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Interviews with RPG developers - aggregate thread

Goral

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The Real Fanboy
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As the title says this thread will serve as an aggregate of interviews with people involved in RPG business for easier searching and accessibility.

First post will be dedicated to Tim Cain and I'll edit it and add more interviews with him if they appear. 2nd post to Leonard Boyarsky, 3rd to someone else, etc. Hopefully more people will participate and mods will fix it™. Also, for now I'll post full interviews only for those interviews that can't be found anywhere on the net (so those that weren't translated to English for example) and add links for the rest unless you have a different idea. Unless the mods will decide that this thread is pointless/retarded and will delete it/move it.

TIM CAIN

Interview #1 published in Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay:

Ramsay: Tell me about the day you left Interplay. Why did you leave? What were you thinking?

Cain: While Fallout was in production, I was unhappy at how development worked at Interplay. People who didn’t play games, or didn’t even seem to like games, were making decisions about how to market the game, what features it should have, and when it should ship.

Worse, decisions were being made that changed the game and required us to do substantial changes, and these decisions could and should have been made months earlier. For example, the UK office said no children could be harmed in the game, but children had been in the design for years. Another example: Interplay spent a lot of money for an external marketing agency to develop treatments for the box and ad, and they were terrible.

My artists produced better work on their own time, but marketing did not want to use them. However, when Interplay’s president, Brian Fargo, saw their work, he liked what he saw, so the art was used. My role as producer appeared to consist of arguing with people and trying to defend the game from devolving into a lesser product.

In July 1997—Fallout would ship three months later in October—I had decided that I did not want to work on Fallout 2. I submitted to my boss, Feargus Urquhart, a review for my line producer Fred Hatch that recommended he should be promoted to associate producer and assigned Fallout 2. Although the review was not processed, Feargus gave Fred the game to see how he would perform. When the first designs were submitted, I really didn’t like them. Neither did Feargus, nor did Brian Fargo.

Leonard Boyarsky and Jason Anderson, who were the two artists and designers on Fallout with whom I would later start Troika, didn’t feel any different either. So, Leonard and Jason wrote a different storyline for the game, which Brian liked more, but he told me he’d like to see what I could do. When I asked Feargus about Fred’s promotion—his review was now long overdue—he told me that while he wouldn’t make me do Fallout 2, the promotion wasn’t going to happen, and Fred wouldn’t get the sequel.

Feargus planned to give Fallout 2 to the producer of Descent to Undermountain if I didn’t take it. While I personally liked that producer, I hated Descent. I thought the sequel would suffer under similar direction. I told Feargus that I would do the sequel and began working on a design.

Before leaving for Thanksgiving, I informed Feargus that I was thinking of quitting. I wanted him to know how I was feeling about development and how deeply I had been affected. I was worried that the same problems I had experienced during the development of Fallout would persist during the making of Fallout 2. Feargus said he understood.

When I returned, he asked if I had made a decision. I had not, and so I began work on Fallout 2. I worked out a new design and made an aggressive schedule to get the game out by the end of October 1998. I then started working on the game as lead designer and producer.

But the same problems resurfaced. For example, to save time and money, I had decided to have the same internal artists make the box for Fallout 2. Feargus was upset that I had made such a decision without consulting him, but when I talked to Marketing, they were fine with the idea. But then Sales decided to change the box size and style, which would create problems for making the second box look similar to the first. In a meeting with Sales where Feargus was present, I was told that the decision was made and “there will be no further discussion on it.”

I decided I had enough. Leonard and Jason, who could tell I was unhappy, had told me weeks earlier that they were unwilling to work on the sequel without me. Rather than simply quit, I remembered that Brian had told me years ago, after a programmer had quit under bad circumstances, that he wished people would come and talk to him rather than quit.

I went to Brian in December and told him that I was unhappy and wanted to quit. I decided to be frank and honest, and told him that other people also weren’t happy and might resign with me. He wanted names. I told him about Leonard and Jason. Other people declined to be mentioned.

Throughout December and January, the three of us met with Brian to discuss the problems and see what solutions might be found. We wanted to meet with Brian as a group to prevent any misunderstandings that might arise from separate meetings. In fact, I wanted Feargus there, too, but Brian only included him once toward the end. Brian seemed surprised that I was getting resistance to doing Fallout 2 my way. His attitude was, “You did well on the first game, so just do it again on the second.”

Unfortunately, this meant running to Brian whenever anyone tried to force their own ideas into the game, which didn’t seem like a good working environment. We discussed this problem and raised other issues at these meetings, such as converting our bonus plan to a royalty-based plan. Brian did not like the idea of royalties. As for how to handle creative control, Brian said I could divide the responsibilities with Feargus, so I could handle Marketing and other departments directly, and they would have to effectively treat me as a division director. This seemed unsatisfactory to me, but Feargus seemed very unhappy that his own authority and responsibilities concerning Fallout 2 would be greatly reduced in this plan.

It was unclear how some issues would get resolved, such as budgeting for equipment and maintenance, since I didn’t have a division director’s budget. Brian handwaved these issues, saying that we’d work them out.

At that point, I regretted not abiding my original instinct to walk out and trying to work things out with Brian. In mid-January, I decided to leave the com-pany. I told Feargus, who accepted my resignation and asked me to work until the end of the month. We went to talk to Trish Wright, the executive producer, who was unhappy to see me leave but accepted it. She warned me that Brian might be very upset, but I wanted to tell him that day. I returned to my office and told Leonard and Jason that I had quit, effective at the end of the month. Then I went and told Brian.

As expected, he was not happy. We talked for an hour, but the meeting was cut short because I had a dental appointment. While I was at the dentist, Leonard and Jason also decided to tender their resignations. I didn’t speak to Brian after that day, and I finished out the month with my team.

My team was surprised and unhappy, having heard nothing of my months of meetings with Brian. I met with them to make sure the design for Fallout 2 was up-to-date. And I met with Feargus; my replacement, Eric Demilt, who would produce Fallout 2; and other designers, such as Chris Avellone and Zeb Cook, who would assume my design responsibilities.

I made sure that everyone understood the new design and where all of my documents were located on the local network. Phil Adam, the head of human resources, met with me once, to get my view on why I was leaving, but I otherwise did not interact with Brian or the administration.

On my last day, I packed my personal effects and went to Human Resources to process out. I was redirected to Legal, where I was asked to sign a letter that reminded me of my confidentiality agreement. I learned later that Leonard and Jason were not asked to sign such a letter. And then I went home, wondering what to do, now that I had a good title under my belt but had effectively cut ties with my last company.


Ramsay: When did you approach Leonard and Jason about Troika?

Cain: I talked to Leonard and Jason the day after we quit about their plans. None of us had approached any companies before we quit Interplay. Personally, I was too busy trying to document my plans for Fallout 2 to even think about what to do next. So, we sat down and talked about what we liked about Fallout and what we didn’t like, and one theme became clear: we really wanted to make a fantasy computer role-playing game.

We had avoided the fantasy genre when we made Fallout, and that was a conscious decision to distance ourselves from the large number of competitors already on the shelves, such as the Ultima series, the Might & Magic series, and all of the games based on Dungeons & Dragons (D&D). But we felt that we had earned the right to work in that genre, and we had a number of ideas that would make our game stand out.

The desire to mix magic and technology was present from the outset of our talks, so really, you could say that the basis for Arcanum formed very quickly. We wrote down our ideas for technology levels, for the effects of technology on classic fantasy races like elves and orcs, and for the role of magic in such a world. Everything seemed to come together very quickly, and we were pleased with our outline for the game.

Originally, we never planned to make our own company. None of us were businessmen, but we did enjoy working together. We went to several local companies, such as Blizzard and Virgin, but they were more interested in hiring us to work on one of their existing games under development than to work on an original game. After a few weeks, we figured that our game would only be made if we formed our own development company and found a publisher, so we switched tactics and began approaching companies for a contract and not for employment. That’s when we created Troika.

The name came from something that Feargus would call us back when we worked on Fallout. As producer, I would be responsible for signing off on various game assets, such as the manual, the box cover, and any advertisements. However, I am not very artistic, and I am color-blind as well, so I would usually bring Leonard and Jason along with me to check that the art was appropriate on these assets. Feargus started calling us “the Troika,” and after we had left Interplay and thought about making our own company, we liked that phrase enough to use it for our company name.

We incorporated on a suitable date: April 1, 1998. We didn’t get a publishing deal until summer. We worked out of our homes until we moved into offices in October. And that’s when Troika really began.


Ramsay: None of you had experience on the business side of running a studio. Did you find someone to play that role?

Cain: We never did get a business person. In hindsight, that was probably our biggest mistake. We would work on a game until it was finished, then we would scramble to find our next contract. We should have had someone whose full-time job was to secure funding for us, so we could concentrate on making games. Instead, we were always overworked and stressed. We did find a great lawyer who specialized in legal contracts in the game industry, but that only helped after we found a deal.


Ramsay: How did you chart out the future of the company? Did you at least go through the business-planning process?

Cain: We didn’t chart out anything. We tried to get our first contract, and we did. As soon as we had it, we concentrated on nothing else. We focused on that game—designing it, programming it, and producing its art assets. We were developers first and foremost. Running the business was an afterthought—an extra chore that we did between developing games.


Ramsay: What happened next? What was your first challenge?

Cain: Our first big challenge after incorporating was finding a publishing deal. None of us had any contacts in the industry, so we just cold-called places. We went to Activision, Sony, and a few other big publishers, but everyone seemed more interested in hiring us than funding us. Finally, six months after we quit Interplay and four months after forming Troika, when we were feeling the most despondent, we got a call from Sierra that changed everything.

Scott Lynch was a newly promoted vice president of development at Sierra, and he had loved Fallout. Scott was very excited about our ideas for Arcanum, and more importantly, he wanted to get us signed quickly so we could get started on it. He was even willing to make unheard-of—at least to us—concessions in the contract, so that we could get funded quickly. I think the whole negotiation period took less than a month. And we had a great contract! The big challenge now? They wanted a working prototype of the game in 90 days.


Ramsay: Then you began hiring the first employees?

Cain: Ninety days was insane, but we didn’t know it. We were excited to get the contract. We had come off Fallout and Fallout 2 at Black Isle, where we had worked crazy hours. I worked up to 14 hours a day, seven days a week, for the last three months of Fallout. I figured I could do that again.

The working prototype that Sierra wanted was a sample level from the game. They wanted the player to be able to walk around, cast some spells, and engage in combat. They wanted one or two creatures to fight, a structure of some kind to enter, and some interesting effects. And we decided to do particle effects and real-time shadows. Of course, they also wanted a user interface on top of everything.

Unfortunately, the programming challenge proved to be beyond my abilities in that time frame. Since Sierra was paying us for the prototype, we used some of that money to hire another programmer, and the two of us worked crazy hours along with Leonard and Jason to get that prototype done. We started from nothing—no code base, no art, nothing. And we managed to make a really good prototype.


Ramsay: What was the size of your team during prototype development? How large did the Arcanum team eventually grow?

Cain: There were just the four of us: we three founders and one additional programmer. When we finished the prototype and Sierra accepted it, we rented office space in Irvine and were joined by three more people. Over the next few months, we hired five more, for a total of twelve people. I am still amazed to this day that we developed Arcanum with only twelve people. For three years, we worked long days—between ten to fourteen hours per day—and most weekends, usually Saturday and sometimes Sunday, too. This is what you can do when you are young, idealistic, and optimistic.


Ramsay: There were no concerns about crunch, quality of life, and the impact on productivity? How did you reward employees for performance?

Cain: When we hired everyone, we told them we wanted to keep the company small and lean. While we knew there would be long hours, everyone would have opportunities to work in many different areas of the game and have ownership of those areas. That’s why the credits for Arcanum simply state our names and not any titles. All of us made Arcanum. We blurred the lines between programmers, artists, and designers—hence the name of our company. One person would create animations and write dialogue, while another would implement combat and design quests. We were kind of like communists, which made our company name even more appropriate.

In that communist vein, we also decided to pay everyone the same salary, so we hired only senior, experienced people. If the game brought in any money, we would split the amount 50/50. Half would go to the company and funding our next game. The other half would be split evenly among us. At the end of the project, that’s exactly what we did.


Ramsay: You were working long hours, with undifferentiated roles, hiring only experienced people, and paying employees without concern for merit. That doesn’t sound like a sustainable model.

Cain: We couldn’t keep working at this pace or with this flat hierarchy. It was difficult to plan a schedule when everyone had an equal say in all matters, and we felt that we needed to structure our team better.

After Arcanum shipped, we rearranged ourselves into a hierarchy with leads, seniors, and staff members. We planned our design work carefully, trying to avoid the crushingly long hours we had endured for the last three years. We started working on a Lord of the Rings game using the Arcanum engine but with a completely different art style. We worked with Sierra and the Tolkien estate, and we created a really fascinating storyline for the player, which paralleled the original fellowship storyline. But Sierra pulled the development into one of their internal teams, which was extremely disappointing. Then out of the blue, we ended up being courted by two different publishers, and both of them had offers to work on licensed games.

We accepted both offers and split into two groups. One group worked on a D&D game for Atari, while another began work on a White Wolf Vampire game for Activision. I was in charge of the first group, while Leonard and Jason headed up the second.


Ramsay: These games were The Temple of Elemental Evil and Vampire: The Masquerade—Bloodlines, right? Were you able to reuse the Arcanum engine?

Cain: Yes, we used a heavily modified Arcanum engine for Temple. We were lucky that we had reserved the rights to the engine in our contract with Sierra, because they retained the rights to the property. The new engine used 3D models for the characters instead of 2D sprites, and the background art contained masks to let the 3D characters pass behind the 2D background images.

Of course, we converted all of the system mechanics to D&D version 3, and then 16 months into the project, we converted the mechanics to 3.5. I am very proud of the game for being completed in 20 months. It may not be my finest work, but it was done quickly and is incredibly feature-rich for such a fast project.

On the other hand, Vampire was done using Valve’s Source engine. That’s the same engine used for Half-Life 2, Left 4 Dead, and many other games. In fact, we were the first external developer to make a game with Source. We actually finished Vampire before Half-Life 2, but we could not release our game before Valve released their game.


Ramsay: When you were negotiating with Sierra, did you try to obtain the rights to Arcanum? Why did you keep the rights to the technology instead? Would you recommend asking for technology rights to other developers?

Cain: We tried to keep the rights to Arcanum, but Sierra was investing 100% of the capital. They really wouldn’t budge on this issue. So, we asked for the rights to keep all technology involved in its development, including all tools and the engine itself. Sierra agreed, which was a delightful surprise.

I advise startups to ask for whatever they want. The worst a publisher can do is say no, and they probably will, if they are providing the majority of the funding. But sometimes they will give you what you want. We were able to make Temple so quickly because we already had an engine ready to use.


Ramsay: Temple had a very short development cycle, and the mechanics were revised during the last stretch. What went right? What suffered? If you had more time, how would the game have been different?

Cain: The original schedule for Temple was 18 months, which was and is unthinkable for a full-featured role-playing game. I tried to convince Atari that we needed more time. When I failed, I reduced the scope of the project and cut several classes from the design, including the druid and the bard, both of which had many specialized rules for their abilities. Atari asked for those classes to be restored, implying that the game contract depended on it, so I added them back. But very little manpower was available for design. I hoped that by picking a classic module for the base design that I would save many hours of design time, but we could have probably made a better product in that time frame by developing our own game world.

What suffered? Well, we had very little time to write dialogue, or develop quest lines, or balance treasure amounts. Our tight schedule left only two people, Tom Decker and myself, any time to do these tasks. I was also the producer, and Tom was in charge of localization. We had too many chores and not enough time to do them. It certainly didn’t help that, in the middle of development, Wizards of the Coast published the D&D 3.5 core rules revisions. We had a difficult choice: launch the game with out-of-date mechanics or change those mechanics in the face of an already tight deadline. I asked Atari for more time, specifically for three months. I told them that this was an issue they should have foreseen. Did they not know about the revisions? But they didn’t want to budge. Finally, they gave us an extra two months, bringing us up to twenty months.

In that time frame, we did a great job on the combat system, which was a masterful interpretation of the D&D rules married with an intuitive interface. Even people who did not play D&D could quickly grasp basic combat, and many of the more advanced combat feats were supported as well. I think it helped us immensely that many of our programming staff were D&D fans, and they already knew the rules very well.

In hindsight, given a longer schedule, we would have made our own IP instead of using The Temple of Elemental Evil, and I believe that world would have had the rich characters and storylines that people had come to expect from Troika. And, of course, the game would have shipped with fewer bugs and design issues than it did. But that is starting to sound like the moral of the Troika story: if we only had more time.


Ramsay: Troika also had some trouble with release timing. How did Valve’s embargo on Vampire impact the company?

Cain: Well, the embargo caused several problems. First, while the game was held until Half-Life 2 shipped, we were also not allowed to keep the title in development. Activision had us work on the game until a certain point, and then they froze the project. We’d have continued to improve the game, especially by fixing bugs and finishing incomplete areas, but they didn’t let that happen. They picked a version as the gold master for duplication, and then they held that version close until the ship date. We fixed some bugs, but they didn’t want to pass new builds to quality assurance.

Second, while our game was being held, Valve continued to make improvements to the Source engine—improvements we couldn’t add to our game. It was frustrating to play Half-Life 2 and see advancements in physics, modeling, facial animation, and other features that our game did not have.

Finally, the embargo really demoralized the team. They had finished a game that couldn’t be shipped, or changed, or talked about. And when Vampire was shipped, the game was compared unfavorably to the only other Source game on the market. Needless to say, we lost some good people during that time. They quit in frustration and went elsewhere.


Ramsay: Even if there was a need for the title to be published before Half-Life 2, Valve made that impossible. Why did Activision freeze the project?

Cain: Just to be clear, I came over to the Vampire team after the first two years of development, and my role was to provide programming leadership and work on areas of the game code that needed immediate help, such as creature artificial intelligence and file-packing issues. So, I never interacted with Activision during development.

With that said, the Vampire game had been under development for three years. While that’s not a long time for a role-playing game—Fallout had taken three and half years to develop, and that was a simpler game made almost a decade earlier—Activision had become impatient and wanted the game shipped as soon as possible. They wanted to cut areas of complexity, we wanted to maintain quality, and the game was caught in a lopsided tug-of-war. In the end, Activision “won,” and the game was shipped with many bugs, cinematic cutscene issues, and incomplete areas.


Ramsay: Can you give me some examples of these problems?

Cain: Some of the most egregious examples included the game crashing when a Nosferatu player character finished a particular map. This was caused by a bad map value in a script that teleported a Nosferatu to a different map than other player characters because Nosferatu were not allowed to appear in public places. The crash was discovered after the embargo, along with the disheartening fact that no one in quality assurance at Activision had ever tested the Nosferatu character.

We were also working on smoothing out the walking animations of characters during in-game cinematic sequences. The embargo occurred during the middle of this process, which left a great many characters skating or stuttering during those sequences. And the warrens near the end of the game were barely populated with creatures when development was frozen. No balancing or dialogue was added at all.

I don’t have to restate how demoralizing these issues were to the team. All of these problems were easily solvable with more time, but that time was not available.


Ramsay: Was there any ill will toward Valve?

