La vie sexuelle
Learned
Oho! After dropping last pieces of information about past century hits, Tim is preparing to video: "How Boyarsky-Cain dream game became a bareboned Reddit experience".
Everybody knows the first question you should answer is "what do they eat?"
I talk about how to make a good setting for a computer game, and more specifically, what questions your setting should be able to easily answer.
I talk about how to make a good setting for a computer game, and more specifically, what questions your setting should be able to easily answer.
That is a good question. I think it was Chris Taylor, but it might have been Scott Campbell. I agree with you that it added a lot to the dialog experience for the player, but some players didn’t enjoy it, feeling like they had to guess exactly what keywords the narrative designers had used, e.g. “mutant” or “supermutant”. It was also a lot of extra work that many (maybe most) players never used.
Yes, the story that Fallout 2 used was written by me, Leonard Boyarsky, and Jason Anderson. Some of that story was changed after we left, however.
Wow, that was 25 years ago... I mostly remember playing Fallout 2 and thinking the ending was quite different. Also, Fallout 2 was filled with jokes and cultural references that broke my humor rule, which is they need to be added in such a way that anyone who doesn't get the joke or reference doesn't even know it's there. In Fallout 1, we tucked a lot of those into random encounters gated by the player's Luck attribute.
cont- which ones? was it the famously canceled one? Secret of Vulcan Fury?That scripting language was created for one of Interplay’s Star Trek games, and we used it for Fallout. I think John Price created it.
Star Fleet Academy
Roger Zelazny is best known for his Chronicles of Amber series, which is also very good. The first five books in the series are in the bookcase behind me. But Lord of Light is special. I re-read it every couple years, just to enjoy the style of it.
I love Jack Vance, and I’ve read all of his Dying Earth stories. He is a master of evocative prose.
I’ve read Dune, and coincidentally, I’m rereading it now. But as good as it is, it’s never influenced any of my games.
I am providing a link to the article for anyone unfamiliar with this persons questionI’ve read Scott’s article, and yup, it’s all true. Well, mostly true, I think. I’ve learned over the years that everyone remembers Fallout’s development a little differently, especially in attributing features and content. Everyone seems to remember who originated a particular idea differently, probably because our process of thinking of an idea, discussing it, changing it, implementing it, and debugging it was so organic and passed through so many hands that it was often difficult at the end to point to something and say “that’s Bob’s feature right there”.
Nothing insightful. I’ve stopped playing most online games because the communities can be toxic, but I left social media but the same reasons. I wish people could just be nicer to each other, but I don’t see that happening.
I would ALWAYS be interested in a new Fallout game, as a developer and as a fan of the series. If Obsidian started developing a Fallout game, I certainly would want to work on that. But that's true for Bethesda's new Fallout games too. And while I would like to be involved, there is something fun and exciting about playing these games with no foreknowledge of their content. That way, I get to enjoy them as much as any other fan!
Conor, I have designed a complete Fallout game with a novel setting, different time period, new mechanics, etc. But I don’t talk about it, because that way if I see those elements appear in a new Fallout game, I’ll know it’s just a coincidence.
I have never played any of the mods for Fallout 1 or 2, but I should look at them. The creativity of many modders is just amazing!
I always wanted to make video games, ever since getting a home Pong machine and an Atari VCS back in the 1970’s. I even sent designs to Atari when I was 14.
Fortunately, my high school got Atari 800 computers in 1979, and I learned how to program them, especially their graphics modes. That led to a computer game development job when I was 16, and outside of college and graduate school, I’ve never done anything else.
I would rather made a new IP altogether, but I would be lying if I said I hadn't tinkered with the original game a bit, just to get some combat mechanics and script checks working the way they were intended, if I had had more time. I suppose I could always release a mod.
Leonard Boyarsky and I talk about the Fallout secret sauce a lot, and we think Fallout is a combination of very dark moments punctuated with humorous ones, with a very careful balance so that the game is not too maudlin or too silly. It's a hard balance to find, since it often means choosing when to be serious and when not to be serious. Obviously, I was the one pushing for not serious, and Leonard is the serious guy.
Millions of game players have been exposed to Fallout and fallen in love with it, thanks to Bethesda. How can that not be a good thing?
I didn’t want to make Fallout 2, and in fact I had started work on another game. A new team was assigned to make Fallout 2, but the development was seen as troubled by Interplay management, and I was asked to step back in. Unfortunately, a number of different negative events convinced me to leave Interplay after a few months of Fallout 2’s development. And that’s a very long story.
And unfortunately I don’t know who made Pariah Dog.
Ha, there are several things. Part of me wants to answer with GURPS, because I was the one who really pushed to get that license. But I will choose the cut area design for the Interplay Productions' building. Not only did it have some fun story telling and interesting loot, but we had planned a cinematic final slide for it (the contents of which would make no sense without the knowing the content of the cut area).
Always vote with your wallet. A quiet but powerful way to live.
I miss playing Star Raiders on my Atari 800. It was fun and quite amazing for a game made in 1979. I bought the Atari 50 package just to play it and to watch the interviews with older game developers, and it inspired me to make my own version using Unity!
