Cassidy) make for more believable party members in Fallout's world. Some pussy who can't deal with their personal problems on their own would be the first ones to die/become enslaved in that kind of place.

I'd like to see a mix (hey how about this? Let's make enough possible party members that you can choose the ones you like from a largish group! Emo backstory companions for those who like that shit, paid mercenaries for others, 'help me out of this deal and I'll give you a hand' types for others...no-one's ever done THAT before have they? *before = last 5 years).

Just give the player enough options that he can fill his squad with a variety of personality types and leave out those he finds obnoxious.
 

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