Cain: No, we weren’t really angry with Valve. They made their deal with Activision, and part of that deal was that any Source-based game had to be shipped after their Half-Life 2. Valve had the luxury of pushing out their ship date repeatedly—and they did—to ensure that their game was great. We were hoping for the same luxury, but Activision didn’t grant it.

Now Activision, on the other hand, did get a bit of our ire. When we discovered that we could not ship before Valve, we never imagined that Activision would ship Vampire on the same day as Half-Life 2. For several reasons, a much better idea would have been to ship Vampire a couple of months later. It would have given us time to polish our game with a stable engine. It would have given the consumer something else to buy that used the Source engine after Half-Life 2. And a later release would also not have put us in direct competition for consumer dollars during our important first few weeks on store shelves, because we all knew that consumers were going to choose Half-Life 2 over Vampire. And, really, was the cost of a few more months of development really that much more than the years we had already spent on the game? No, I may not be a businessman, but that seemed like a bad choice on Activision’s part.


Ramsay: Sounds like a reasonable solution to me. Did Leonard or Jason make these arguments to Activision?

Cain: Leonard did a lot of the interacting with Activision, and he did suggest this course of action many times. As far as I knew, Activision either ignored the suggestion or complained about how much time Vampire had already taken. They really did not want to put any more money into the game than they absolutely had to, but at the same time, they demanded triple-A quality. It was quite schizophrenic.


Ramsay: In the end, this ordeal brought about the collapse of Troika? What happened after Vampire shipped?

Cain: Leonard, Jason, and I went looking for a new contract even before Vampire shipped, since we were done a few months before. Leonard pursued Fallout 3, which ultimately went to Bethesda, who outbid us. I landed us a contract with the Department of Defense to modify Temple to make it a training ground for military artificial intelligence. The idea of military AI learning in a Dungeons & Dragons world amused me to no end. But that contract only covered three people for about six months. After a few months of searching, we ended up laying off half of the employees, with severance pay, so we could keep the office open.

We actually had the opportunity to get contracts for several different games, but none of them were role-playing games, and none of them were games that I had any interest in playing. Leonard wanted to take them to tide us over, but I didn’t want to do that. I figured, why should we have a company if we were not making the games we wanted to make?

I didn’t particularly enjoy running a business, and Leonard and Jason didn’t either, so we decided to shut down Troika while we were still in the black. We could pay our remaining employees severance and insurance, so they could find other employment, and we kept the office open for a month to make their transitions easier. In fact, we kept Troika going as a business for six months, with me running it from my house, so employees could file for insurance under COBRA, which is easy and fairly automatic. If we had closed, they would have had to apply for HIPPA, which is much more complicated. It was the best we could do.

In the end, Vampire shipped in November 2004. We closed the office in February. And Troika officially ceased to be a company in September 2005.


Ramsay: Looking back, do you think you should have pursued contracts for the games you didn’t want to do? In several months to a year, there might have been more attractive opportunities.

Cain: Oh, I think I will always wonder about that, but honestly, I have no regrets. Troika was a wonderful experience while it lasted, but I am not a businessman. I did not want to live a life of pursuing one contract after another, of negotiating with publishers, or of dealing with employees and landlords. I got into this business to make games, and I am getting to do that more as someone else’s employee than as a company owner.


Ramsay: Would you say that Troika was your first and last venture?

Cain: I will never say never, but yes, it’s very likely that I will never start my own company again. Owning your own company is something that many people dream about, but I’ve been there and done that. It’s just not for me. Now with that said, I wouldn’t rule out the possibility of making a game on my own, smaller in scope than my previous games and something designed for a particular platform, like an iPad game. I still have ideas that I’m not sure how to express in a big game, but those would likely be ideas I could pursue in a small one. You never know what the future holds.


Ramsay: What are you doing now? Are you happy?

Cain: I left Carbine Studios in July 2011, and I decided to take some time off. While I did interview at some game companies—mostly at places that approached me when word of my Carbine departure got out—I was not actively looking for work. Instead, I was thinking about all of the different kinds of development work I had done before, and I was trying to decide which work I liked the most and which I didn’t like. Given that August 2011 marked the thirtieth anniversary of my first game industry job, I thought it was a good time to stop and take stock of my career.

During lunch with Chris Jones, an old friend and colleague from Interplay and Troika and an owner of Obsidian, he mentioned that I seemed happiest when I was not at a big company in a management role. He said I had seemed the most happy when I was programming Fallout 1, and he thought I should consider that kind of job—one where I could take an active hands-on role in the development of a game, but at a small company.

So, I approached a startup in Seattle and offered my services. After the interview, they offered me a job, but there was one catch: the position would not begin until April 2012. When I mentioned this to Chris, he suggested that I spend the balance of my time doing programming work at Obsidian. I came by the Obsidian offices and liked the people I met and the projects I saw, and I started working there on October 11, 2011.

And who knows what may happen next? If I like Obsidian and they like me, I may stay. Or I may join the startup in Seattle. But one thing is clear to me. Going forward, I am going to pick jobs based on how happy they will make me, and not on how much they pay, how much responsibility I receive, or how much they may advance my career. I have done those things, and I wasn’t happier for it. I suppose these are the kind of life lessons that everyone has to learn for themselves at some point. This was my point.​
Interview #2
DGC Ep 033: Interview with Tim Cain and Leonard Boyarsky (podcast interview with Boyarsky and Cain)

Interview #3
RPG Codex Retrospective Interview: Tim Cain on Fallout, Troika and RPG Design

Interview #4
Matt Chat 66: Tim Cain interview


Interview #5

http://www.eurogamer.net/articles/2...ime-travel-sentient-dinosaurs-fantasy-planets
An early story concept for the first game in the hugely popular Fallout series saw you zipping back and forth in time, traveling through space and battling sentient dinosaurs, creator Tim Cain has revealed.

Speaking at a post-mortem panel at GDC in San Francisco today, Cain explained that the game's story morphed a number of times before its eventual post-apocalyptic setting was settled upon.

At first, it was going to be a traditional Dungeons & Dragons fantasy game.

"A lot of people who came on board said we could do something that's better than D&D - let's put our own twist on that," he recalled.

"We quickly threw that out as there were so many other fantasy games being developed. This is the one choice we made that saved us from being canceled."

Then came something rather more ambitious.

"Our second idea was epic. You started in the modern world, you were thrown back in time, you killed the monkey that would evolve into modern humans, you went through space, you went to the future which was ruled by dinosaurs, you were then exiled to a fantasy planet where magic took you back through the timeline, and then you came back to the modern world to save your girlfriend.

"It's weird even hearing myself talking about it now, but we were really going to go with this. One of the other producers kind of slapped me and said 'there's no way you're ever going to get this story made. You can work on it for years and nobody is ever going to do it'.

Sure enough, Cain and his team scrapped the idea. However, they held on to the extra-terrestrial theme for their next pass. That concept saw aliens invade earth and conquer all but one its cities. The game's hero would then venture out of this safe zone to fight back.

"This is what morphed into Fallout - the idea of a vault that you left and went out into the wasteland," said Cain.

However, getting the game finished and onto shelves proved a very challenging process, with the title nearly axed on a number of separate occasions.

Its first brush with cancellation arose when publisher Interplay picked up the Forgotten Realms and Planescape D&D licenses. Some at the company thought that a new RPG IP might detract from sales of those titles. However, Cain "begged" boss Brian Fargo not to pull the plug and Interplay duly let it live.

It had another close call when Steve Jackson's GURP role playing brand, which Fallout was initially tied into, decided the game was too violent and didn't approve of the art style.

"It was too late to change anything," explained Cain. "I figured we were going to be canceled."

But management gave Cain a last minute reprieve.

"I was asked to write a new combat system. We had a week to design it and a week to code it. If we could do that we wouldn't be canceled. I'm not exactly sure how we did it. I know we drank a lot of soda, we were there all the time, I know we smelled bad too, but we did it."

There was one more shaky moment just before launch. European ratings boards refused to classify the game for release as it allowed the player to kill children.

"We allowed it. We just said it's in the game. If you shoot them it's a huge penalty to karma. You're really disliked, there are places that won't sell to you, there are people that will shoot you on sight. We thought people can decide what they want to do.

"But Europe said no. They wouldn't even sell the game. We didn't have time to redo the quests so we just deleted kids off the disc [for the European release]. The story references children but you never actually see any."

Cain also discussed the struggles the team had coming up with a name for the game. It was originally going to be titled Vault13 but Interplay's marketing team rejected it as it "didn't give any sense of what the game was about."

"They suggested things like Aftermath, Survivor and the wonderfully generic Post Nuclear Adventure," recalled Cain.

"What eventually happened was Brian Fargo took the game home and played it over the weekend. He came back and put the CD on my desk and said 'you should call it Fallout'. It was a brilliant name - it really captured the essence of the game."

And the rest is history. The game launched on PC in 1997 to huge critical and commercial success and a franchise was born.

Cain now works as a senior programmer at Obsidian - the developer behind last year's Fallout: New Vegas.

Interview #6
Presentation at GDC in 2012:
 
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Goral

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LEONARD BOYARSKY

Interview #1
RPG Codex Interview: Leonard Boyarsky on joining Obsidian, Fallout & Bloodlines cut content and more

Interview #2
RPG Codex Retrospective Interview: Leonard Boyarsky on Fallout, Interplay and Troika

Interview #3
V:tm - Bloodlines; Leonard Boyarsky interviewed

Interview #4
DGC Ep 033: Interview with Tim Cain and Leonard Boyarsky

Interview #5


Interview #6



Interview #7

https://www.rpgsite.net/interview/8...interview-with-game-director-leonard-boyarsky
The Outer Worlds: Interview with Game Director Leonard Boyarsky

It's been about half a year since Obsidian Entertainment first unveiled The Outer Worlds on The Game Awards stage. We were lucky enough to be able to get a live preview of the game late last year as well as talk to Narrative Designer Megan Starks about some of the game's philosophies about companions and choice. Half a year later, and Obsidian led off Microsoft's E3 2019 presser with a new trailer and a release date.

Afterwards, we were able to see about 30 minutes of new footage from the game taking place on the inhospitable Monarch (the footage was also shared on the E3 Colisseum webcast.) After the demonstration, we were able to sit down to chat with Game Director Leonard Boyarsky to talk about the identity of The Outer Worlds, comparisons to Fallout (Both Obsidian's New Vegas and the Interplay original), level scaling, the possibility of an eventual sequel, and more.

After graduating Cal State Fullerton and the Art Center College of Design with not one but two degrees in illustration, Leonard Boyarsky started working in the game industry as a freelance artist in 1992. After completing various art tasks on Unnatural Selection (eventually published by Maxis), Leonard became a full-time employee of Interplay Entertainment, as one of the lead artists on Stonekeep. After completing work on Stonekeep, Leonard became the Art Director and designer on the title he is best known for, Fallout, where he created the iconic '50's look, the Vault Boy character, and the intro and outro for the game among many other things. After completing the design for Fallout 2, Leonard became one of the co-founders of Troika Games in 1998, where he fulfilled a multitude of roles, including CEO, art director, concept artist, animator, modeler, designer, and writer on the classic games Arcanum (2001) and Vampire: Bloodlines (2004). From 2006 - 2016 Leonard worked at Blizzard Entertainment on Diablo 3 (2012) and its expansion, Reaper of Souls (2014) as the World Designer, conceiving and writing many of the new areas of the world and backstories for the new classes. In 2016 Leonard left Blizzard to become the co-Game Director on The Outer Worlds.​

RPG Site: So what's it like to have your game lead off the Microsoft E3 Press Conference this year, is that something you ever thought would happen?

Leonard Boyarsky: Nope, it was quite a very nice surprise.

RPG Site: What's it like to be able to leverage that kind of opportunity?

Leonard Boyarsky: With the exception of my time at Blizzard, everything I've gotten to work on has been relatively obscure things without a high profile -- back when I worked on the original Fallout even, no one knew what it was or cared.

RPG Site: So what is your specific role or title for this game? You and Tim Cain are often paired up, both acting as co-Directors, but what's been your focus specifically when it comes to The Outer Worlds?

Leonard Boyarsky: Well we both make sure to have a hand in the world building -- we create the world together, but I'm in charge of the writing, story, and art, while Tim focuses on more systems design and gameplay. But yes, we both do act as co-Directors.

RPG Site: People are often very quick to make comparisons to game's like Bioshock and especially Fallout: New Vegas, what do you feel when you see those comparisons made? Do you ever worry people are going to expect the game to be something different than what it is?

Leonard Boyarsky: Well, I think it's unavoidable that those comparisons are made, especially regarding Fallout. and I thought Bioshock did a fantastic job of world-building as well; the games we've been compared to are generally considered top tier, fantastic games so when the comparisons are made favorably, that really excites us. It's really funny, because we when made [the original] Fallout, it was something no one had really seen before. It was kinda steam-punk as it was at that time -- we didn't have all these other punks like diesel-punk, cyber-punk, so now there's this wider genre already out there. So we still wanted to make The Outer Worlds something people haven't really seen before.

RPG Site: So what sets The Outer Worlds apart?

Leonard Boyarsky: I think it's the tone and feel of the world, and the fact that it really reacts to your choices. There are a lot of games that do that now, at least more than there used to be, but I feel that we take it further than other games. That was one of the reasons that we didn't want a voiced protagonist. Because you know, once you do that you set the personality of the player at least partially in stone.

RPG Site: Speaking about Fallout, there's a sort of relevant tangent there as voice acting was added and it's not always seen as the best change the series has undertaken.

Leonard Boyarsky: Yea, I can't speak as to why Fallout went that direction, but for us it wasn't even a discussion to voice the player-character. It was always assumed from minute one that we would not. There's two aspects to it -- no matter what voice you 'pick', someone is going to feel that who they hear isn't who their character is. On the other side of that, if you're recording player voices you have to restrict what you write. If you come up with five more ideas or choices, but there's no opportunity to record new lines, then you can't really go further with ideas and you can't easily go back to add choices that weren't there before. So it gives us a lot more freedom, and it allows the player to completely imagine who they are in our world without anything in their way.

RPG Site: So about the characters that are voiced, the companions -- last year I got to talk about them a little bit with the game's first showing, but a couple of things were kept under wraps. We only knew of Felix and Ellie and since then Parvati. Is Nyoka (a companion showcased during the E3 demo) new?

Leonard Boyarsky: We didn't make a big deal about the reveal, but she was in our PAX demo a couple of months ago. So those are the four companions that we've talked about, and we aren't sharing yet the ultimate number or who the others might be. As always, we want the companions to be very integral to the game world. For instance, Nyoka is from Monarch, so when the player is running around this area, other characters will recognize her and have that history with her. She'll probably help call out a few people that are actually full of shit and trying to mislead you.

RPG Site: Seems like something she'd say.

Leonard Boyarsky: Exactly, and not only that but we tried to emphasize the Leadership characteristics in our demo, where companions are buffed to be even more important, and they'll even give part of their skills back to the player, so we don't just have companions as sounding boards, they'll have that gameplay role as well.

RPG Site: In some games with a system of companions, sometimes there are cases where two companions will never see eye-to-eye and you have to pick and choose. Is that the case in The Outer Worlds?

Leonard Boyarsky: No, in our mind, we wanted to make a rich group of characters that will effectively become your crew. Now, these characters all have deep ties to different parts of the world, but we didn't want to lock off characters behind allying with different factions or something like that. We didn't want to tell players "Oh, if you side with the Board, this is what companion we allow to side with you". We really wanted to allow players to build their crew as a group of smugglers or however they wanted to play it, and having this choice was always a conscious goal of ours.

RPG Site: Can you explicitly turn down a character from joining you, or lock yourself out of recruiting one?

Leonard Boyarsky: You can't lock yourself out of a companion, don't worry. You can send them away, however, and there are a few places where you'll specifically get chances to do that if you wish. It's all story-based though, there isn't a system like morale or influence, nothing like that. So having companions join up will never be a surprise, but there will be cases where they might want to leave if you keep going against them, but even then if you have a high Leadership you might be able to convince them to stay anyways.

RPG Site: Last year, I asked Megan if it was possible to kill any character in the game, and the answer was yes. I just want to make sure: is that true and still the case?

Leonard Boyarsky: [After a pause] There is one character that you can't kill until the end of the game. But every character in The Outer Worlds can be killed.

RPG Site: It's a pretty stark design decision to declare that you're going to allow that sort of freedom.

Leonard Boyarsky: It's always a goal of ours, I think - I can't remember if this is true - but even in the very first Fallout, that was a goal on our part, with the exception of one person that couldn't die because they were a ghost, so that's not cheating. Somewhat of another exception here are companion characters.

RPG Site: Oh?

Leonard Boyarsky: What I mean is, you can kill them before they become allied with you, but once they are, you don't have friendly fire options to be able to past that point. You can send them away and they'll disappear from the game, but as companion characters, they do work slightly differently. So I guess that's technically a caveat. Tim just did a playthrough where he killed almost everyone he came across, so he finished the game fairly quickly because he couldn't do most of the side quests. But he was able to complete the main story no problem.

RPG Site: It must be difficult to plan for that, to be able to allow the player to keep progressing despite playing like a lunatic murderer, I wouldn't want to play that way, but if you have even one person who does..

Leonard Boyarsky: It again wraps back to that degree of freedom that we want players to have, and to say some players not able to roleplay that way because they are in a safe place or because certain characters are invulnerable just takes away the immersion and makes it feel less genuine.

RPG Site: The ship that is showcased in a couple of the trailers, you've mentioned in the past it acts as a hub of sorts and it's where companions will hang out. I know this game isn't a space-sim, but I'm wondering if you'll be able to customize it or fly it?

Leonard Boyarsky: We did, early on, talk about being able to modify the ship, and as you complete quests and go throughout the game, it will change in some small ways, but it's not like you'll be able to change out the engines or upgrade parts of it or things like that. It was considered, but as a new IP with a smaller budget, we wanted to focus on character choices and things like that.

RPG Site: Another cool part of the game are the Science Weapons you've shown off, both the shrink ray and the face rearranging weapon, are there any others you're showing off at the moment?

Leonard Boyarsky: No, those are the only two we've shown off. We have kind of an internal logic behind the weapons, our world is very pulpy and Sci-Fi and we think those two are really emblematic of the tone which is why they've been kind of at the front.

RPG Site: In the demo we saw today, you showed off the disguise system in your game, I was wondering if there was also any system like Fallout: New Vegas, where certain gear could act as a disguise for entering places owned by different factions?

Leonard Boyarsky: The way the Holographic Shroud works is that once you get an ID cartridge for a certain faction, you can plug it into this device in order to mask your identity temporarily by creating this sort of 3D hologram around you. It works as a sort of timed meter which will slowly drain, but the disguise is lost faster if you run, or shoot at people, things like that. It plays also into the dialogue system as well, you'll have checks you'll need to pass one someone spots you once the meter is out, and I think on the final check you have to actually have two different buffed up dialogue skills in order to maintain the disguise.

RPG Site: So is having that item or ability available to everyone? Or is it like a quest reward or how does that work?

Leonard Boyarsky: Every player will always have it, but the challenge is being able to find the ID cartridges that will work for it, and then of course players with specific builds will be able to make better use of it once they have it. If you enter an area without it, you'll get a notification showing that it's restricted.