My biggest regret is that Arcanum shipped before we could do a balance pass on combat. So much work left to be done there. A sequel would be interesting to do, but the rights are owned by Activision, and they’ve never expressed the slightest interest in it.
If Microsoft’s acquisition of Activision-Blizzard goes through, they’ll own Arcanum.
I thought we addressed those concerns in the opening of the game. The Overseer says that the chip is irreparable, and given the integrated equipment involved, a work around isn’t possible (although later in the game, the player can pay for water deliveries to the Vault to extend the timer). And there is evidence that the player was not the first person to leave the Vault, but no one who left has ever returned. Fallout contains humor, but I never thought of the initial situation as comedic.
I understand what you saying, and I agree that games are better when developers pour their hearts and souls into them. I could do a whole video (and I might) on the recent trend of work-life balance in the industry. I applaud the attempt, as long as it's tempered with the acknowledgement that game development is as much art as science, and you cannot schedule creativity. At the same time, unless you are an indie, you are making a game using someone else's money, and they expect a return on that investment. Not acknowledging that was part of Troika Games' downfall.
Yes, I worked with them both at Obsidian. I did programming and design on Josh's game Pillars of Eternity and programming on Chris' game Tyranny.
Yes. I’m staring back at people from so many desktops. It’s my real legacy.
I talk about how to make a good setting for a computer game, and more specifically, what questions your setting should be able to easily answer.
The Codex can lure Tim back with geometric shapes.I wonder if he'd ever agree to do an interview with a RPGCodex chosen representative kek. After we dunked on him for being gay, that ship has probably sailed, if it was ever even in port in the first place.
Is it really a great analogy though? Some games are great exactly because they require effort on the player's part. This provides a sense of creativity, discovery and accomplishment. Dark Souls' ethos of "git gud" is the obvious and most known example of this, but there are also games like Kenshi, Oxygen Not Included, Outward, etc. where "climbing" is essential part of the process.This whole section was honestly terrible, and it stinks of someone who is trying to rationalize why designing games that appeal to the lowest common denominator doesn't actually effect the quality of the final product. First of all, driving a car up to a mountaintop versus rock climbing doesn't really work as an analogy related to setting, and instead would work far better as an analogy to video game system design.
[...]
I understand that this was just an analogy, but it actually was a really great one, just not in the way Tim wanted it to be.
programming on Chris' game Tyranny.
The mountain view may be gorgeous, but is it really objectively more gorgeous than a view of a field? The achievement of getting on a mountain is not the same as walking into a field, and it's what separates mountain view from a field view. The amount of labor/difficulty involved in a task is proportional to the amount of endorphins you'll receive upon the completion of the task. Is he tricking himself because he just wants to fit in with the "incloosive" crowd, or he is genuinely an idiot? Who knows.Cain claims that the view from the top of the mountain is just as gorgeous regardless of how you got there, but is that really the case?
He literally states in the video that some people might argue rock climbing to the top will make the view at the top of the mountain more meaningful.Is it really a great analogy though? Some games are great exactly because they require effort on the player's part. This provides a sense of creativity, discovery and accomplishment. Dark Souls' ethos of "git gud" is the obvious and most known example of this, but there are also games like Kenshi, Oxygen Not Included, Outward, etc. where "climbing" is essential part of the process.
Great point actually. Worthy of not just a brofist but a post to acknowledge said point.The mountain view may be gorgeous, but is it really objectively more gorgeous than a view of a field? The achievement of getting on a mountain is not the same as walking into a field, and it's what separates mountain view from a field view. The amount of labor/difficulty involved in a task is proportional to the amount of endorphins you'll receive upon the completion of the task. Is he tricking himself because he just wants to fit in with the "incloosive" crowd, or he is genuinely an idiot? Who knows.Cain claims that the view from the top of the mountain is just as gorgeous regardless of how you got there, but is that really the case?
Tim Cain said:I talk about why I don't review games on this channel, and as an aside, why I am not talking about The Outer Worlds.Good channels to watch for reviews include:Game development: / @mattbarton Game reviews: / @mortismalgaming Deep dives into book lore: / @quinnsideas Book reviews (and great philosophy teaching): / @_jared Movie and TV show reviews: / @erikkain
Maybe. But this soft-spoken, conflict averse faggot made Fallout, so... people would more interested in what he has to say, rather than what you have to say.Probably has everything to do with being a soft spoken, conflict averse faggot and nothing to do with anything else.
Maybe. But this soft-spoken, conflict averse faggot made Fallout, so... people would more interested in what he has to say, rather than what you have to say.
Yes."b-but he made Fallout" is why this thread exists
Making excuses why he doesn't talk about The Outer Worlds. On the plus side he linked to Matt Barton's channel.
Tim Cain said:I talk about why I don't review games on this channel, and as an aside, why I am not talking about The Outer Worlds.Good channels to watch for reviews include:Game development: / @mattbarton Game reviews: / @mortismalgaming Deep dives into book lore: / @quinnsideas Book reviews (and great philosophy teaching): / @_jared Movie and TV show reviews: / @erikkain
And it had the split screen option from the get go as well, right? That really made the game. People would get together after school and have a single player campaign to play through together.the multiplayer
3:17 well they should've listened to her mansplaining Fallout 1 art style to them rather than doubling down on what ended up being the art style of TOW