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Cain on Games - Tim Cain's new YouTube channel

Jack Of Owls

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I don't watch Tim's videos (or any game developer's YT videos unless they're completely loose cannons then it becomes an entertainment thing rather than something informative) regularly but I did catch the one on his resignation offered to Brian Fargo at Interplay. Tim's dramatic pauses and long, stern, silent stares into the camera as he invites his audience to share his sense of outrage is a total hoot. Usually you see this thing in women but I wouldn't have Tim any way other than the gay way because it can make for funny, entertaining, and, yes, informative videos. Most game developers drone in their videos.
 

Zed Duke of Banville

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Microsoft will farm out the next Fallout game to a different studio if this happens.
Yes, it will be quite interesting to see the Fallout franchise return to its original creator, Brian Fargo.

1qIOV5b.png
 

Goral

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Everything Scott Campbell says shows he's one of those seagull designers who wouldn't have a clue how to actually implement all his crazy ideas.
Same goes for Chris Avellone.


Tim Cain said:
I tell the story of how, after leaving Interplay in early 1998, I was offered a job at Electronic Arts to make Wasteland 2.

Edit:
According to (((EA))) Interplay was ungrateful (lol) and they were stringing them along even though they've had no intention of lending them Wasteland license.
 
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Roguey

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Most of the core Fallout team never finished Wasteland. :lol: Looks like I'm more hardcore than they were (I did use Per's guide which didn't exist until 2003 though).

EA found Tim by having a secretary call every single Tim Cain in the phone book asking if they were the one who made Fallout. :what:

Everything worked for the best. Cain got to make his three Troika games, Fargo finally got his Wasteland back.
 

likash

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The part with the EA guy fucking around with Interplay for months comes as of no surprise for me. EA has always been a scummy company led by scumbags. They most likely wanted to hire Cain to do Wasteland 2 just to spite Fargo. Good thing Tim said no. He once again showed that he is a honorable dude.

Fargo seems to have been quite a cocky hot head in his youth compared to the his older version who seems ultra chill and much more fit to lead a company. Fring that guy for pointing out a serious problem sounds very idiotic. Like with Tim's bonus he stuff he just liked to lose valuable people just to satisfy his ego.
 

La vie sexuelle

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Most of the core Fallout team never finished Wasteland. :lol: Looks like I'm more hardcore than they were (I did use Per's guide which didn't exist until 2003 though).

EA found Tim by having a secretary call every single Tim Cain in the phone book asking if they were the one who made Fallout. :what:

Everything worked for the best. Cain got to make his three Troika games, Fargo finally got his Wasteland back.

Fallout's are casual games.

Apparently everyone in the industry is a passive-aggressive little shit.
And a pretentious cunt.

One word - gay.
 

Jack Of Owls

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Edit 3:
Around 55 minute he talks about how Brian Fargo fired an expert IT guy for demonstrating how badly secured net they have at Interplay.

And not just any IT guy. It was none other than Burger Bill himself! Fascinating BTS stuff I never knew. Burger Becky is one of the few other classic game coders I can listen to for more than five minutes. Scott Campbell in the Tim chat had a LOT of nice things to say about Bill/Becky. Aside from sycophant interviewers, I'm not used to hearing that... at all. That Bill was the shit among his peers. All I remember is that chapter in Masters of Doom recounting how Bill came down to the Id offices for a visit one day and Romero, Carmack and the gang all basically scourged Bill's ass snapping a wet towel until he fled the office. Metaphorically speaking, of course (or maybe not so metaphorically speaking... you never know with these kinky coders).
 

Goral

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Tim Cain said:
I talk about how critical hits and misses work in Fallout.

Edit:
Tim Cain has turned off all criticals (successes and failures) during first play day / first location (caves outside Vault and in random encounters before visiting first city) because people in QA were pissed when they would start a game and get critical failure.

That's why in Colony Ship RPG we can choose either 1) true random - where rolling 1 a hundred times in a row is possible / 2) Lightly adjusted - the card deck method where numbers are drawn like cards from a deck, meaning you can't draw the same number twice until deck is reshuffled / 3) Heavily adjusted - where the number of consecutive misses in a row is based on THC (to hit chance) but it of course applies to enemies too.
 
Last edited:

NecroLord

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Tim Cain said:
I talk about how critical hits and misses work in Fallout.