RPG Site: And then the player will have to think about where or what quest line might lead to getting an ID card for that area.

Leonard Boyarsky: Exactly.

RPG Site: You've mentioned previously that the level cap is 30. How high is that relative to the scope of the game? If I was being thorough and completing all the quests I see, how quickly would I hit it?

Leonard Boyarsky: We're balancing it right now, actually. We've had problems before where you'd reach max level too soon, so we're expanding that. We really don't want players to hit level 30 too far before the end, because then you've hit the ceiling, so to speak. So if you're just powering through, we have to figure out where players should be ability wise, and also the same for players that do every little quest.

RPG Site: How does level scaling work? Are a certain group of enemies in a location always going to be, say, level 12, and another region always something different?

Leonard Boyarsky: We're changing stuff like this every day, so this might still be tweaked, but what we have right now is limited level scaling. So if you go to a place early on that you're allowed to be, enemies might scale a little bit lower compared to if you return to that area later. Everything is sort of bracketed. Half the fun of an RPG is being able to overcome something that kicked your ass earlier and then coming back and effortlessly laying them out, and we wanted to preserve a part of that. But because this is a game that is story driven, there are a few places that will be locked off for story reasons that should feel valid and shouldn't come across as arbitrary at all -- we want to make sure things never feel too easy or have players feel unfairly penalized for exploring out from the story path.

RPG Site: Does The Outer Worlds have any sort of optional area whose difficulty supersedes the main questline? One cool part I look forward to in RPGs is the big optional area, the tough superdungeon, or something like that. Anything like that here, like maybe a big secret forest on Monarch?

Leonard Boyarsky: Well, if you stay on the main story path, things are going to stay a little bit easier relative to some other stuff near the end of the game, where if you go away from that road you're taking more chances. In the demo you saw the Mantiqueen, which is definitely a tough (optional) challenge. There's also something called 'mega', where monsters can be buffed even stronger.

RPG Site: If I were able to take on the Mega Mantiqueen and defeat it, how does loot work? Am I hoping for some percentage drop of gear from it, or maybe some rare material?

Leonard Boyarsky: Again, these things are constantly changing at the moment, but there's a certain amount of randomness, but we also have specific loot tables. You're never gonna loot a Mantiqueen and find...well, actually I think they can eat people and they can drop armor - I think. So it is random, but we try not to have it where a monster will drop a gun when it doesn't make sense.

RPG Site: Outer Worlds was announced for Game Pass for both Xbox and PC, if I wasn't subscribed to Game Pass, but did want to buy it this year on PC on Microsoft's store, I can do that this year?

Leonard Boyarsky: Yes.

RPG Site: We just learned that Witcher 3 is coming to Nintendo Switch. Is there any chance for The Outer Worlds? I know it seems like a crazy question, but so did the idea of Witcher 3.

(Director of Communications Mikey Dowling steps in to answer)

Mikey Dowling: We'll have to see, right now we're just focused on our current announced platforms of PC, Xbox, and PlayStation.

RPG Site: Let's say that The Outer Worlds is a hit..

Leonard Boyarsky: Let's say that! Let's say that a lot.

RPG Site: (laughs) But if it's a hit, and the opportunity to follow up with a sequel or DLC or something is announced. Whose decision would that be? Obsidian's, Microsoft's, or Private Division?

Mikey Dowling: It would be Microsoft, if a sequel would happen.

RPG Site: Thank you for your time!
 
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FEARGUS URQUHART
Interview #1 Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay:

Ramsay: Tell me about the closure of Black Isle Studios.

Urquhart: That was a pretty tumultuous time. I had almost left Black Isle a year before in 2002. I ended up staying because I hoped that we would be able to turn things around and help Interplay get out of debt. My desire to leave was based on the frustration that Interplay was losing money year after year, despite the fact that every game we shipped—both internal and external—made money, and in many cases, a lot of money.

At some point, that really grates on you. It’s that feeling that no matter how well you do, the company you work for will just slip another five feet back each year. I held out another year, hoping that things would turn around. But Interplay lost the Dungeons & Dragons license in late 2002 or early 2003 after we had been working on Baldur’s Gate 3 for about two years, which was a big morale hit to me and everyone working on the game. Following that, it seemed like it was the right time to move on.


Ramsay: When did you begin talking about Obsidian Entertainment?

Urquhart: I really didn’t talk to anyone about starting a new company until after I had left and was then approached by other people. Things then grew pretty quickly over the next few months, and by the end of that time, there were about seven of us, five of which were the owners of the company. A couple of months later, we were able to get Star Wars: Knights of the Old Republic II signed, which made it possible to bring on another ten people in about a month. By the end of 2003, we had around 20 people.

Ramsay: Who were the five owners? How did you know them?

Urquhart: The five owners were, and still are, Chris Parker, Darren Monahan, Chris Avellone, Chris Jones, and myself. As for how we met, it all started at Interplay in the early 90s.

The first of the owners that I knew was Chris Jones because we were in quality assurance (QA) together back in 1992. Chris was a huge Wolfenstein 3D player. I was shocked at the time he spent trying to find all the secrets by sliding along the walls, pressing the spacebar. Chris eventually moved out of QA, became a programmer, and then an engine programmer on Fallout, Arcanum, and a new engine that, unfortunately, died with Black Isle.

I met Chris Parker when he was working as my lead tester on Blizzard’s Lost Vikings 2. After he got his chemistry degree, he moved out of QA as well and became a producer in Interplay’s Sports division. In 1996, he came over to Black Isle as a producer on both BioWare’s Baldur’s Gate series and the Icewind Dale series, which we developed internally.

Chris Avellone created adventures and source books for a number of pen-and-paper role-playing games before coming to Interplay as a designer in the then-named TSR Division. I met him in the first few days of taking over the division, and he quickly went from working as just one of the designers to the lead designer on Planescape: Torment.

Last, but not least, is Darren Monahan, who I met, much like Chris Parker, because he was working in QA on one of my titles. He then moved out of QA to become a programmer in Interplay’s Tech Group. Darren later transferred to Black Isle when we needed another producer on Icewind Dale.

So, we have all known each other for a long time, and thankfully, we liked each other enough to start a company together.


Ramsay: How did you fund your company at first?

Urquhart: Chris Parker, Darren Monahan, and I put most of the startup costs on our credit cards. I think the total investment came to somewhere between $100,000 to $125,000. This investment allowed us to run payroll; obtain medical insurance; incorporate; buy equipment such as desktops, servers, and networking; and pay the security deposit for our office space. We paid ourselves salaries, but only minimum wage. We had to be able to run a legitimate payroll because no medical insurance company would insure us until we had run and paid either one or two payrolls.

We were able to stop paying out of our pockets after we got our signing amount from the Star Wars: Knights of the Old Republic II agreement. That got us through the first couple of months, and then we were able to start getting paid on milestones. After about six months, the company was able to pay all of us back the money that we had put in.

I’m happy that we bought the software and hardware we needed in the beginning. We purchased legitimate copies of 3ds Max as soon as we needed to use them, and we purchased licenses for Windows and Office with every workstation that we put together. We switched to Dell after the first couple of months. Other than being able to say that we were running our company legally, ensuring we had licenses meant that we could move forward at full steam. We spent quite a bit of our cash reserves to do this initially, so we had to be very careful with other things. When we had more cash available, we were able to hire the people we needed to hire, instead of dealing with a debt of illegitimate software or a network infrastructure that was not made to push 5 GB builds of our game around.


Ramsay: Is the rate at which the company expanded typical for startups?

Urquhart: Yes and no. For a new studio that is starting off to be a multiproject studio working on large games, I think our growth was typical. We started with a core staff of 7 and grew to 20 pretty quickly. We then grew between 20 or 30 each year for the next four years.

However, what might not be typical is that one of our goals as a startup was to become a multiproject studio. This meant we pushed to get multiple projects so that we could grow the company to around 80 to 100 fairly quickly. With our reputation in the industry for making role-playing games, we were able to get these projects, and that fueled our growth. That was a double-edged sword though. It was great to be able to grow quickly, rent new office space, buy new computers, and all of that. But that sort of growth also meant that we had to learn how to manage increasingly large teams working on increasingly complex projects.

I sometimes wonder how things would have been different if we had stuck to one large project and one small project. Doing that, it’s very possible we could have grown our methods and our processes along with our staff, which would have probably led to a smoother last few years.

Having said all of that, one piece of advice that I received early on was, “If you are getting deals, sign them.” But not to the extent that you have five deals and two teams. Contracts come in waves, and when the waves are hitting, you need to take them.


Ramsay: Excellent advice. I’ve never heard that before, but I can certainly see the wisdom. Who told you that?

Urquhart: Lars Brubaker, who was president at Reflexive Entertainment then. We started in the industry at about the same time at Interplay. Lars left Interplay earlier than I did and started up his own company in the late 1990s, but we have kept in touch ever since. We still have lunch pretty much every month.


Ramsay: What other challenges did you face in the beginning?

Urquhart: Looking back, the beginning seems easier than the last few years. If I had to pick some challenges from back then, I would say figuring out the ownership of the company, finding a fair way to do medical insurance, and making sure that we were continually thinking about the future and not just trying to get our first game done.

The ownership issue was a little tricky because it was valuing who should get what at the very beginning, which can make some people feel undervalued and others feel greedy for asking what they think is fair for them to have. It seems we did pretty well. Unless I’m mistaken, everyone is still fine with the decisions we made those seven years ago.

Medical insurance is a distinctly American issue, but we wanted to ensure that we were fair to single and married people. We decided to cover single people 100%, spouses 50%, and children 25%. That felt fair because we were giving married people a good benefit, but not so much that single employees would feel married people were getting compensated so much more than them. After a few years, we found that nobody really even thought about medical insurance as something one person was getting more than another, so we changed spouses to 75% and children to 50%. While I’m on the subject, medical insurance costs about $1,300 per month, and we cover about $1,000 of that, with the employees covering the other $300. That’s before tax though, so probably only about $200 in actual cash.

Lastly, keeping focused on getting new projects while successfully making our first game was something I think we did pretty well. While I contributed to the development of our first title, Star Wars: Knights of the Old Republic II, it was work that didn’t require my attention every day. I wouldn’t hold anyone up if I needed to focus on new projects for a day or three. Ultimately, this made certain that I could be looking for new projects, but that I was not so removed that I was out of touch with what we actually do each day. I think that if we had not focused on these things, transitioning from our first project to our next would have been far more of a challenge.


Ramsay: How important to you is being a hands-on leader? Do you think other entrepreneurs should be directly involved with development?

Urquhart: The quick answer is that being a hands-on leader is very important to me. We are in the business of making games. If I completely lose touch with that, I don’t think it would be possible for me to be an effective leader. I am also supposed to the most objective person at Obsidian, so if I’m not familiar with the how and why of developing our games, then I can’t be effective in that role.

The other thing we talk a lot about at Obsidian is that as the “old guys,” we shouldn’t abdicate our experience. What I mean by that is that we actually do know things from our 15 to 20 years of experience, and we shouldn’t stay silent when there are pieces of advice or methods that we know will work, or for that matter, won’t work.

There is a very big caveat about being a hands-on leader, and that is being hands-on does not mean being in the way. I’ve had to learn that I can be involved in the design of the products or even implementation, but I need to make sure that I’m not stopping anyone else from doing their job because of my “actual” job of being CEO. In my position, I may have to suddenly leave for a couple of days to show off another product or visit one of the console companies. While I’m doing that, it is really frustrating for the team to be waiting for me to finish my development work.

I absolutely think that entrepreneurs should be involved in the actual creation of the games they make. I try not to be a weight on others with the development work that I do. I also try to keep myself focused on my role as the main business development guy at Obsidian. I have to make sure that I’m doing that job as well. If I become too involved with our games, then that job suffers. In the end, it’s a big balancing act that I constantly reevaluate.


Ramsay: Star Wars is a major property. How did you get that opportunity?

Urquhart: It was great being able to work on a Star Wars game. I’ve actually been able to hit the nerd trifecta by working on Star Wars, Star Trek, and Dungeons & Dragons games in my career. When it came to actually signing a deal with LucasArts, it was a collection of relationships and our reputation from Black Isle Studios that brought us the opportunity.

I had met Simon Jeffrey, president at LucasArts, through Lisa Jensen, who had worked with Simon at Virgin. Lisa was in charge of public relations for Black Isle. We were also doing a lot of work with BioWare, and I had known the cofounders, Ray Muzyka and Greg Zeschuk, since working as producer on Shattered Steel, their first commercial product.

When we left Interplay, I contacted Simon to see if he was looking for another Star Wars role-playing game. I was actually thinking the game would be an action role-playing game for the Xbox and PlayStation 2 using the engine that Snowblind Studios had created for Baldur’s Gate: Dark Alliance.

However, he said that BioWare was moving onto other products, and Lucas-Arts was looking to have a sequel to Star Wars: Knights of the Old Republic done fairly quickly. I thought about the offer for all of about five minutes, and then called Simon back and told him we would do it.


Ramsay: Is being established critical to winning the big contracts?

Urquhart: In my experience, your reputation, combined with your relationships, really helps you get contracts as a third-party developer. In fact, unless you have an incredible demo already running on one of the consoles or a great track record, getting the larger contracts is extremely difficult.


Ramsay: Lucasfilm has been said to be particularly restrictive with the Star Wars license when third parties are involved. Was that your experience?

Urquhart: Actually, our experience with Lucasfilm was not that at all. In the end, they really only asked us to change three or four things about the game. For example, they did not want us mucking around with Alderaan, and we had the horns on one of the races turned the wrong way.

Now, the reason I think we were allowed more freedom is because of how we have always treated licenses. We look at a license as a privilege to play and develop in their worlds. We respect that privilege.

We immerse ourselves in them and make sure we are doing everything right. In the case of Star Wars, our chief creative officer, Chris Avellone, spent every waking moment for three or four months reading everything he could get his hands on, even this pretty poor series called Teen Jedi or something like that. After such a great investment of time, he became our resident Star Wars scholar and was able to make sure everything we were doing would stay within the bounds of the license. That’s how we have always treated the Dungeons & Dragons license as well.

Ultimately, the worlds and rules belong to the licensors. We may not agree with everything they’ve done, and we may even ask if we can change certain things. But their fans love it for what it is, not for how we can change it. So, by trying to change it too much, we really are doing a disservice to the fans who are going to buy the game.


Ramsay:
You’ve worked closely with BioWare for a long time. When did that relationship come about?

Urquhart: As it seems to happen a lot in my career, it was happenstance. BioWare had pitched, and Interplay had signed, a mecha game called Metal Hive, which was later renamed Shattered Steel. The game’s original producer, Rusty Buchert, needed to focus on other things, so I was put on the project. I ended up doing some design for the game, and I wrote the voice-over lines for almost all of the movies.

While working on the project, I had a chance to get to know Ray and Greg really well, so they shared with me another game they were working on. They were calling the game Battleground Infinity, which was a role-playing game with some real-time strategy elements that they were developing for the PC, using pretty much the very first version of DirectDraw for Windows. To be honest, the first demo wasn’t that far along, so they started pitching the game to a lot of other publishers.

They showed me another demo a few months later, and a light bulb turned on in my head about how we could make the game into a Dungeons & Dragons game. There was initially some resistance at Interplay, but I have to give credit to Trish Wright, the vice president of marketing, for listening to me and getting Brian Fargo, the chief executive at Interplay, to come see the demo. Right after seeing the game, he said that we needed to sign it up and make a Dungeons & Dragons game.

That one moment was the start of the Baldur’s Gate series, BioWare’s Neverwinter Nights, and Black Isle’s use of BioWare’s Infinity Engine to make both Planescape: Torment and the Icewind Dale series. It’s interesting to think, “What if that five-minute meeting had never happened?”


Ramsay: What were the difficulties of using BioWare’s tools to develop Planescape: Torment and the Icewind Dale series?

Urquhart: With Planescape: Torment, the challenges of using BioWare’s Infinity Engine all come from trying to use the engine before Baldur’s Gate was finished. That meant we had less than a year before we shipped to work with the final version of the engine.

But because of how we approached the game, we weren’t really in that bad of shape. We did what I think everyone should do when using a piece of technology: use it for its intended purpose. In games, that means using it to make a game that’s similar to the type of game that it was originally developed to make. Since Planescape: Torment and Icewind Dale were designed to have very similar structures to Baldur’s Gate, we were able to use much of what the engine did without implementing too many new capabilities.


Ramsay: You were using the Infinity Engine before BioWare had shipped Baldur’s Gate. Are scenarios like that common?

Urquhart: I think that sort of technology sharing was something that occurred more then than it does now, but it probably still happens at publishers, across development teams at larger developers, and during console transitions. Typically, when work begins on a second game to use a particular engine, developers will either work with the unfinished technology while planning to transition to the final version and dealing with the assortment of problems that result or start development when the first game to use the engine is supposed to done. Unfortunately, things don’t always happen as planned.

During console transitions, technology sharing happens more often because teams are waiting on the upgraded versions of the engines they are developing on, such as the Unreal Engine, but they don’t want to wait until that first game comes out on the new platform. If they waited, they would start development two or more years after the new platform launched.


Ramsay: At Obsidian, have you faced similar challenges?

Urquhart: The largest challenges we have had with technology at Obsidian have come about from not taking my own advice about using third-party tools. With Neverwinter Nights 2, we felt we needed to swap out the renderer and create an entirely new world editor, while keeping the back end of BioWare’s engine for the rules, scripting, and core systems. But, as we started changing things, it was necessary to change even more.

What we didn’t plan for was how those changes would impact our schedule. We quickly fell behind, and we weren’t where we wanted to be after six months of development. What we should have done at that point was to just stop and restructure how we were developing the game. That would have meant moving off a majority of the designers and artists until we really had the systems and tools ready for them to use.

On Alpha Protocol, we ended up in a similar place, but for different reasons. We underestimated all of the RPG systems that we would have needed to create to layer atop Unreal Engine 3. Now, Unreal Engine 3 is much more than just a renderer, but when it comes to all of the things that make RPGs tick, it has never needed to have them. We ended up doing something very similar. We had people trying to create levels, gameplay, and content before the systems were really there for them to use. They could create levels that functioned, but they functioned for a game like Gears of War and not what we were ultimately trying to create. It wasn’t the engine’s fault though. We didn’t adequately take the systems work into account.


Ramsay:
When Neverwinter Nights 2 fell behind schedule, what was the publisher’s view?

Urquhart: Ultimately, I think Atari was okay with the delay after the game was released. Nobody is ever happy in the midst of a delay though. We should have readdressed where we were, and made a new plan to use our remaining budget and resources to make the best game we could. But it’s always hard to stop midway through a project and really evaluate how to best move forward. Actually, it’s really scary, too. The reason is that you are trying to keep to your milestone schedule, so that you can continue to get paid. Having to call your publisher and say we have to stop and come up with a new plan could mean that you could get your project canceled and lose any of your own money that you have put into it.


Ramsay: Which is more advantageous: using third-party proprietary tools, licensing middleware, or building your own?

Urquhart: Whether you build your own engine or use a third-party one absolutely depends on the project; although, I think it is beneficial for any developer to either have their own technology or focus on one specific engine. Jumping back and forth between different engines doesn’t help with a developer’s ability to efficiently make games.

