Tags: Chris Avellone; Fallout: New Vegas; Obsidian Entertainment
<p>DualShockers <a href="http://dualshockers.com/2010/09/28/interview-chris-avellone-on-fallout-new-vegas/" target="_blank">caught up</a> with Chris Avellone, the topic being the soon to be released Fallout: New Vegas.</p>
<blockquote>
<p style="text-align: justify;"><strong>Chad (DS):</strong> Will <em>New Vegas</em> include as many (or more?) branching dialog segments than<em> Fallout 3</em>?</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chris (Obsidian):</strong> Haven’t counted, the metrics don’t matter as much as the feel of the dialogues, and they definitely feel like they have choices – and many times, reactions to choices outside the dialogues.</p>
<p style="text-align: justify;">There’s a lot of skill checks in conversations (some not for dialogue skills, just ones that showcase expertise, like explosives), checks for faction, and different reactions depending on rep. We definitely have more lines of dialogue and quests, as the areas are thicker on population and factions.</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chad (DS):</strong> The shooting mechanics of <em>Fallout 3</em> received some criticism for feeling loose and lacking any weight – it was very “digital” feeling. Has this been addressed?</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chris (Obsidian):</strong> Our project director Josh Sawyer loves guns. He loves making games where guns feel fun to shoot, so he has thoroughly caressed this system with his designer hands.</p>
</blockquote>
<p style="text-align: justify;"><em>He loves guns. He loves making games where guns feel fun to shoot.</em> I anticipate a highly visceral feeling shooting guns in Fallout: New Vegas.</p>
<p style="text-align: justify;"> </p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15869">RPGWatch</a></p>
<p>DualShockers <a href="http://dualshockers.com/2010/09/28/interview-chris-avellone-on-fallout-new-vegas/" target="_blank">caught up</a> with Chris Avellone, the topic being the soon to be released Fallout: New Vegas.</p>
<blockquote>
<p style="text-align: justify;"><strong>Chad (DS):</strong> Will <em>New Vegas</em> include as many (or more?) branching dialog segments than<em> Fallout 3</em>?</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chris (Obsidian):</strong> Haven’t counted, the metrics don’t matter as much as the feel of the dialogues, and they definitely feel like they have choices – and many times, reactions to choices outside the dialogues.</p>
<p style="text-align: justify;">There’s a lot of skill checks in conversations (some not for dialogue skills, just ones that showcase expertise, like explosives), checks for faction, and different reactions depending on rep. We definitely have more lines of dialogue and quests, as the areas are thicker on population and factions.</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chad (DS):</strong> The shooting mechanics of <em>Fallout 3</em> received some criticism for feeling loose and lacking any weight – it was very “digital” feeling. Has this been addressed?</p>
<p style="text-align: justify;"> </p>
<p style="text-align: justify;"><strong>Chris (Obsidian):</strong> Our project director Josh Sawyer loves guns. He loves making games where guns feel fun to shoot, so he has thoroughly caressed this system with his designer hands.</p>
</blockquote>
<p style="text-align: justify;"><em>He loves guns. He loves making games where guns feel fun to shoot.</em> I anticipate a highly visceral feeling shooting guns in Fallout: New Vegas.</p>
<p style="text-align: justify;"> </p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15869">RPGWatch</a></p>