Edit:
Tim Cain has turned off all criticals (successes and failures) during first play day / first location (caves outside Vault and in random encounters before visiting first city) because people in QA were pissed when they would start a game and get critical failure.

That's why in Colony Ship RPG we can choose either 1) true random - where rolling 1 a hundred times in a row is possible / 2) Lightly adjusted - the card deck method where numbers are drawn like cards from a deck, meaning you can't draw the same number twice until deck is reshuffled / 3) Heavily adjusted - where the number of consecutive misses in a row is based on THC (to hit chance) but it of course applies to enemies too.

I heard Fallout (including Fallout 2) is really wild when played with the "Jinxed" trait...
Never tried a Jinxed build myself.
 

Roguey

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I recall now experimenting with a crit-maxer in Fallout and being surprised that it wasn't really working against those cave rats. Have to do an in-game day's worth of travel before experiencing the benefits of that build.

Tim should explain what they were thinking with the lousy stealth and stealing of Fallout and Arcanum.
 

fuzz

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Power Fist or Super Sledge with Jinxed is really fun.
With Sledge you can hit others so hard that they start a zero-G flight. They'll float for half a screen or till they hit an obstacle.
 

Modron

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Power Fist or Super Sledge with Jinxed is really fun.
With Sledge you can hit others so hard that they start a zero-G flight. They'll float for half a screen or till they hit an obstacle.
The novelty wears off pretty fast and makes you wish you picked Bloody Mess. The opposite of the Plasma Rifle I suppose.
 

PapaPetro

Guest


Tim Cain said:
I talk about how critical hits and misses work in Fallout.

Edit:
Tim Cain has turned off all criticals (successes and failures) during first play day / first location (caves outside Vault and in random encounters before visiting first city) because people in QA were pissed when they would start a game and get critical failure.

That's why in Colony Ship RPG we can choose either 1) true random - where rolling 1 a hundred times in a row is possible / 2) Lightly adjusted - the card deck method where numbers are drawn like cards from a deck, meaning you can't draw the same number twice until deck is reshuffled / 3) Heavily adjusted - where the number of consecutive misses in a row is based on THC (to hit chance) but it of course applies to enemies too.

Why not just unlock criticals globally (or locally just against the players) later after the players have levelled up to the point where they won't get oneshotted while they are vulnerable/extra-squishy?
 

I ASK INANE QUESTIONS

ITZ NEVER STOPS COOOMING
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Steve gets a Kidney but I don't even get a tag.
1) This also goes back to my original point - they ran out of media they could quote. Two primary inspirations Tim and Leonard quote there are both secondary media. Everything else was, by Boyarsky's admission, an afterthought, presented to writers and the team as highly specific reference material.
2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
 

Harthwain

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2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
I will add that when they were doing Fallout they had fun with it. The Outer Worlds is more like a job.
 

fuzz

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Power Fist or Super Sledge with Jinxed is really fun.
With Sledge you can hit others so hard that they start a zero-G flight. They'll float for half a screen or till they hit an obstacle.
The novelty wears off pretty fast and makes you wish you picked Bloody Mess. The opposite of the Plasma Rifle I suppose.
Bloody Mess is shit. Special animation is meant to be a reward for a good roll, not a default on each death.
 

Modron

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It's not about the animation per se it's about saving you the 40 seconds of watching someone slide across the map slowly everytime they die.
 

I ASK INANE QUESTIONS

ITZ NEVER STOPS COOOMING
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Messages
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Steve gets a Kidney but I don't even get a tag.
2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
I will add that when they were doing Fallout they had fun with it.
Definitely. Small teams working on an unimportant project where they have complete creative control have the best working environments. Still pretty dysfunctional, but hey - it's the right kind of dysfunction.
The Outer Worlds is more like a job.
Yep. Not to mention that Tim didn't have the people that made Fallout anymore. Sure, couple of old faces here and there, but his boots on the ground were a fresh crop of Obsidian hires. Wrangling that crew is a job in itself.
 

PapaPetro

Guest
It's not about the animation per se it's about saving you the 40 seconds of watching someone slide across the map slowly everytime they die.
Not to mention the tedious looting ritual of finding the correct pixel to click on of the now gibletized corpse.
 

Roguey

Codex Staff
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Not to mention the tedious looting ritual of finding the correct pixel to click on of the now gibletized corpse.
You won't have to deal with this if you dial down the violence meter a notch so that everyone leaves a corpse. :M
 

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