However, there will always be projects, particularly sequels, where it’s just better to use a certain technology, even if you’re unfamiliar with it. An example would be that we used Bethesda’s internal technology to create Fallout: New Vegas. We were able to start where the Fallout 3 team left off and not only use all the tech they created, but all the assets as well.

I should probably add one last thing about using technology. We have been the most successful when we have used an engine that has been used to make the type of game that we are making. Anytime we have deviated from that, we have hit roadblocks. As you deviate more and more, I’ve found that there isn’t a linear relation between the quantity of changes and the challenges we’ve hit; it’s more of an exponential one. The first deviation is not big deal, the third one could create any number of problems, and the tenth one could add three or five times the amount of problems.


Ramsay: Generally speaking, are the savings from reusing technology and game assets so substantial that they outweigh the drawbacks? Would you say that such reuse is a competitive advantage?

Urquhart: In my mind, there are two ways to look at the reuse of assets and technology. First, from a production standpoint, if you can reuse a lot from a prior game, then the time between starting the project and creating that first finished level is much faster. That’s a benefit because levels are what players actually play, and the more time you can focus on making and iterating on levels, the better chance there is that the levels will be good and polished. There is also the benefit that the team will be working with finished technology and tools.

Many of the games that I have worked on that have been a challenge have been that way because the tools and asset pipelines were very late in coming online. In particular, designers and artists would fight the technology to make the game, or they would have to continuously go back to levels that were “done” to add in features or fix things because aspects of the engine or assets were changed.

Second, from a creative standpoint, we have to be careful about how similar the game feels to the last game. If nothing new is added, then the game could feel too much like the last game. What we have tried to do is make sure that we add a story with a different twist, add new gameplay options that change how the game is played, add new art that makes at least some elements of the game feel very different, and change as much of the user interface as possible. The user interface of the game is what the player sees from the first second of gameplay to the last second. When we change the user interface, the game will look and feel different.


Ramsay: Can reuse ever stifle creativity or tank a project?

Urquhart: Reuse can stifle creativity, if the team lets that happen. A car is made of an engine, tires, chassis, doors, and a few other things. However, there are car designers that can make that look new and fresh. The team has to figure out how to take what’s given to them and put the parts together in ways that are interesting and fresh to the player. Like cars, they do need some new gadgets, paint, and paneling, or it can be a harder job.

In my experience, we’ve always done a good job of reusing things in ways that haven’t led to a project tanking. I think the reason for that is we remember that while we’re using the same blocks, it’s really our job to arrange them and present them to the player in fresh ways. When you have the opportunity to make more story-focused games, a new narrative with interesting characters can really engage a player, even if a lot of what they are seeing and doing is similar to what they did and saw in another game.


Ramsay: The Fallout series began at Black Isle. Bethesda Softworks now holds the license. What is the feeling at Obsidian about returning to the franchise that you created with less control?

Urquhart: Bethesda was great about giving us a lot of freedom in making Fallout: New Vegas. They gave us some very high-level suggestions about what they wanted, and we then came back with a pitch. They were happy with about 95% of the pitch, and for the other 5%, they had very specific reasons as to why we could or should not do what we had suggested. As we began development, we submitted a lot of our new ideas to them. Todd Howard at Bethesda was very open to our ideas. Throughout development, there were only a very few things they wanted us to not change or not use.

Getting to work on Fallout was a great experience. Personally, one of the things that made me the saddest when I left Black Isle was probably the notion of not ever being able to make Fallout. Luckily, that didn’t turn out to be true, and so we now have Fallout: New Vegas.


Ramsay: How do you deal with criticism of your games? What impact do reviews have on the company?

Urquhart: I think I go through the different phases of grief; although, I usually skip denial and go straight to self-loathing!

On a more serious note, I find reading criticism of our games very hard, but I can’t avoid the task. As CEO, hiding from reviews is not going to benefit our company or our games. So, I read them, and they remind me about what we need to think about, how we need to focus our efforts, and how to look at the press and the industry as a whole. We are not an island, and we need to take critical perspectives into account. The job becomes harder when you think about the impact of bad reviews on your future as a developer. Bad reviews increase the difficulty of getting deals, and they may close doors to contracts that may have once been available.


Ramsay: What are some of the lessons that you have learned?

Urquhart: We developed Alpha Protocol, and the game has not received great reviews. For a game that we worked on for more than three years, the reviews were tough to see. It’s easy to blame outside forces, such as the technology you’ve licensed or how your publisher made it hard for you to make the game, but it’s essential for us to be introspective and ask, “What could we have done to facilitate production? How could we have improved our relationship with the publisher?”

We need to absolutely understand the expectations of our publishers and ensure that there are no gray areas at all. I can point to many rocky areas in our publisher relationships where we did not understand what our publishers were expecting from the game or from our next milestone, what shows they wanted us to attend, marketing materials they planned to use, and a myriad of other things. Understanding and then agreeing on those expectations have been difficult sometimes with our more recent publishers, but doing so has led to things going more smoothly.

We also need to recognize that we are a contractor working for our customer—the publisher. It’s our job to represent our opinion and let them know what we think, but it’s their money, and it’s their decision regarding what should ultimately be done. Acting like children, putting our foot down and telling them they are dumb, isn’t helpful, even if we do it behind their back. That doesn’t mean we have to do everything they say though.


Ramsay: When is walking away from a project right and justified?

Urquhart: If the publisher is directing a project toward a very different direction than what we had initially agreed upon, then we have to remember our right to walk away. That can be very difficult contractually, but it has to be done if we are ultimately being asked to do something that is impossible, unethical, or harmful to our reputation. Walking away would be what any normal contractor would do under those circumstances.


Ramsay: Where do you see Obsidian going in the future?

Urquhart: More role-playing games. It’s what we—and especially I—love to do. I think developing role-playing games is a great challenge, and they are something I’ve learned a lot about since I started working on them in 1995.

We are looking at new ways to fund our games and how we could develop our own games with our own money. Steam, Xbox Live, and the PlayStation Network have really made distributing our own games possible.

Our reputation for making a certain kind of games actually makes getting the word out about our games easier, but it’s a resource that we haven’t tapped for our original properties yet.


Ramsay:
What advice would you give to anyone looking to found a studio?

Urquhart: That’s difficult to answer. I think we were able to form Obsidian as a result of our time in the industry, our relationships, and our focus on developing role-playing games. Having all of those resources makes starting a studio easier when you don’t have access to a lot of capital. All of that let us start Obsidian on our credit cards.

Thinking about our early days, the studio leadership needs to think about how they can reduce the risk that a publisher might perceive when determining whether to sign the studio. All of the things that we had going for us were things that reduced the publisher’s risk in going with us.

I think there are several ways to reduce this risk. You can have a demo that shows what the studio can do. You can have people with experience in the genre working on the projects you are pitching. You can offer to do products like sequels and expansion packs. Basically, you can encourage the publisher to believe that you are running a smart business. Of all of those, I strongly recommend the sequel and expansion pack route. These products generally use the engine from the previous or core game and reuse a lot of assets. This makes developing those games less risky, which is something a publisher will absolutely understand.

Now, in starting our studio, we always ran Obsidian as though success was predetermined. That means we ramped up people when they were available, offered 401(k) plans as soon as we could, and we got serious about running the company as a business pretty much right away. We argued about medical coverage to make sure we offered the best we could, and we spent a lot of our initial money on a great network infrastructure and good computers. We were also very upfront with everyone that came to work with us about how performance reviews were going to work, what they would get when the company was successful, and where we were trying to take the company. That is probably the best piece of advice I can ever give anyone who is looking to run or is running a development studio.

Be upfront and honest with your employees and treat them like adults. Tell them the good and the bad about what is going on with the company. Doing that will build trust between you and them, and it will make sure they believe in you, not just in the good times, but also in the bad.

We do this at Obsidian by having meetings every two weeks where we talk in-depth about the projects and the company. And I make it a point to personally take at least one person in the company out to lunch every week. By updating everyone as a group and then letting them ask questions one-on-one, we head off paranoia and build trust.​


Interview #2
IGN interview with Faergus:
 
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Quillon

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Time to kill some time.

Maybe also include what year the interviews are from?

When did that "Gamers at Work" came out?
 

Goral

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If you're gonna make this an aggregate thread, make the first post a bloody index.
I don't even know whether this thread will stay. Also, I've added "mods ill fix it" line for a reason, this can be easily fixed later and for now there are too few names.

When did that "Gamers at Work" came out?
2012.
And yeah, I thought about adding a year but it's a bit more work and as I've said I don't want to learn the next day that after all that the thread has been deleted.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Dude these people do zillions of interviews, you're not going to be able to aggregate them all. Mods won't fix it!

But I do suggest you spoiler tag the ones you do or else the thread will become tl;dr pretty fast
 

Goral

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CHRIS JONES

Interview #1
NMA interview which can be found now only on Wayback machine:
cjonesartist.jpg


  1. Tell us a little about yourself, what have you accomplished in life?
    Well I've moved to and worked in a few different cities and taught some classes, but more than anything else I've hopefully become better at what I do and had fun in the process. =)

  2. What are your favourite computer games/board games and why?
    I've been a PC gamer mostly, until just recently, and into a lot of different types of games, everything from Company of Heroes to World of Warcraft. Each game usually has a particular 'something' to offer that pulls me in, but it can vary greatly from game to game and genre to genre. Overall, a truly great game presents a sense of immersion from all aspect of its development. As cheesy as this may sound, I was actually most impressed with Fallout 3 for exceeding my expectations of the series. In fact I just played the PITT last night and it was awesome!

  3. What hobbies do you have besides computer games?
    I try to be outside as much as possible when I'm not working, at the lake or the beach or perhaps just out having fun at bars or taking trips. I recently started shooting again for fun, but that's about as much of a sport as bowling.

  4. What are your favourite bands/artists (music) ?
    Wu-Tang!

  5. Tell us a little about your role in the making of Fallout 1/2/3(Van Buren)/Tactics ?
    I playtested Fallout 1 and was blessed with the chance to enter the industry artistically on Fallout 2. Most of what I did for F2 involved painting character death animations with DPaint and DAnimator frame by frame using the selected color palette. It was tedious work, but it was fun work, and it was good on the job training.

  6. What’s your favourite Fallout memory?
    I was pretty entertained by the storylines in Fallout, and the fact that playing the game was so open ended. I was so happy to be actually making art for games at the time it would be pretty hard to think of anything that WASN'T a great memory.

  7. What specifically inspired Fallout for you? What were the biggest influences?
    Well Fallout 1 was a pretty good concept for the look of the game. Other than that, Tramell was hugely helpful in taking me under his wing and his work ethic was a very strong role model to follow.

  8. Pop Culture played a big role in Fallout, what pop culture influences you?
    I try my best to think outside of pop culture, but I'll have to admit that movies music and comics are ever present.

  9. How was it to be a part of the Fallout team?
    Awesome. A week prior I was a tester so it was a dream, and for a first real job it was top notch. The first two games I got to work on were Fallout 2 and Planescape: Torment, which were both pretty well received. The roster in Black Isle was pretty deep, most of the people I learned and worked with there have gone on to do amazing things. Gee, now I feel like a loser.

  10. Were there things that you wished you had added to either Fallouts?
    Looking back I just see things I could do better now artistically. Hindsight is 20/20 of course.

  11. What were you favourite places in fallout and why?
    I liked the vault. It was so nice and cozy in there...

  12. What is your hope for future Fallout games? Would you like to be a part of a future Fo team?
    I've heard about a Fallout MMO, which makes me a bit skeptical because the vibe that brings true emotion to the game it that you feel like you're one of the few survivors in an unknown wasteland. I suppose it could take place much farther in the future when there are more people and suppose that the existing factions we are all familiar with have grown in size. I think that presenting the experience from different parts of the globe would be awesome. Overall, I just hope developers are careful with the franchise and don't use it like a movie license to kick out a quick buck. I'd work on another Fallout game in a heartbeat.

  13. Who would you bring with you in a future Fallout team and why?
    The right people with the right mindset.

  14. In your opinion, what are the key ingredients that every RPG should have?
    Immersive and believeable characters that tell an interesting story, and style.

  15. Where do you see computer RPGs going?
    Most likely global, which I enjoy because I'd rather interact with other players and kill them.

  16. How does the fan base hinder/help the projects that you’ve worked on?
    I'm not really all that connected with the fan base, but I'm a fan myself!

  17. When planning the story how do you go through the process of integrating themes and story with the constraints on software?
    That question is pretty open ended and might necessitate a dissertation.

  18. If you could make any computer game that you wanted, which would it be and why?
    And onling RTS / RPG focused on national gang warfare block by block generating flow through illicit means and shooting up america's big cities. Or maybe a children's platformer with bright colors. >.>

  19. Where do you see yourself in 10 years?
    At your mom's house! OMGWTFROFLBBQCOPTER!

  20. Any last word to the Fallout fan base?
    Thanks for giving a shit what I have to say! =D
 
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Goral

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CHRIS AVELLONE

Interview #1
Josh Sawyer and MCA interview from December 2009 interviewed by Jim Cojones from Trzynasty Schron: http://trzynasty-schron.net/ie_wywiad_obsidian_en.htm

Short Bio: Obsidian has been around since 2004, and has created games such as Star Wars: Knights of the Old Republic II: The Sith Lords, Neverwinter Nights 2, and Alpha Protocol. We're also currently working on Fallout: New Vegas, which features Josh Sawyer as Project Director and Chris Avellone, one of Obsidian's owners, as a Senior Designer.

josh_sawyer.jpg
chris_avellone.jpg


Jim Cojones Describe in few words, what are the most important aspects of Fallout?

Josh Sawyer The central theme of Fallout, which I believe should be present in any/all Fallout games, is humanity's unending thirst for war. The motivations and the participants may change from story to story, but Fallout always comes back to it. Fallout is about retro-future. It isn't the 50s, and it isn't the future -- it's a twisted post-apocalyptic vision of the future as seen through the eyes of the 1950s. Finally, I think that Fallout's dark humor is central to its character. It's a difficult balance, but the blend of grim misery and hilarity is very important.

Chris Avellone The three-pronged quest resolution structure (combat/stealth/speech), the what-people-in-the-50s-envisioned-the-future ambiance (this includes the PipBoy depiction) as Josh said, the free-form environment that lets you wander the wasteland, and the high reactivity based on your character build (skills, stats, gender), your actions, and your appearance/items.

Jim Cojones History of Fallout started fifteen years ago, the game hit the shelves three years later. It is a lot of time for a computer game but it is still popular, it even still is being bought. When You had first seen the game, did You expect it could become such a classic?

Josh Sawyer I first played Fallout when I was in college. From the first few minutes in, I knew I was going to love it. It's such a unique setting and the game had so many new ideas in it that it immediately became one of my all-time favorites. When I first got into the game industry, I wanted nothing more than to work on a Fallout game.

Chris Avellone I don't think Interplay realized what it had, and I still kick myself to this day I didn't say "yes" when Tim Cain asked if I had time to work on it. Actually, I don't just kick myself, I also cry a little inside.

When Fallout hit shelves and it took off like an Apollo rocket (Apollo 11, not 13), it took a bunch of people at Interplay by surprise. All the hard work those guys put into the title paid off - to clarify, when you work on a title, or are aware of a project's history (and Fallout went through some rough times with the GURPS transition and had a lot of struggles from demo to completion, which I'm sure the team would agree with) sometimes you have no idea what a player will think while playing it, all you can think of is the road the project took to its release.

As for me, I knew it was different as soon as I discovered my Intelligence statistic affected my dialogue options, and that was only one of what I think were the "true RPG" moments I hit in that game. A lot of the game mechanic and plotline/character presentations that were done in Fallout I consider to be almost a game-based design document for how RPGs should be designed. We definitely leveraged a lot of those concepts for Torment and future titles.

Jim Cojones You were working on Fallout 2 (Chris) and on a cancelled project Van Buren (both of You). What was Your role during the games' production?

Josh Sawyer On Van Buren I was the lead technical designer. I was responsible for handling all of the mechanical elements of the game, including the SPECIAL system itself, combat, interfaces, item design, etc. After Chris Avellone left Black Isle, I took over as lead designer on the project. That only lasted for a short while, though.

Chris Avellone I'd been working on Van Buren for a few years on-and-off at Black Isle, but Icewind Dale and Baldur's Gate III (canceled)class="nawias" drafted me at various points so I wasn't able to devote my time fully to F3. It didn't really expand the team beyond just myself until BG3 got canceled and we had an entire team to roll onto it. I got to work with Josh on it as Creative Lead, which was great (and now we get to do it again, except I work as a senior designer reporting to Josh). Josh and I had been playing a pen-and-paper version of the actual game for a while along with other potential team members to test out locations and new turn-based mechanics we thought might be cool for the title.

Jim Cojones Of all the work You have done on Fallout games, which part are you especially proud of?

Josh Sawyer I'll keep my pride in reserve until I actually ship a Fallout game that people enjoy.

Chris Avellone I will say that Fallout 3's theme is probably what I miss most. I think it was strong, and it rang true for the title. I don't think I've felt as strongly about a theme and tying it into game mechanics until Torment.

In terms of Fallout 2, I was happy with the design freedom in New Reno, although I admit the content needed an aesthetic pass (as could most of Fallout 2), and rightfully so - we didn't really have a cohesion lead on the project, and I think the project suffered because of it. Regardless, I do think New Reno allowed the player to do a lot of cool things, no matter what their specialization and I really like the amount of reactivity the location had based on your accomplishments in town and across the wasteland. I tip my hat to my programmer who worked with me on the location, Tom French (lead on recently-released Saboteur).

I'm also proud of the companions I scripted in Fallout 2 (Cassidy, Myron). Also, even though I was the third and final designer to inherit the skeleton of Vault City, I was pretty proud of the additional quests, the reactivity, selling your party members into slavery, being Captain of the Guard, the scouting mission of Gecko, and all the polish touches we had time to implement with the location. I love it when you come back as Captain of the Guard and force Stark to forgive Cassidy's bar debt, and I also like all the post-game events you can come back and do in Vault City and New Reno just for fun (I had to fight to allow that to remain in, and I'm glad I did).

Jim Cojones Despite the short development time of Fallout 2, the game was huge, much bigger than the predecessor, but amount of cut-content was also quite big. Which one of elements that didn't appear in the game did You miss most?

Chris Avellone The EPA. I posted the level specs in a Fallout Bible a while back, but I was looking forward to building out that location.

Oddly enough, the second thing I miss was the original cover that was planned for Fallout 2's box (not sure if Jason Anderson or Leonard Boyarsky did the art, but it looked great, and it mirrored the Fallout 1 cover and put a tribal twist on it that I thought was a nice connection).

Jim Cojones Making a sequel, or even a spin-off, to a successful game is always burdened with fans' expectations. Did You find dealing with them difficult while working on Falout 2/Van Buren? Does it feel different with New Vegas?

