FU: So, New Vegas just used the Fallout 3 engine, but what we did, what we used, we write…well, we write a little dialogue here and there <grin>, and so well, we have a dialogue tool, it’s something that we’ve been developing for almost ten years now. What we realized when we went into doing Fallout: New Vegas, for the time we had it was going to be hard to write a lot of dialogue. And it’s always going to sound like criticism, but it’s sorta criticism. With Morrowind and Oblivion and Fallout [3], the Fallout engine, the Bethesda engine had a certain way of doing dialogue, and they hadn’t gotten to a newer modern way of doing dialogue. We realized we couldn’t use their system to generate a ton of dialogue. In essence, what we did was we bolted on our dialogue tool on to their engine and then we wrote an interpreter between it which would take our dialogue data information and put it in a format that the fallout 3 engine understood. It let us increased our speed three-four-five-ten-fold in doing dialogue.
BH: How much of a pain in the ass was it to work with the fallout 3 engine?
FU: <laughs>