Josh Sawyer I didn't find dealing with fans difficult on Van Buren. Even among hardcore F1/F2 fans, there are a lot of divergent opinions. Fallout fans might swear more than D&D fans, but ultimately it's the same spectrum of discourse. Most of the people involved, even if they hate my guts and think my ideas are dumb, still want to have a conversation. All of those people are worth listening and talking to. For New Vegas, I won't know what it's like until we actually start talking about things. :) But obviously the overall "Fallout" fan base has grown and changed with the release of Fallout 3. A lot of the people involved with (especially Bethesda's) Fallout fan communities only have experience with Fallout 3. They don't know anything about NCR or Myron or playing chess with ZAX in the Glow or the ominous bell music in the Cathedral.

Chris Avellone Initially, yeah, but see the later answer to this.

Jim Cojones What's Your opinion on the third instalment of the series revived by Bethesda?

Josh Sawyer I had a lot of fun exploring the Capital Wasteland. I think they did a great job at providing content throughout the game (I think it took me about 90 hours to go through all 160+ locations + the first four DLCs). I also think that making the main plot arc more personal was an interesting approach since F1 (especially) and F2 tended to make the main plot a little more "background". You have Vault 13 and Arroyo, but once you leave them, your contact with anyone from that group is pretty limited. I think it's always difficult to establish a meaningful relationship with a central character right "out of the box", especially in an RPG where the player has the freedom to openly hate the central character's guts.

I have specific critiques of various mechanics in the game (surprise), but none of those problems made the overall experience negative.

Chris Avellone I don't have much to add to what Josh said. I enjoyed playing it, and I think the setting lends itself to open-world exploration and scavenging. That's always been a core Bethesda strength they've iterated on many times (and done well), and it shows in the product. Furthermore, I think there's a reason that people who normally shy away from RPGs leapt into Fallout 3 and had fun - it presents a world, and immerses you in it quickly.

Jim Cojones SPECIAL system has been evolving through years - while the differences between the rules in first two games were minor, every next game game of the franchise changed some things - f.e. to include new playable races or to allow playing in real time mode. Working on Van Buren, You wanted to make some major changes too. Could You remind what were the most important ones and explain the reasons for including them?

Josh Sawyer There were some relatively low-controversy changes like putting all of the skills on a universal starting scale and general tweaks to the attribute system, but the bigger changes had to do with what skills remained and what ones went away. For example, all "gun" skills (Small Guns, Big Guns, Energy Weapons) were rolled into a single Firearms skill. Doctor and First Aid were combined, etc.

My reasoning for combining skills was to balance usefulness across the board and (in the case of the Firearms skill) to reduce general skill list bloat. In retrospect, I also think that having a single Firearms skill would have alleviated the perceived content imbalance between the different weapon skills. I.e. it would be okay to have relatively few energy weapons and big guns if they all went into the general "firearms" pool with small guns making up the bulk of equipment used. Obviously it gives the Firearms-specializing player a lot of tools to work with, but you still can only use one weapon at a time.

The rest of the changes were less obvious, things like removing armor DR/leaving only DT, adjusting perks and traits, and similar tweaks. I tend to favor "strong/all DT, weak/no DR" damage ablation systems because they a) tend to produce results that "feel good" and b) are open-ended.

By "feel good", I mean that good armor makes low damage, high DPS/DPAP weapons seem worthless (because they are) and it makes high damage, low DPS/DPAP weapons feel awesome. Purely percentile reduction systems don't really do either. For this reason, strong DT systems also tend to promote tactical weapon switching based on enemies' armor (or lack thereof).

DR also essentially backs the armor system into a corner, content-wise. You really only have 100 points to play with unless you start introducing weapons that negate DR. The player/enemies are also typically gaining hit points while increasing the DR of their armor, so the damage that weapons have to do in order to threaten the player is enormous. For an example of this, the end of (especially) Fallout 2 tends to fall apart, balance wise, because a lot of battles are settled by double- or triple-damage armor piercing criticals.

Chris Avellone There were a number of story-specific game mechanics related to your roving adversaries (the other adventuring party) in the game, but that was mostly scripting reactivity and I don't know if it's necessarily a game mechanic. Initially, aside from the added perks, traits, and the mechanics Josh mentions, the plan was you could play as a supermutant or a ghoul as well (and we had sections of Van Buren devoted to those characters with their own level of reactivity). The additional race choices just seemed like a natural extension of the franchise. There was also some evaluation on the limitations of Doctor and First Aid, for example - Doctor had a balancing effect in Fallout 1 because you were under a strict time limit for the game, and using the Doctor skill was fundamentally different than using First Aid because of the time cost associated with it. In Fallout 2, that balance aspect wasn't corrected (no time limit), so we wanted to address that in Fallout 3 if possible. We also wanted to add crafting for Repair, Demolitions, and Science so you could make items, and furthermore, we wanted to change the three-prong quest solution to also include a fourth option: Science Boy (which really hit home after reading the book Lucifer's Hammer - there were instances in that book where knowing basic chemistry and science allowed you to pull off some stunts that were pretty damn helpful in a post-apocalyptic world).

Jim Cojones There are also two MMO mods for Fallout 2 - FOnline: The Life After and slightly different FOnline: 2238 that are in open beta phase. Have You been following any news on them or seen them in action?

Josh Sawyer The only one I have seen much of is FOnline: 2238. In a way, its Ultima Online-like griefer brutality seems to be pretty appropriate for the Fallout setting. At its core, Fallout is about humanity's limitless passion for snuffing the life out of people for any and every reason. Gangs of assholes stomping another player's brahmin for profit and amusement seems to be a lot more fitting than farming mobs of geckos.

Jim Cojones Chris, are there any chances you will join the team responsible for New Vegas after finishing Your work on Alpha Protocol?

Chris Avellone I'm all done with Alpha Protocol now, it's in good shape. While I work on almost all the projects at Obsidian in some capacity as a Creative Director, Fallout New Vegas is my current focus now. It's great to be working directly on one of my favorite franchises, and it's great to be working with Josh again - he's got great stuff planned, and I think players are going to have a lot of fun in New Vegas.

Jim Cojones Both of You are well known for very good contact with fans. Chris worked on greatly appreciated by the fanbase Fallout Bible, Josh helped with his advices for modders. What do You like about dealing with fans that You are willing to sacrifice Your free time for them?

Josh Sawyer I really want fans to understand how games are made. The more they understand about the process of making games, the more transparent our design (and logistical) decisions become. Game development is as much about practicality as it is about creativity.

Chris Avellone I try to take the time to answer questions, both sent to me directly and at conventions, both during and after presentations. So if you run into me there or want to drop me a line at CAvellone@obsidian.net, feel free to ask me whatever's on your mind. No one ever took the time to answer any of my questions when I was trying to get into the industry - now that I'm in game development, I'd like to correct that.

As for fans, they're gamers, and more importantly, are great sounding boards for what works and doesn't. A lot of the Fallout Bible was to test the waters for mechanics and plot ideas for Van Buren, whether it may have seemed that way or not, and it was definitely a learning experience. I still get positive fan mail on it, and while I definitely got hate mail while I was writing it (not anymore), but I'd still like to think people wanted to see the "extras" that weren't in the game.

Plus, if I'd played Fallout and wasn't on the development team, there's stuff I would have loved to see that it seemed a waste not to share that material with the fanbase (stats, concept pieces, design elements left on the cutting room floor, etc.). Couldn't let that stay locked up. And even if the fans want to burn you at the stake, they usually provide reasons for their venom that you can boil down to specific critiques once you remove the profanity. After a while, you just form a callous to it all and recognize they're passionate about the franchise. As long as they have something concrete to say and don't physically stalk you and you have to file a restraining order, it's all good. So vent away. We want to know.

One last thing - I will say it took the combined efforts of Josh, Scotty Everts, and Chris Jones (Fallout 1, lead programmer, now our tech director at Obsidian) to get the Fallout 2 editor out the door and into the hands of fans (and Scotty even put in the time to do documentation). Again, it would have been a shame to let that sit around when we could have gotten some Fallout mods from it to play while we were waiting for an official Fallout version ourselves.

Interview #2.1
http://www.rpgcodex.net/article.php?id=4270

Interview #2.2
http://www.rpgcodex.net/content.php?id=125
 
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BRIAN MITSODA

Interview #1
From July 2009 - interviewed by Jim Cojones from Trzynasty Schron: http://trzynasty-schron.net/ie_wywiad_mitsoda_en.htm
mitsoda.jpg


Jim Cojones This is the first time You are working on a game You are self-publishing. How does it differ from the previous experience?

Brian Mitsoda In previous projects, people would pay me money to work, and now I spend money to work. Sometimes I wake up with this feeling that I have maybe failed to grasp the basics of economics, but then I check my notes and remember that my company owns the rights to the game, controls the marketing and release, and owns the eventual profits. It's a different kind of gamble.

The game will get finished, but whether or not we make any money relies on us delivering a fun game, promoting it well, and hitting the magic sales number.

In a studio, you might work on something for years and have it cancelled or thrown out and while you got paid, you have absolutely nothing else to show for it - I was kind of tired of rolling that boulder up the hill. The tools, awareness, and framework for smaller productions are there, and I'm really excited by the possibilities now and in the long-term - also, a bunch of awesome people have worked out the kinks over the years, so by no means is the team flying blind.

Jim Cojones One of the most important aspects of the game is the shelter. Will it be possible to upgrade it, make safer or more comfortable?

Brian Mitsoda BIt will be necessary to upgrade the shelter to make it more hospitable to survivors and also increase the player's survival chances. For example, building an infirmary will make wounded allies heal faster. Building better fences will keep allies happy and make constant repair less of a concern.

Upgrades require requisite amounts of skill, parts, and man-hours to complete.

They're great for compensating for morale loss - you know how in Dawn of the Dead, the survivors built their space up to make it feel more like a home?

Well, it's kind of like that. The upgrade system also feeds the need to go out scavenging for more parts, people, and fuel to get things built.

Different survivors will ask for or need different upgrades, so you'll also have to weigh that factor with your own preferences of what to upgrade next.

Jim Cojones You have mentioned there was a hurricane in a place You lived once and said it helped You design ZRPG. What observations did You find the most intriguing?

Brian Mitsoda After Hurricane Andrew hit in 1992, most of the area where I lived in Miami had been leveled. There was no electricity, no running water, no gas, few stores opened, curfews, military stationed in certain areas, and a sense that things would never be the same. It was a traumatic experience - one that leaves a scar on your subconscious to the point of setting your nightmares there. The real difference for the game was that I imagined this experience on a global scale - what if a major disaster like Andrew or Katrina or the Haiti earthquake happened and nobody rode in to the rescue because they were too busy dealing with the problem in their own backyard?

As a world, we're tightly intertwined by the internet and transportation and international law, but what happens we're suddenly cut off and have to deal with one another on a very small scale, without the promise of aid rolling in within a few days? That, more than OH NO ZOMBIES, is the driving design of the game.

Jim Cojones We already have pretty detailed info about the stats and skills in the game. But how do You increase these skills? Do You have use-based system or one that use experience points? If the second one, what kind of accomplishments will be awarded with experience?

Brian Mitsoda Skills are bought with skill points. Stat points are rare, earned when the player earns a certain amount of skill points. Our experience system gives skill points for completing objectives, not for just running around killing things. There are perks every few skill levels, as well as a few hidden perks that require the player to play creatively to uncover them.

For example, you might come across a hospital while traveling and suddenly have an objective to explore it OR one of your companions might know about the hospital, tell you its location, and suggest you get supplies there. You could get skill points for exploring the hospital. You might also get a few more if you collected a certain amount of medical items while in the hospital. Another ally might have asked you to try and find a certain medicine from a clinic, hospital, or pharmacy, so if you find that, you might earn even more skill points from that hospital. There are a lot of way to earn skill points or earn credit toward an eventual skill point.

Jim Cojones Does the random factor matter a lot in the game? Is it restricted to skill rolls or are there locations and people that can be found in different places during different playthroughs?

Brian Mitsoda Randomness is one of the first ones we thought was integral to making the game play out a bit differently each time. We don't really have the time to randomize every little thing in the game, but we have a good amount of it. Some of the locations and availability of allies can change, but not for all of them. We don't expect players to find every event and ally on a single playthrough.

There are quite a few events or enemy situations that are unlocked by doing things in a certain order or in response to your dealings with other groups.

There are also some events that will depend on who's at the shelter and how they feel about you. A couple events are truly random, like one where the common cold's going around and the player can either keep ill allies off the duty roster, order them on their feet and back to work, or use dialogue skills to milk the situation for extra loyalty.

Jim Cojones While most of the RPGs and most of the modern games never let You fail so much that it won't be possible to continue after resorting to the most recent save, some of the titles You list as the main source of influence (X-Com, JA2) did. A couple of screwed missions against aliens meant a player lost experienced soldiers, lost equipment and financial sources are cut so it was difficult to rebuild. Will it be similar in ZRPG?

Brian Mitsoda Yes, definitely. If you lose assets and allies, you will have a harder time, but on the other hand, you can still get out there and try to replace them - though we have a finite number of allies and resources in the world. I think the game is about hard choices, and I think that the setting will help reinforce rather than frustrate players when they lose people or allies get infected or they make enemies of one of the tougher groups. To be fair, we have allies warn players when actions have repercussions and we give players an "unconsciousness" buffer when someone hits 0 HP in order to let the player try to save them before they die/get killed, but there's definitely a lot of risk/reward involved in our game. Because of some of the randomness, I think players can expect the game throwing some different stuff at them on each playthrough, similar to Civilization or X-Com. We also have several levels of difficulty that will let players choose the amount of risk they feel comfortable with.

Jim Cojones Using firearms generate sound which can bring the zombies to the player's group. Is the sound level dependable on gun? Is there any way to make them less loud?

Brian Mitsoda One way we balanced guns was to make them much louder than melee weapons and make a lot of the more powerful guns as loud as they tend to be in real life. Gun fanatics may write in to tell us how wrong we are that a sawed-off shotgun isn't as loud as a hunting rifle, but we don't care, because it's like that for game balance reasons. And for as crazy as people seem to be about silencers, in real life they aren't found in abundance, nor are they made for every type of gun. There are one or two guns that can take a silencer, but you'll have to be pretty skilled to create one.

Jim Cojones You present a design topic on Iron Tower Studio forum every Monday, discussing ZRPG features and often asking a question to the fans. Do their responses have any impact on the game?decyzje?

Brian Mitsoda Absolutely. Whether they know it or not, I often use them for focus testing, as well as sounding boards for design decisions. There are definitely systems in the game that we'll prototype before we add or discard, but for ideas that we're kind of iffy on or not 100% certain of, we do toss some of that out there to see what sticks or inspires new directions for us. I think after the game is released, people will be able to go back over the boards and figure out where we were doing this.

Jim Cojones Is there any game element You'd like to see in ZRPG but had to resign from implementing it because it would be too difficult or too time-consuming for Your team?

Brian Mitsoda There could be elements in there right now which turn out to be too difficult to continue with, though I really hope this is not the case. As far as actual stuff that was thrown out, I'd say we were conservative and fit the design to what the Iron Tower guys thought was possible to alter or add to the AoD code. I mean we definitely ruled out things like full major cities - the scale was too big, and in the fiction of the game, they are some of the worst places to be. We're also pretty sure VO is out because of time/money to implement.

Jim Cojones We didn't have many occasions to look at the game graphics so far. When can we expect more screenshots?

Brian Mitsoda Yes, you can expect a lot of screenshots and other stuff very soon. You will definitely see the internet equivalent of a signal flare on that day.

Jim Cojones What can we expect from artificial intelligence? Are You trying to make it just sufficient or have more ambitious plans?

Brian Mitsoda If you play the AoD demo, you'll find yourself up against some damn fine AI.

We'll be working with that base code to get the squad/human AI to not only be competent but play up to its personality traits. If an AI is cowardly, they'll run rather than stay and fight. If an AI is a medic, they will try to help injured party members rather than keep on fighting. We want these to feel like real humans making real judgment calls. The great thing about doing a zombie game is that one set of enemies gets to be dumb and predictable by design.

Jim Cojones Do You have any expectations regarding the number of copies sold?

Brian Mitsoda As with all businesses, I have a plan and a magic number. What that number is, I won't say right now, but you'll know if we hit it if you see us start doing publicity for the next game in money hats and monocles.

Jim Cojones It's probably way too early to expect anything concrete about next projects of DoubleBear but I imagine an RPG about zombie apocalypse wasn't the only project You wanted to realize. What kind of themes would You like to explore in the future?

Brian Mitsoda For business reasons, I'd say the next game we do (if we survive long enough to do another) would be something using the same engine we're using for ZRPG. If ZRPG sells like iPads and we get 6000 emails a day asking for a sequel, I'd give good odds to that being the next project. We have lots of ideas for the setting, plus it's a lot easier to make a sequel with the understanding of what worked and what didn't. Or maybe we'll be so burnt out from zombies that we'll make an 80's Spring Break movie RPG.

Aside from that, I don't really like to talk specifics of projects that may not make it past the "good idea" stage, but I would definitely like to do a multiplayer action-RPG one day that has nothing to do with military guys shooting or stabbing military guys. I'd say more but I want people to be interested in ZRPG right now. Here's a deal - if everyone goes out and buys ZRPG, I'll start talking about other games DoubleBear is interested in designing.

Jim Cojones Imagine You are making a spy RPG. What would be the basics of design?

Brian Mitsoda Oh, man, I am not doing this again. I already spent enough time theoretically making one of these.

Jim Cojones You were joking that during making of a vampire RPG You were running around in a cape. How did You prepared for ZRPG?

Brian Mitsoda Wow - you remember that I said that? Good memory. Anyhow, I think the way I got into the "character" of ZRPG was starting the business in a home office. When you're not working in an office with dozens of other people and never leaving the house to go to work, you get this sensation of being isolated.

It's a feat of will to start a business and create a game, and even more so when you've got to handle so many different kinds of tasks, so I suppose there's this crushing weight that, like the survivors in a zombie film, you just want to get through the worst parts of it and keep going until things get better. Also, I walked halfway across town with a backpack full of cans of food and dry goods, and let me tell you, I preferred the cape even with the strange looks.

Interview #2

From April 2009 Without A Vampire: Bloodlines’ B Mitsoda by Jim Rossignol from RPS: https://www.rockpapershotgun.com/2009/04/06/interview-without-a-vampire-bloodlines-b-mitsoda/

A while back I posted about the tragedy of games like Vampire: The Masquerade – Bloodlines. Following that one of the original Troika team, writer Brian Mitsoda, got in touch to talk about the project. A veteran of Troika and RPG-devs Obsidian, he’s had plenty of experience in the words that make up videogames. What follows is a discussion of Bloodlines, Troika, dialogue, character design, and inaccurate porn geographies.

RPS: Let’s start with a quick breakdown of your professional career: what have you worked on, and what did you contribute to those games?

Mitsoda: Real quick-like and to the best of my memory, I started in QA at Interplay way, way back, testing a couple of games that no one remembers and a couple they do, like Icewind Dale. Then I got promoted to designer/writer at Black Isle and worked with a bunch of great people on a game called Black Isle’s TORN (yes, it was all caps – thanks, marketing) which was never released due to some good ideas being married to bad tech. ONE YEAR LATER… joined Troika on Vampire the Masquerade: Bloodlines. I then spent three years working at Obsidian on one fantastic cancelled project and a version of Alpha Protocol.

RPS: Let’s talk about Troika: how did you become involved in the Bloodlines project?

Mitsoda: Bloodlines was already into production when I joined Troika. The Half-Life 2 engine wasn’t finished. There was some preliminary design and some levels built, but most of the work that was there was revamped and, for the most part, the design was started from scratch. Quite a few people were new to the company. This basically meant we had to hit the floor sprinting and juggling plates. It was all very exciting, fueled in some part by equal parts enthusiasm/naiveté on my part.

RPS: Did the scope of the game just seem too big to you?

Mitsoda: Yes. It made me coin the phrase “kitchen sink design” – which isn’t that an impressive phrase I know, but I was too busy turning out stuff for the game. Kitchen sink design just means your game has everything AND the kitchen sink, and we literally did have kitchen sinks in that game. When a game tries to do everything, it will most likely fail at most of them.

A lot of this is due to designers (including myself) shooting too high within the scope. Sometimes overpromising features to the publisher causes it. Adapting one type of gameplay for a different interface – like sneaking and melee, for instance, which pose a lot different animation, design, and AI challenges in an FPS – and not realizing how long it takes to prototype and refine those systems, can cause problems. A simple refusal to cut or lock content generation is also a culprit in bloated scope. I think Bloodlines suffered from all of these, but despite its flaws, I think we managed to do some things exceedingly well.

Nowadays, if I have any say over it, I eliminate anything that I think can’t be finished in the estimated time to completion. Designers should cut not only to spend time on polish, but because it ends up creating a lot of work for everyone else on the team too. Unfortunately, it is my experience that too many people in the game industry cannot learn this lesson. It’s especially bad on RPGs since publishers and fans have this expectation that the game should be fifty to a million hours long, which is almost impossible to polish.

RPS: How did you go about creating the plot and dialog? Can you describe the overall process? There’s a number of writers credited, plus the design team, what influence did you have in that wider creative circle?

Mitsoda: The basic plot was kind of there – there’s a new prince in town, there’s a group of anarchs that are pissed, ties to Gehenna event, and Jack and the sarcophagus being a major story point. The designers (about five people) discussed some ways to tie everything into the hubs and levels. With the broader elements agreed upon, we had a lot of control over our sections of the game. Keep in mind, it was a small team doing everything – two writer/designers, one modeler/senior designer, and two owners/producers/designers. With just a few people overseeing every aspect, it doesn’t take as long to reach a consensus or keep plot straight.

Over time, I became primarily tasked with writing the majority of the characters and dialogue, and that helped with consistency. I probably had to argue points a few times, but because of time constraints or faith in my abilities, I was given a lot of freedom with characters and their quests.

RPS: What were the best and worst things about that game from a writing standpoint?

Mitsoda: The Best – Freedom to do what I wanted with the writing. Not having to sanitize the language or content, which meant I got to work with some more mature elements outside of casually slipping f-bombs into the script. Working with Margaret Tang, an amazing voice director who did us solids left and right to get the right voices for the parts. Writing comedy, tragedy, drama, and a Frankenstein bit all in the same game. Getting to rewrite a few characters (like Damsel) after I felt my first draft was weak. The radio script. Some of the insignificant bits like computer text or spam emails, which were great fun after spending a day setting up cameras or tracking down a scripting bug.

The Worst – Scope. Pushing myself too hard to do too much, burning me out for a couple of months after the project was over. Writing a project like Bloodlines and realizing that, for the rest of your career, you probably won’t get to write anything like Bloodlines.

RPS: How comfortable was the team with the adult themes in the game?

Mitsoda: I don’t think there were any problems. Most game developers aren’t terribly sensitive to “salty” language or mature subject matter. If anything, you have to watch out or it quickly develops into immature.

RPS: Was there ever a moment when you thought that porn dungeons might have been too risky?

Mitsoda: Not really. Wasn’t there a zebra in there? If anything, it was inaccurate – porn is shot in the Valley, not Hollywood.

RPS: Any research needed in that area?

Mitsoda: Not really, but I did run around in a cape for a few weeks to get the vampire thing down.

RPS: The character design in Bloodlines is what really stands out for me, can you elucidate the process of creating some of these characters a little?

Mitsoda: Sure. A lot of times they’re born out of necessity. You need a character to pose a problem or give out a quest or be a barrier of some kind. I don’t like to make the NPC outright say “I need you to do X, then I’ll give you Y” because I see it all the time in games and it shows the writer’s hand – it makes the character into an automated quest kiosk. I like the characters to come off like people actually do – they don’t say “hi” when strangers come knocking, they say “who the hell are you?” or they’re expecting you and know more then they let on, or they don’t care. I don’t like my NPCs to be standing around as if their lives begin when the character starts talking to them and end when the player leaves. Characters are the protagonists of their own game, from their perspective.

Major characters that the player speaks to multiple times need to show progression based on your previous interactions or actions you’ve taken in the world. One-off characters that you talk to once, need to have hooks or personality traits that make them immediately fascinating, or they feel like just another quest item depository. It’s nothing but putting a little extra effort into it – thinking about who the character is, what they want, what they think of the player, why they’re standing around, and how they’re sizing up or trying to take advantage of the player. I generally find the character’s voice out loud to get an understanding of their speech pattern and tone. If I’ve got it, then the dialogue just comes naturally after that.

RPS: Did the malkavian player character pose any special problems for you?

Mitsoda: I generally did it last, when there wasn’t a whole lot of time left. So between lack of sleep, being overworked, and possessing an unhealthy state-of-mind, the conditions were ideal for writing the Malkavians. The one thing I wanted to do with them is illustrate madness without it being completely Looney Tunes. It’s too easy to play crazy for laughs.

RPS: Do you feel that good writing in games gets overlooked, while bad writing gets trashed?

Mitsoda: I feel like bad writing is tolerated, while mediocre writing gets spooned. I don’t think good games necessarily need good writing, but I would really enjoy it if games that sell their story first and foremost did a better job of delivering. Certain studios and writers, I think, get a pass (and work) no matter what they turn out, while a few veterans (like Tim Schafer) continue to turn out excellent work. I think if critics are going to focus on a game’s writing, they should analyze not only the marriage of the narrative to the gameplay, but set some higher standards for what they expect from characters, plot, and dialogue.

A good scene, a good line, and/or a decent character do not make a game’s story great. Bad writing is bad writing – it might not matter if the game is fun, but don’t score the story higher because the game mechanics were tight or the setting was novel. Ultimately, the writing really isn’t that key to a fantastic game, but for those that do make it a crucial part of their game and hype it as such, those are the games the gaming press should be a lot more critical of. And for those that identify themselves as game writers, critics and fans should absolutely hold feet to flames ad infinitum, myself included.

RPS: Why do games journalists always seem to end up complaining about voice acting in games?

Mitsoda: It generally tends to be sub-SciFi Channel original, intrusive, or comfortably mundane.

RPS: So is it overlooked by developers, or is it just too hard to do well?

Mitsoda: It’s not difficult, I don’t think, but it requires the right people and a bit of forethought. I’ve always found it easier to put together, because I’ve got some screenwriting and acting background. Essentially, what you need is:

-A writer that knows how to write spoken dialogue for actors, and knows how they want the voice and character mannerisms to sound before the script goes to the studio.
-A voice director that wants to work with the writers in getting them the voices and direction they want.
-The right actors for the parts, given enough context and direction to bring the character to life without telling them “say it like this” after every take.
Too often dialogue writers have long, unwieldy, cluttered dialogue that would sound fine if it was being read, but sounds preposterous and maybe even stupid if being read dramatically. I know for a fact that a lot of actors can’t stand doing games because most of the stuff they have to read is:

“[Urgent and relieved]Lo, it is very fortuitous that you have arrived in Gremalkenvale [Gray-molk-in-vail], in the most dire time of our cataclysmic confrontation with the Shadoouins [Shadoo-we-ins]! [Surprised, chewing on waffles]I see you are bearing the sword of Icthmhaloaxen [Bos-ton], the Moss Knight of the Fsxirtuinox [Fsxirtuinox] Caverns, which means that [ominous and loud and a little obsequious with a hint of Gary Coleman] you are the chosen hero prophesized to defeat the evil demon king, [Swahili accent, as Grendar is learned in the ways of the Bark people] Gflxxx4mrazormkkxzzz!sss and his grim followers with your trusty friends, [need a version of this line to cover all the companions].”

That’s how one line of some game dialogue (not mine) looks – you try doing ten pages of that, three takes apiece, with a roomful of producers and writers all adding their own clever notes on how it could be read better. That is if the writer is there or the actor has been given anything in advance. It all comes down to the people involved, but a good writing lead should be able to get the dialogue up to snuff, get a competent director and actors, and be sure the recording process goes smoothly.

RPS: How did you feel about the game after launch?

Mitsoda: Well, I was proud of the work that the team and I did. On the other hand, I knew it could have used a few more weeks of polish. Couple the state of the release with the fact that we were launching against Halo, Metal Gear Solid, and Half-Life sequels, it felt one step up from being sold at a yard sale.

RPS: Were you still at Troika for the closure?

Mitsoda: Yup, and then some. We tried to get some other projects going, including creating a prototype that was fun and put together in almost no time.

RPS: How did you feel about that?

Mitsoda: The game industry constantly gives you reasons to rethink your career decisions. That said, I’m still glad I worked on Bloodlines.

RPS: How do you feel about the community patches that followed to fix Vampire up?

Mitsoda: I’m always surprised when I see new patches or content for the game, but I’m glad there’s still interest in it.

RPS: Do you have any residual bitterness about the game shipping unfinished?

Mitsoda: Whether you’re creating books, films, movies, anything, there’s probably something the creators want to change about it. The technical problems should have been fixed, no question. I suppose if I’m bitter about anything, it’s that even if our initial sales numbers weren’t that solid, I know the game has sold well over the years through digital distribution, and it illustrates just how short-sighted this industry can be. I’d love to know what the numbers are these days to find out just how successful the game was over time. Some residuals would be nice too.

RPS: Yes, that would be interesting. Thanks.

Interview #3
Brian Mitsoda Interview on RPGWatch by fluent:
Brian Mitsoda Interview
by Fluent, 2014-08-25

I recently got the chance to talk to one of the creators of my favorite PC RPG - Vampire: The Masquerade - Bloodlines, to ask him about his new game, Dead State, and find out some of the grittier details about it. Here's what he had to say.

RPGWatch: Vampire: The Masquerade - Bloodlines is probably the best game I've ever played. So, when is the sequel coming :)? Do you have any plans to work on a new, atmospheric first-person RPG in the future?

Brian Mitsoda: I have had an idea for a spiritual successor to Bloodlines for a very long time, although with the complexity of RPG/FPS hybrids from an engine/production/financial standpoint, it's not something DoubleBear can do at the moment. As soon as the tools to make that kind of game get easier to do from a small team production standpoint, I will definitely consider it. There's a reason there aren't a lot of companies making that type of game and a lot of it has to do with the cost and amount of personnel needed.


RPGWatch: Speaking of Bloodlines, why did a sequel to that game never materialize? It seemed like a great game to build a series from. You had the tabletop game to build from, and the game was so good it had to garner interest in a sequel, right?

Brian: We were definitely interested in doing more with the setting, to the point that we had put together an idea for a proposal and a prototype for one of the new World of Darkness settings. With the game's initial sales figures and Activision's lack of interest in mature titles at the time, there was no way that was going to be picked up. Other publishers weren't interested in single-player RPG pitches at the time - World of Warcraft had just come out and everyone wanted MMOs. We would have loved to do more with the setting because it's way easier to do a sequel/expansion once you've got all the tools in place from the first game, but Troika went out of business before we could find a publisher for another game.


RPGWatch: Atmosphere is very important in an RPG and Vampire: The Masquerade - Bloodlines had it in spades. Jumping to your new game, what does the atmosphere feel like in Dead State? What are some things that you've done to increase the atmosphere and make it feel like a real zombie apocalypse is happening around you?

Brian: Dead State is all about the survivor mentality - what do you do to survive? The zombies aren't really the point and are kind of like an ongoing natural disaster that everybody needs to adapt to. The real threat in Dead State is the other humans, whether that's the everyday needs and problems that come from running a shelter full of strangers, or the threats from other groups and survivors out in the world. You are way more likely to be killed by another human than a zombie in Dead State. Since we're time-based, every single day presents the potential to cause new problems for your leadership at the shelter. A lot of the atmosphere comes from scavenging familiar locations like houses, stores, and malls, except now people are willing to kill for that last can of beans.


RPGWatch: Checking out your Kickstarter homepage, the game sounds great! Can you give us some specific examples of games that influenced your design of Dead State in some way?

Brian: Dead State is definitely inspired by Fallout, the original X-Com, Jagged Alliance, and Suikoden. We wanted to revisit some of the older RPGs and strategy games that inspired us, but also create a more user-friendly experience than some of those games. We didn't want to make the game focused on a traditional party/act narrative, but allow for more open-ended gameplay and the possibility that any of your companions could permanently die.


RPGWatch: Zombies seem to be very, very popular right now, and it seems like there are new games coming out all the time that feature zombies in some way. So tell us, what will separate Dead State from the other zombie games that are out there?

Brian: The focus of Dead State has always been to make a real-world RPG that was less about the zombies and had more of an emphasis on the human survivors. The zombie genre has never been about fighting the undead, but the mindset of the people who survived the initial crisis. The zombies are out there, they're a threat, but your group still needs to eat and protect itself AND so does everyone else out there. Our game draws from the atmosphere of a natural disaster where no one is coming to restore order and bring relief to the survivors. There's no law any longer and survivors have been left to do whatever it takes - there's going to be a lot of people who are going to resort to brute force in that environment.


RPGWatch: For me (and hopefully some of my readers! :) ), deep RPG systems are the most important thing in an RPG, and the more complex the system, the better! What type of RPG stats, skills and perks can we expect to find in Dead State? Can you give us some examples of their design?

Brian: All of our stats and skills are fairly straightforward and have been cut down to be as useful as possible so that you don't feel like you put points in a useless option. Melee and Ranged are straightforward combat skills, while Mechanical, Medical, and Science have combat and Shelter applications, specifically building upgrades, healing allies faster, and building new armor or items. Survival is all about getting around the map quicker and more safely while also opening up potential wild sources of food. Leadership has dialogue applications, but can also be used to issue commands that can change your odds in combat. Negotiation helps you keep order at the shelter, but also allows you to more successfully deal with the demands of enemies and allies. Each skill has a choice of perks at levels 3 and 6, with a very useful perk unlocked at level 10. Pretty much whatever skill you pick is going to give you better odds of survival, but your specialties and perks will change your game experience quite a bit.


RPGWatch: What can you tell us about the companions in Dead State? Are there any hidden companions that require effort to get to join your crew, such as a character hidden in a hard-to-find location, or requiring some certain prerequisite to be met to get them to join?)? Will different characters have different classes, if classes are even in the game?

Brian: There aren't classes in the game, and allies use the same types of skills that the player does. Every ally has different stats, skill, and perks that make them useful in different ways. Some allies are better off utilized at the Shelter, while some are more suited to combat. A few allies will show up automatically, but many of them must be found out in the world. There are a few that will only join your Shelter if you take certain actions. And, of course, if you piss them off out in the world, there's always the chance they might just attack you rather than join you. Not all of them start out willing to join you immediately.


RPGWatch: Vampire - Bloodlines seemed like it had significant player choices around every corner, and it made for a very re-playable game. What type of choices will there to be made in Dead State, and how heavy will the consequences be? Can you fail some quests because you chose the "wrong" dialog? Will the game adapt to your choices and change based on them? Do quest outcomes differ based on your choices?

Brian: The consequences range from altering an ally's mood to losing supplies to provoking certain allies to take an action against you. Dealing with certain groups can lead to attacks on your Shelter's fence or the chance of encountering more enemies out in the world. There's also Crisis Events - major events or disasters that require a vote by the Shelter's leadership - that change the entire mood of the Shelter and can have far-ranging consequences when it comes to the respect of the sub-leaders there.

As far as failure, it's possible to result in less than optimal situations from your decisions, but you'll never instantly be killed or anything that severe. We always give you the chance to alter the situation inside your Shelter yourself - such as making an ally have a "convenient accident" that day. You'll never be able to please everyone at the Shelter with your decisions, so the best thing to do is to balance your actions toward the majority or try to tweak the allies in the Shelter to be more likely to side via bribes and negotiation.

There are several major factions you deal with in the game world, and the options you take with them can vary quite a bit. Some of them might even be willing to work with you or at least respect you enough to leave you alone. Most of the day to day in the game is going to be working with your own people and keeping up the morale of the Shelter. The endings of the game will be dependent on the number of allies you have and some other factors ranging from faction relationships to the skills of you and your fellow Shelter residents. Our hope is that every player writes their own story of survival within the actions that they take.


RPGWatch: What can you tell us about the loot system in Dead State? Will there be a lot of interesting things to find in the game world? Can you talk about some of the different weapons, armors, clothes, useable items? How about "useless" items, such as clutter, or unique accessory items that boost your stats in some way?

Brian: All of the loot in the game is randomized, although there are some items that are rare or unique. Unlike most games with a lot of junk loot, almost everything you find in Dead State is useful and can be brought back to the Shelter to increase the amount of food, morale, parts, and fuel you have available. Weapons and armor can be found out in the world, though you can also use your Science and Mechanical skills to build mods for ranged weapons, upgrade or build new armor, and create new thrown items such as grenades. There are also data items that can be brought back to the Shelter to unlock the stories of what happened to the world before society collapsed. If you can bring it back the Shelter, it's probably valuable in some way, even if it doesn't seem that way at first.


RPGWatch: Challenge is an important aspect of a good RPG and is another area where Vampire - Bloodlines nailed things. How hard will Dead State be? Will there be different difficulty settings? Will it present a real challenge as you progress, and require some thought and tactics to survive?

Brian: Most people who have played the Early Access content have probably had an easy time of things, but that's because the first week of the game is essentially a tutorial. The game can be very difficult, especially if you try to take on a group that your allies just don't have the skill and equipment for. However, the real danger in the game comes from running out of supplies - not only will morale in the Shelter start to plummet, but if you don't get out into the world and find the items you need, it will most likely be game over for you.


RPGWatch: Is there any level-scaling in the game design? How about the enemy encounters - are they static and hand-placed or more randomized? Are there more powerful zombies that inhabit the world right from the start?

Brian: Random encounters can be added based on in-game time or from decisions you've made, but since the game is based on real locations, named areas will always be in the same place. While loot is random, enemies are pre-determined, but zombies can always be attracted to the map if you make too much noise. There are no "super zombies" in Dead State - the biggest threat out there is going to be other humans. Zombies only become a threat in large groups or when you're already wounded from fights with other groups of survivors.


RPGWatch: Is the loot in the game world static and hand-placed, ala a game like Baldur's Gate, or more randomized, ala Diablo? Some area in between? How hard is it to find fresh supplies, and will others actively be pursuing the same supplies as your team? Lastly, will there be a lot of unique, one-of-a-kind items? If so, what types?

Brian: Loot is randomized, and containers will also degrade as time goes on to simulate the actions of other survivors looting areas. You can find harvesting spots for fresh food or fishing if anyone in your group has Survival skill. There will be a few unique or hard to get items, especially certain types of armor or melee weapons. Ammo is pretty scarce for the higher level guns. Like most RPGs, you're not going to get some of the best stuff without going into some of the most difficult areas or sinking a lot of points into certain skills.


RPGWatch: Approximately how big is the game world, and will it be completely open to explore from the beginning? Are there any more dangerous spots that you should steer clear of at the beginning, but can still visit and get your butt kicked thoroughly :)?

Brian: It's pretty much all of central Texas, which is a large chunk of land (about as big as France, I believe.) Mostly everything is open from Day 1, although you're going to need a vehicle to get to some areas and back within a day. If you think you can go into a difficult area and attempt to get great gear, we're not going to stop you, although it's going to be tough. If you get most of your allies killed immediately, the game is going to get much tougher for you.


RPGWatch: Your Kickstarter campaign mentions a morale system. Can you talk more about this? What type of things will affect the system and what consequences can be found by having high/low morale? How can you boost morale?

Brian: Morale is tracked at the shelter. It is brought down by the moods of your allies and is brought up by luxury items and Negotiation bonuses. Mood is tracked per ally and contributes to morale drain every day. Ally mood is affected by things you do in dialogue, things that happen at the shelter, and the deaths of allies. A personal relationship with someone is going to impact mood loss even more. You always want to shoot for the highest morale you can. If mood gets low for allies, they may become depressed or angry with you and refuse to work. If morale gets too low at the shelter, it could result in the place falling apart. You also have to worry about how much respect you have with the sub-leaders at the Shelter - if they think you're running the place into the ground, they may just band together to get rid of you.


RPGWatch: Crisis Events sound interesting. Can you give us an example of one? What type of far-reaching consequences will your decisions in these events have on your shelter?

Brian: An example of one Crisis Event would be a food shortage. You're running out of food at the Shelter, so you and the other sub-leaders meet to discuss what to do. Do you wait and see what happens, make people eat things they wouldn't consider to be food normally (such as rats and bugs), ration food at the Shelter for the immediate future, force people to go without food for a day, or do you commit to a course of action that will mean fewer people in the Shelter by the end of the day? The sub-leaders will make suggestions and you will back a course of action. If enough people think it's a good idea, it reinforces everyone's faith in you as a leader and leads to better morale at the Shelter, but if they don't, it can lead to worse morale.

You want the sub-leaders to back your decision because they individually influence the morale of certain allies in the Shelter. If sub-leaders greatly respect you, they will back you automatically, but if you keep taking actions they don't approve of, that respect erodes quickly. Sub-leaders expect you to vote for their decision. With 6 potential sub-leaders, it's impossible to please all of them, so you want to get a majority of them to side with you. Sometimes Negotiation and Leadership can give you the option to propose a compromise that more sub-leaders can get behind. The Crisis Events are mostly about playing politics with your shelter's leadership.


RPGWatch: About how many hours can a thorough player who does most of everything in the game expect to spend with Dead State? Including extensive exploration, most, if not all of the available side quests and the main story?

Brian: It's a huge game. Most people are taking 6 to 8 hours to complete the first week and the game spans months. We estimate there's easily 60+ hours of content in the game, but if you were to try and find every ally, every piece of data, and every location, that number goes way up.


RPGWatch: Finally, I want to thank you for taking the time to answer my questions. Myself, along with many others, are very excited for Dead State and can't wait to get our hands on the final copy! Any last thoughts you'd like to leave us with? Maybe describe a special feature you are really proud of, or something unique that you feel is executed particularly well in Dead State?

Brian: I think if people are looking for an old-school feel without playing the same old RPGs again, Dead State is definitely the game for you. We're not promising that you haven't seen elements of Dead State in other games before, but you've definitely never played an RPG like this before. If you're tired of fantasy or sci-fi and want more real-world settings in your RPGs and characters that can't just magic their way out of situations, then supporting this game is crucial. Most of all, remember that this isn't a zombie game - it's a game about human beings and all the horrible things we are capable of when the stores are all closed and the internet no longer works.

Interview #4
From August 2012 by Rob Carter (only on Wayback machine):
Brian Mitsoda has an extremely strong role-playing game pedigree. He began his career at Interplay in 1999 doing quality assurance work. Five years later he was the head writer on Troika’s classic Vampire: The Masquerade – Bloodlines, a title that still receives tremendous praise for its unique role-playing mechanics and mature tone. Following Troika’s collapse, Mr. Mitsoda spent three years at Obsidian Entertainment before leaving to found DoubleBear Productions. Currently Mr. Mitsoda is the creative lead on DoubleBear’s first title, an independent role-playing game called Dead State. After a very successful kickstarter campaign, Dead State is deep in production and slated for a December 2013 release. Despite being inundated with work, Mr. Mitsoda took the time to answer our questions about his unique and successful career in game development.

Author’s Note: I made a couple errors in my research which lead to some confusion in the interview. Most notably I claimed that Mr. Mitsoda spent three months at Obsidian when it was actually three years. I apologize for these mistakes, both to our readers and our interviewee.



A great deal of the work you’ve done in the game industry has never seen the light of day. Some of this is just the nature of the business – projects get cancelled, the goals of a project shift, and your work gets left behind. But it seems as though you’ve had some especially bad luck with this. Do you harbor resentment about the work you’ve done that never shipped? Which cut project hurt the most, and what did you take away from it?

Yes, some of that resentment is responsible for me starting DoubleBear. Because really, who likes getting years of work thrown out? This was mostly painful for one particular canceled project at Obsidian, which I think most of the team was really excited about. Although, I was pretty upset when the first project I worked on professionally was canceled too. The thing you really take away from it is that unless you are in charge of the project 100%, it’s completely out of your hands whether the project gets torpedoed. The team could think it’s the best game they’ve ever created, but the business side of things changes all the time and it’s one bad quarter or new CEO away from being sunk. The money is good (sometimes) in triple-A development to make up for the inherent unpredictability, but I (and others) can’t really live with years of good work never seeing the light of day.



Before Doublebear, you had never held a lead creative role on a game. There’s no one above you on the creative side with Dead State. Has this been a difficult adjustment? Do you ever wish there was someone else to defer to?

To clarify, I was the Creative Lead on Alpha Protocol during my time on it, and I was the primary writer for Bloodlines as well as one other canceled project at Obsidian. Even when you’re in a lead position, you’ve got members of the team and other designers that you (should) bounce ideas off of or incorporate feedback from. This is no different for Dead State – Annie VanderMeer Mitsoda has helped shape most of the game’s characters and design, and my Lead Artist Oscar Velzi gives a lot of design feedback. I have also asked other designers I am friends with to check my math on the design side. It’s absolutely critical to solicit feedback on design and dialogue if you want to build a stronger story and game. We’ve even turned to the community a few times for feedback. Even when I’m “in charge”, I never work in a vacuum.



Troika is a pretty legendary studio. People like Tim Cain, Jason Anderson, and Leonard Boyarsky are still doing amazing things in games. Talk a little bit about Troika and what made it a special company. What were Troika’s greatest strengths and what were its most debilitating weaknesses?

Troika was an RPG company for people who loved RPGs and storytelling, but more than that, it was a tiny studio with a lot of passionate people working at one of the last of the “garage developer” type studios. It really wasn’t that rigid of a command structure and devs took a lot of the responsibility on themselves to get things done. A lot of people had come over from Interplay which had become more corporate with lots of levels of management, while at Troika, the bosses were working on the game alongside everyone else. The real problem at Troika was a lack of a dedicated business person/executive producer type that could handle securing new projects and sources of income – a lot of that fell to the founders who were already busy developing the game, leaving them little time to find a follow-up project. I’ve said it before, but if Kickstarter had been around back then, Troika would probably have been able to stay in business. PC RPGs became a hard sell, and Troika couldn’t keep us around very long after Bloodlines shipped. Had Troika been able to own their licenses and profit from their games indefinitely, they would have been in a much better position.



You worked at Obsidian for all of three months. If you don’t mind me asking, why was your stay there so short? It seems as though Obsidian’s fervor for narrative-heavy RPGs would have made them a good fit for you. How did the final narrative design of Alpha Protocol differ from your conception of it while you were at Obsidian?

Actually, I worked for Obsidian from 2005 to 2008. There were a lot of talented people working on our projects and I’m still in contact with a lot of my old teammates. I don’t think I was a good fit for Obsidian, mostly because they’re a very production-oriented studio and I’m more in favor of smaller teams with more personal responsibility like at Troika. With five owners and multiple project leads and producers, there are many steps in the approval process there, just as there are in many larger development teams. Additionally, it seemed at the time that a lot of Obsidian’s contracts were getting canceled and many of the offers being pursued were for licenses, where I think a lot of people wanted to work on original concepts or more hardcore RPGs and those pitches weren’t getting attention.

As for Alpha Protocol, the original narrative was focused on real world intelligence and the military industrial complex. The main character was a rookie going from low-level “money trail” desk espionage to suddenly finding himself in the middle of something much bigger and dangerous and having to quickly develop the skills to stay alive. In a sense, the character grew into a more dangerous protagonist over time rather than starting out a “badass”. The problem with the “spy” genre is that it means so many things to so many people – some people think James Bond and Jack Bauer, some think S.H.I.E.L.D. and Metal Gear, and some are thinking C.I.A. It was a tough project to work on and while I was very excited by the possibilities, I don’t think anyone got what they hoped for from that project.



After starting your own studio and producing a game on your terms, how do you feel about jumping back into a big studio setting? How has the experience of creating Dead State changed your view of AAA game production?

It completely depends on the project management. I would happily work on many AAA projects that I think are making smart decisions about production and personnel. As long as it was a project I had some interest in doing and I was working with great people, I would definitely work on a big title again. But constant crunch and new mandates every week sorts of projects, definitely not. Fortunately, I’m quite happy working on Dead State at the moment and will hopefully make enough to keep working on indie projects with a great team.



You’ve mentioned that when you started DoubleBear you were disillusioned with the standard studio/publisher development model. How do you feel about that model now? Is it fundamentally flawed? What do you think needs to happen to make the developer/publisher relationship work more effectively to everyone’s benefit?

What it comes down to in the big publisher model is money. And the larger the publisher and various layers of middle-management that need to be paid, and the newer the tech, the more expensive games are going to get. Middle-tier developers aren’t going to be able to compete against a team of hundreds with $100 million budgets and marketing muscle. They’re already chasing a very limited amount of money. Everyone’s making a free-to-play shooter or a Facebook game and the market is collapsing from “me-toos”. As long as publishers aren’t willing to trust experienced developers to produce quality games and then figure out how to market them, there’s going to be a lot of sequels and clones and blaming the development teams for failure. Meanwhile, the indies are working in their own sphere and coming up with something different and pretty much acting as the breeding grounds for popular new ideas that will be copied and given a AAA facelift. Publishers have a bunch of the same smart developers on retainer that could be fashioning the next big thing for them, they just need to set some money aside and start their own skunkwork projects. It’s not really just a game development issue – big picture research and development just can’t be justified on quarterly financials.



You’re a writer who has done a variety of traditional fiction, screenwriting, and also game writing. What is unique and special about interactive fiction? What sort of emotional responses is it better at eliciting in its audience, and what are its shortcomings?

It’s a pain in the ass. In a good way, an exciting way – a way that allows someone to experience the many outcomes of a “what-if” scenario that we don’t get to do in life. But, it takes so much more planning and writing than a screenplay. In a screenplay, you need one good line, one good scene to write, while for games you need to write that scene and that dialogue multiple times and still make it compelling. Sometimes it’s no problem, sometimes it’s very frustrating. You always have to think of the consequences and branches you create and also manage your outcomes so that you don’t produce too complicated of a scenario while still giving the player enough satisfying reactivity to feel like their choices matter.

Emotional reaction is built right into the choices – all I have to do is track them and guess what you’re going for. I will build in outcomes that I feel sum up the choices provided. If someone has been friendly, I will reinforce that here and there and add reactivity like a line of surprise if you screw them over. For some players, they want to feel like they’re in control, so you can provide lines that make a character cater to their power trip. There are a lot of ways to provoke emotional attachment, but the easiest way to deal with it from a writing standpoint is figure out what outcomes are most likely from a character’s arc and wrap the player’s experience around those pre-determined reactivity beats. A few people may not feel like they got the conclusion or options they wanted, but it’s impossible to script for every single possible outcome, so it’s best to anticipate and pick the most interesting or likely paths for each character you write.



Your own estimations have put a playthrough of Dead state at “50+ hours.” There must be a lot of dialogue and written descriptions. Tell me about the process of writing Dead State. What were you going for with this games story, and how hard has it been to achieve it? How does the writing in Dead State compare to the writing you’ve done for other games?

The process started with Annie and I figuring out the location, what would be possible mechanically, and the scope. With the limits defined, we started thinking inside that box and coming up with characters that would provide interesting reasons to keep them around and story hooks that would work alone or on top of other possible characters. Most of the writing was laid out before we started with the expectation that when you’re writing you’re going to improve, expand, or get rid of some of the pre-production outlines or come up with new and interesting story ideas for the characters. While we have a few similar scenarios for each character – like a random event where allies get sick – many of the situations for the allies are planned out depending on when they become available, who they know at the shelter, who they like/hate, and how much they respect the player. It’s some of the most complex dialogue I’ve ever written for a game, on par with the largest characters I’ve written in other games, but when the game is mostly about the characters, it’s necessary. I think we provide a lot of the story and emotional investment hooks, but it’s the player that will ultimately connect them and write their own story in the game.



Modern AAA experiences require such giant budgets that branching the dialogue or gameplay into multiple paths represents a huge cost. Do you feel that RPG design has suffered as game budgets have expanded?

It’s definitely harder to pitch an RPG when engines are made for action games and RPGs require so many more systems and more content than other games. On a budget sheet, if one shooter can be made for less and has more potential players than the RPG being pitched, they’re going to make the cheaper game. Factor in sequels being needed every year after, well, a content-heavy game with tons of writing, recording, and testing isn’t going to be an easy sell unless you can guarantee Skyrim numbers. Trying to do anything not fantasy is an even tougher struggle. RPGs may not be very popular for publishers, but fortunately some RPG concepts like character customization, skill trees, and story choices are sneaking in, and hopefully that means we’ll see more traditional RPG features and reactivity in other types of games.



Vampire: the Masquerade – Bloodlines has an extremely devoted fan base. Modders have been patching the game and adding content since it was released in 2004. Does the game’s cult classic status surprise you? How did you think the game would be received while it was in development?

The cult classic status doesn’t surprise me anymore – there are some players always looking for new RPGs and not many are being made anymore. Bloodlines is a pretty unique setting with mature subject matter and there’s still not much competition to what we offered. The facial animation and gesturing still beats a lot of other dialogue-heavy games and the VO cast is hard to top. I still see it recommended quite heavily, especially when it’s on sale.



We all were proud of what we were making – I think we all hoped we’d have a game that was initially more popular, but Troika and Black Isle had a lot of cult games, so I think we knew there would be a built-in audience. Mostly, I think we all just wanted the game to go out a lot more complete than it was. It would have probably been a lot more popular if it had been given a few more months and had not been released at the same time as so many heavily-anticipated sequels. It wasn’t so much finished as stopped, and in the weeks before lockdown, everyone was putting in ridiculous hours because we cared so much about the game.



What are some common mistakes you see in the narrative design and writing of video games? How do you think writing in games will evolve in the next 10 years?

There are so many. Hyping your story too much and then delivering the same old good and evil, hero’s journey bullshit as every other game and then pulling out some homage to literature excuse to justify the fact that your story is a retread. Not having internal consistency is another – like when a realistic game brings in some fantastic tech like magical bullet-deflecting swords. Unnatural spoken dialogue is a big problem I see – if dialogue goes on for paragraphs and the VO actor sounds like they’re having a hard time with it, it’s probably being written to be read, not acted. Can I say good and evil again? I’m so tired of good/evil meters and good/evil choices – I’m really looking forward to games with more complex character motivations and reactivity.

We’re still kind of in the age of early talkies – the writers don’t really have the experience or tools to truly do amazing stories and characters, and in many games this isn’t a problem as long as the game is fun. When people start playing games that have incorporated gameplay and GUI so tightly that players are concentrating on the story and outcomes of their experience, that’s when story will make or break a game. For games that focus on a story-based experience and detailed characters, I would like to see games truly tell a tale that people remember vividly – one that doesn’t just feel like your favorite action movie was redone in game levels, but that feels like an experience that cannot be replicated in any other format. Just like films went from Flash Gordon to 2001, it’s going to take time, experience, creative people, and tech to allow us to understand what is fully possible in game storytelling.
 
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PlanHex

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NMA interview which can be found now only on Wayback machine:
Replied to you over on NMA too, but figured I'd post it here as well just in case.
For all the old NMA stuff, you can replace www.nma-fallout.com with archive.nma-fallout.com to browse it.
You may be especially interested in the following:
http://archive.nma-fallout.com/article.php?id=7143
http://archive.nma-fallout.com/content.php?page=news-archive
http://archive.nma-fallout.com/content.php?page=features
When links don't work directly, just do the www to archive switcheroo and it should work.
Pictures seem to be broken all over though, so wayback machine may be better if that's a concern.
 
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Goral

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PlanHex
Thanks. IMO there should be a link to the archive or info how to access it on the main page (or as a stickied thread on a forum).
 

PlanHex

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PlanHex
Thanks. IMO there should be a link to the archive or info how to access it on the main page (or as a stickied thread on a forum).
It's stickied in the news forum actually, but the info was a bit sparse so updated it just now. I'll try putting a link to it on the front page too, good idea.
 

Quillon

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http://archive.nma-fallout.com/article.php?id=9564

Why did you guys start on another post apocalyptic RPG rather then something else?

We love the genre. I mean, when we were given completely free reign on the first game any of us had been in charge of making, we chose post apocalyptic over any other setting. That should tell you something right there.

That his dream game is Fallout/PA rpg?

Obs will compete with Fallout & Wasteland with their new IP. Yay? :P
 

Hoaxmetal

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Great formatting you moran. And being even a bigger moran for expecting that mods will waste their time fixing your mess.
 
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Goral

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Great formatting you moran. And being even a bigger moran for expecting that mods will waste their time wasting your mess.
You can always create a better thread with better formatting and use the work I've already done but something tells me you're too much of a nigger to work :]. You could even give an example of proper formatting here instead of shitposting and trashing this thread with pointless posts. The main reason I've made this thread was to have Tim Cain interview published in Gamers at work book in a format that allowed easy search (so far you could only access it easily by using Google books but these were scans and was very inconvenient). The second reason was to back up interviews from sites that can disappear any minute. And the third was to have it all in one place.
 

Jazz_

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Not a dev so doesn't really fit in the thread but if someone is curious/interested I found this interview (well, it was a Q&A with fans actually) with VTMB soundtrack composer Rik Schaffer very interesting and refreshing:

Rik Schaffer: Hello everyone. Ask anything.

Q: This has been probably asked a lot, but was the similarity between the VTM: Bloodlines Theme and Massive Attack's Angel intentional?

Rik Schaffer: Yep. When I started the project, that was the placeholder track they had in for like a year. They were married to it, but couldn't get the rights. They said make something similar. I hate copying artists, but made it kind of my own.

Q: Were you approached or working on CCP's World of Darkness game before it got cancelled?

Rik Schaffer: Never contacted me. I was working on ESO (Elder Scrolls Online) online but would have dropped everything to continue on a Bloodlines type MMO.

R: Be glad, Rik. CCP mismanaged the hell out of WoD MMO.

Rik Schaffer: MMO are dead.

R: Damn. Nice to know you're that passionate about the IP, though.

Q: Do you prefer composing music traditionally , while playing instruments, or do you do it digitally right now?

Rik Schaffer: I don't write music or read music. Self taught. Everything starts in my head, then the guitar and piano are enemies until I find it. With the atmosphere compositions, those were started on synths or non traditional instruments.

Q: What do you think of poems based on gameplay from games? What music should go with it? Say if it is based on Bloodlines?

Rik Schaffer: Poems of Bloodlines and Vampires? Dark, brooding, sexual, but not Count Chocula.

Q: If you could... Would you make new music to Vampire: the Masquerade Bloodlines? Like adding new musical scores to diverse [sic] the current amazing music already in the game? / Did you use any music samples when making the soundtrack?

Rik Schaffer: I couldn't. That music wasn't even a game score. It was an album. I'm not that guy, or in that place anymore. I was broke, living on a couch, out of rehab and jail and living in Hollywood. Basically a character of the game.

Q: There's an unused theme called "The LaCroix Dream." What was the concept behind that track? Did you get a description of that (possibly cut) part of the game that this track was written for?

Rik Schaffer: LaCroix was a track off my album that didn't seem to fit any game hub or place.

Q: What's your favorite musical instrument?

Rik Schaffer: Detuned guitar, played with open strings. And Ebow.

Q: Are you into gaming? Of [sic] so, what are you playing at the moment?

Rik Schaffer: I have Asteroids and entipede in my garage. I play Clash of Clans a bit, my son is consumed by Terraria and Minecraft.

Q: Were any other soundtracks [sic] concepts assigned to you by the developers, but were later cancelled by them before you got around to them?

Rik Schaffer: When I started Bloodlines, Troika was 4 years in on the project. I worked another 2 years on it. They had a ton of stuff in it, all placeholders. They wanted Ministry to score, but liked my stuff better.

Q: Have you picked up any new instruments since you made the soundtrack?

Rik Schaffer: I haven't picked up any instrument or software program since 2013 when I finished ESO. Totally consumed composing with words on some film and book projects right now.

Q: What's your favorite track from Bloodlines? I was listening to the Chinatown theme earlier.. so good!

Rik Schaffer: Hollywood Hub, wrote it a day after being released from jail. I was in the worst depression of my life, it captured it.

Q: Would you be willing to write one or two new soundtracks for the mods in development?

Rik Schaffer: I gave the mod guys everything I had left over from that period, like Come Around and Hollywood Hub part 2, Open Season, etc. There is one composition left in the vault... Game scores these days are generic crap mostly.

Q: At least ESO has one good thing about it then... your compositions lol.

Rik Schaffer: I scored half that game, two hours of music, some similar to Bloodlines. Internal composer with an agenda sidelined a lot of it. The soundtrack has my two best, but he put only two of mine on and 35 of his lol. Too scared of my "Soule" pun intended.

Q: A Have you listed to the Transistor soundtrack? That game had one of the most memorable soundtracks of recent years imo.

Rik Schaffer: Haven't listened to it yet.

Q: This game has funny physics.

Rik Schaffer: I like soccer physics.

Q: Rik, I think you'd like Deus Ex Human Revolution soundtrack. There were a few really good tracks that encapsulated the night and dark depressive atmosphere almost as good as you did.

Rik Schaffer: Yeah I've heard it was well composed. Problem is it's so corporate for triple AAA titles. And tiny developers making tablet and phone games have small budgets. But the fine art in scoring is being done on the mobile games.

Q: Have any movie scores stood out for you recently?

Rik Schaffer: Not recently. The last ones to floor me were Batman Begins and American Beauty.

Q: Rik, how was working on ESO's soundtrack? Did you and Derrick get to do your own thing or didyou try to emulate Jeremy Soule's style?

Rik Schaffer: Derrick was hand cuffed by everybody wanting Soule. I wanted to be me. He never really wanted me on the project. But the president, Firor, said sorry he's on. I scored Dark Age of Camelot with Firor at Mythic in '98. ESO was not pleasant.

Q: I had wondered how you got onto the ESO team. Looking at your IMDB, you'd been away from the video game scene for a long while.

Rik Schaffer: I can only be me. The mega companies want orchestral scores that sound the same. I'm WAY more into composing with words these days. I have a novel, two screenplays (one a comedy if you can believe it) and two children's books. I've been working on all of them since 2011. I'm shopping them this year and praying it works out.

Q: What was the inspiration for Santa Monica theme track? First part is kind the night itself, mood and mysterious, and second part makes you crap your pants because it's so scary and strange?

Rik Schaffer: SM theme - Started on a Fender electric Rhodes piano with that sample riff, watching the game I realized it needed to evolve from a simple sparse "jazz" to evil.

Q: Besides the opening theme, did you have any other influences on the soundtrack? Some years ago I could swear I heard something familiar, but I've of course forgotten what it was now.

Rik Schaffer: Influences: The Omen soundtrack, Fight Club score, Pink Floyd, substances.I've worked on 140 games in 20 years, either scoring, sfx design or voice over. Lots of VO. Bloodlines is in the top 3 ever.

Q: Listening to any cool bands at the moment?

Rik Schaffer: I like Autolux.

Q: Thank god for bugs-fix-only-patch

Rik Schaffer: The bugs were because of the Half Life new engine, and zero communication from the maker of it when Troika needed help.

Q: Love your music! (paraphrased)

Rik Schaffer: I'm grateful that this many years later people get it and still keep it in their playlists regularly. It's not music for everyone. And I doubt I will ever top it.

Q: I heard that Activision eventually refused to allow Troika to keep updating Source, hence why VTMB is buggy as hell without the patch.

Rik Schaffer: Yes, Source was a big issue. But ATVI was very generous with Troika in most respects. They gave them 6 years of production time. One more year and it would have been nearly flawless.

Q: Where can I get the Bloodlines soundtrack?

Rik Schaffer: Email me and I'll send you the MP3 or FTP the .waves. Just give me a few weeks.

Q: What gear did you use for recording the Bloodlines soundtrack? Any particular guitar? What is your software of choice?

Rik Schaffer: 7 stringed guitar d tuned, ebow, tons of self designed drones, Atmosphere program, Roland V synth. Pro Tools.

Q: Troika aren't alone. 2014 in particular was a year of unfinished releases. The backlash has been so large that many, many games have been pushed back significantly already this year.

Rik Schaffer: A sea change happened in the games business around 2010. They didn't see it coming. That mobile was here to take over.

Rik Schaffer: I'm gonna keep these texts as reference to how young folks are texing and speaking for my novel.

Q: I still love gaming but the execs really have screwed it up. Consumer confidence has never been lower. We're burned time and again but despite that pre-orders and DLC are being pushed harder than ever.

Rik Schaffer: They won't take chances. Activision had a chance to own Minecraft and thought it was lame.

Q: People thought Microsfot paying as much as they did for Minecraft was stupid but they didn't buy just the game, they bought a whole audience.

Rik Schaffer: Minecraft is a cultural phenomena rivaling Mario. Microsoft will marginalize it, but make billions, merch, movies, other games..:\

Q: Something else you should know about this game is that it's based off a pen and paper roleplaying game with a good 15-20 years of work and lore. I highly recommend getting this game.

Rik Schaffer: Yep, I know. They gave me the books.

Q: Have you played the game? What's your favorite clan?

Rik Schaffer: I liked the class that were schizo and talk off. My wife voiced some of those in the game. Yes, Malks.

Q: ???

Rik Schaffer: NeverWinter Nights Mask of the Betrayer expansion was my project right after Bloodlines. There's a lot of similar music there.

Q: First time she did voice acting?

Rik Schaffer: 2007

Q: How is living in Hollywood for you? Did you capture your own thoughts on the district in Hollywood theme?

Rik Schaffer: I moved out of Hollywood in 2004 to a peaceful suburb in the Valley. My wife was pregnant and we didn't want to raise kids in Hollywood. Plus the temptations for me.

Q: ???

Rik Schaffer: I'd work with Brian Mitsoda again.

Q: Your wife's lucky. I'd love to get into voice acting and work on something like this.

Rik Schaffer: My wife was the casting director for Bloodlines and tons of other games. We do more VO gigs than anything else these days.

Rick Schaffer: If I had only made a documentary about Troika and Bloodlines development.

Q: Any composers you would like to work with?

Rik Schaffer: Not really. I collaborated a lot in bands and on some scores with a great guy named William West. BUT composing is really a solitary activity, until the game companies get their hands on it.

Q: Can I have a VO job?

Rik Schaffer: A lot of people think they can do VO. Listen to Dee Baker and Jim Cummings. If you're as diverse and as good as them, call me.

Q: Do you think you're done with video game music? Would it have to be something special to bring you back?

Rik Schaffer: I'm done composing because I can't beat Bloodlines. As an artist I found writing was fresh and I was edgy and prolific again. If my screenplay gets sold, I'll score it. Or if Bloodlines two or something similar came up, but even then I'm not a depressed down and out twenty five year old... I've been approached by a number of "Vampire" type projects over the years.

Q: What music is yours?

Rik Schaffer: Yes the menu is mine. Everything except for the bands with vocals.

Q: How do soundtrack scoring contracts work? Is it like one time pay?

Rik Schaffer: One time pay per minute, no residuals. But they pay you well so they don't need to pay again. They insist on owning everything. But they don't pay like they used to. I scored 140 minutes for ESO. So, good pay.

Q: Have you heard of Witcher?

Rik Schaffer: Yes, we were going to work on that. Took Gothic 3 instead. A half a billion for ESO and now it's free to play and sunk in the red.

Rik Schaffer: Thank you. So glad there are smart, like minded people out there. I feel like if I die this year or soon that I contributed something lasted.

Q: What's the best way to follow you?

Rik Schaffer: You guys ask easy questions. Throw me something intense or dark. I stay low key. I don't talk about myself that much. You can always contact me through the website that needs updating.

Q: In hindsight would you have done anything differently?

Rik Schaffer: Nothing on the soundtrack I would have done different. I think if I could have seen the sea change coming in the industry I would have gotten more proactive to find a few more great titles to score, and before I had peaked.

Q: What did you do to go to jail?

Rik Schaffer: The drug dealers are the real bloodsuckers.

Q: Do you agree that the best things come up the creative minds while being in a low? In the worst moments of life?

Rik Schaffer: I started using drugs as a young guitar player when I was touring. Thinking all my heroes did it and I needed it to get to that place. But I found being in a depression and having life throw curveballs at you makes creativity flow. I write on weed sometimes, but primarily I think THE MOST important thing is to be born with a surreal mind that generates creative ideas. Sometimes I want to stop my mind, but I am blessed it creates. Thanks again everyone. Take care and create!
 

PlanHex

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Q: If you could... Would you make new music to Vampire: the Masquerade Bloodlines? Like adding new musical scores to diverse [sic] the current amazing music already in the game? / Did you use any music samples when making the soundtrack?

Rik Schaffer: I couldn't. That music wasn't even a game score. It was an album. I'm not that guy, or in that place anymore. I was broke, living on a couch, out of rehab and jail and living in Hollywood. Basically a character of the game.

Q: What's your favorite track from Bloodlines? I was listening to the Chinatown theme earlier.. so good!

Rik Schaffer: Hollywood Hub, wrote it a day after being released from jail. I was in the worst depression of my life, it captured it.

Q: At least ESO has one good thing about it then... your compositions lol.

Rik Schaffer: I scored half that game, two hours of music, some similar to Bloodlines. Internal composer with an agenda sidelined a lot of it. The soundtrack has my two best, but he put only two of mine on and 35 of his lol. Too scared of my "Soule" pun intended.
:lol: I like this guy, despite the fact that he's clearly an idiot with all the mobile gaming talk.
 

Goral

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Vince D. Weller / Vault Dweller

Interview #1
http://www.cshpicone.com/interview-mark-and-vince

I have a special treat for you all today. Joining me is Mark Yohalem, writer for Wormwood Studios, and Vince, writer and designer for Iron Tower Studio, to give their views on some of the finer points on modern RPG game design. Using details from upcoming games Fallen Gods, The New World, and Iron Tower’s as-yet-untitled Inquisition game as points of reference, we discuss/argue inventory, skill, and combat systems, puzzle design and the lessons that RPGs can learn from adventure games, witchcraft, sanity points, metagaming, inconsequential death, and the save-load dilemma.

Please note the following abbreviations:

AoD – Age of Decadence

TNW – The New World

PS:T – Planescape: Torment

MOTB – Mask of the Betrayer

D:OS – Divinity: Original Sin

DM/GM – Dungeon Master / Game Master



***


CSH: Inventory management is typically an afterthought in RPGs, but it’s still something that must be considered, and there’s no “norm.” Some are weight-based, some are space-based, and some are unlimited. The main issue appears to be trying to balance realism against convenience, and it is often perceived that micromanaging an inventory can only detract from an RPG’s real focus – the story.


Mark, what inventory management system will we be seeing in Fallen Gods? What are some of your other ideas for inventory management, or what might you implement in future games?


Mark: My usual approach – maybe a lawyer’s approach – is to take a roundabout approach to a question that calls for a straightforward factual question. That approach feels particularly necessary here.

While there are a lot of things that I could describe as the “inciting event” or “prime motive” that led me to want to make Fallen Gods, one was a sense of dissatisfaction with itemisation and character-building in RPGs. I had long felt that RPG itemisation tended to devalue items; I think I had first written about this in connection with jRPGs because Suikoden took the rare (and in my opinion laudable) step of having the player upgrade rather than replace the characters’ weapons. If you look at mythology, folklore, fantasy novels, comics – or any adventure stories, really – a characters’ items are themselves part of the story. Indiana Jones isn’t always swapping out hats and whips. Indeed, it is particularly the case that a hero’s weapon (whether heirloom lightsaber, phoenix-feather wand, cavalry pistol, vibranium shield, whatever) defines the character and functions as a watershed in the plot. Arthur upgrades swords twice (first with the sword from the stone and then Excalibur), and each of those tells you something about Arthur and changes the plot’s course. This is also true of weapons in most games other than RPGs – consider the crowbar in Half Life, the shotgun in Doom, the spread-fire gun in Contra, the Master Sword in Zelda, etc.

And, in fact, in early RPGs, this was mostly true as well – getting a +1 Longsword was a big deal, and you might not get better for a long time. But in cRPGs, particularly once the 2000s had rolled around, were chock-a-block with weapons; you barely go 15 minutes without getting a new one, and if you factor in hats, gloves, shoes, belts, shields, rings, and necklaces, your character is changing clothes more frequently than a runway model. All of it becomes meaningless. Items cease to be anything more than numerical increments. They lack narrative heft; they lack the “chunky” oomph that they have in stories like Die Hard (“Now I have a machine gun. Ho-ho-ho.”) or Tolkien, in games like Metroid and Another World. And they generally break the game’s lore because the sheer ubiquity of magical items and mounds of gold to trade in them is inconsistent with a setting that is mostly “medieval plus” (i.e., that implies that magical enhancements don’t define the basic economy).

Incidentally, and I think we will come back to this repeatedly over the course of our discussion, this is just one place where the uneasy tug-of-war embedded in RPGs – between grognard wargaming and escapist narrativism – is laid bare. The same quantity of items that is not merely a superfluity but a liability in the narrative context provides the kind of strategic and tactical precision (sometimes derided as min-maxing) that enhances wargaming. But the way modern RPGs dispense items robs them of gameplay heft as much as it does of narrative heft. Consider the relative reaction you have finding a treasure chest in Zelda and a container in Knights of the Old Republic. So this is a flaw that drags down both sides of the tug-of-war, even if it can enhance tactics.

Anyway, this simmering grievance boiled over for me when, in circa 2006, I started replaying the Lone Wolf gamebooks on ProjectAon.org. The Lone Wolf games have a very small number of items that you can pick at the start. They aren’t necessarily all sexy; some are very pedestrian. But even the pedestrian ones wind up having oomph because of how the Lone Wolf books are constructed: with so few items, Joel Dever was able to make sure that having a rope really mattered. (A rope really mattered in Age of Decadence (AoD), too, I note!) And the weapons feel particularly chunky, such that losing your weapon is a big deal, not a mere incremental setback, and getting a new one feels extraordinary.

What we might say is that Lone Wolf uses items the way a point-and-click adventure game uses them: obtaining a new one is very satisfying because you know it will unlock good stuff if you use it the right way, and as you use an item over and over (like, I hope, Primordia’s plasma torch), it starts to feel like an important, character-defining tool. This is not how most cRPGs utilise items.

The Lone Wolf inventory was also very easy to manage. There wasn’t the tedious (in my opinion), kill, loot, sort, min-max, sell, buy, sort, min-max, sell loop that is such a big part of, say, Mask of the Betrayer (MOTB). Even though MOTB pulls very heavily toward the narrative side of the tug-of-war, its gameplay has this very boring loop that hurts the narrative (it’s not credible that The Shard Bearer would be screwing around like that). And it doesn’t really enhance the wargaming side because even if you like moving numbers around, it’s not clear that you would like inventory Tetris, or having to highlight all containers and then vacuum them, or having painstakingly to hover over each item to get its stat effects. So Lone Wolf showed that getting rid of the cRPG inventory didn’t just enhance plot and game “feel,” it also revealed that a particularly unpleasant “pillar” of cRPG gameplay is not load-bearing and can be removed largely eliminated.

So, with Fallen Gods, the idea was to have a small number of items (~25 total items, and you can carry 8 at a time). Items come in three categories: sword, armour, other. Swords and armour can be equipped by the god, and you can only equip one at a time. Other items include things like a helmet (there’s only one) that allows you to dominate weaker wills, a shield (there’s only one) that can shrug off fire, a lur (trumpet) that can stir people to action, a candle made from tallow rendered from a hanged man’s fat that can be used to drive off thieves or others with guilty consciences, a boar haunch that regrows after being eaten, a petrified hill wight skull that can guide you through hidden paths over and under stone, and so on.

These items are principally used in our choose-your-own-adventure type events (as with Lone Wolf), but they also almost all have “passive” statistical bonuses (improved attacking power, better chance at persuasion, extra food each turn, and so forth) so that even if you never come across one of the places where there is a story segment tied to using the item, it still materially improves your power. Also, most of them can also be given to followers, producing various effects. This gift-giving system is a narrative necessity in a saga-inspired narrative, but it also provides another strategic level since you lose the items forever once you give them away. Obviously, giving a weapon to a fighter improves his attacking power. But there are more unusual effects, too. Giving the Eldblood (fermented blood from Orm’s greatest skald, kept fresh in a magical horn) to a skald, for instance, will level him up and make him perpetually loyal. Sometimes items have effects that are more trollish, such as the bad effects that follow from giving the aforementioned Helm of Awe to a churl who behaves exactly as churlishly as you would expect.

Anyway, in my mind the question for Fallen Gods, but I think it’s applicable to any RPG, is whether an item is necessary to fulfil the setting (imagine a cRPG set in Sengoku Japan without a katana), to provide meaningful progression (players do need to improve their gear at least occasionally), or to provide interesting gameplay possibilities (for instance, though not in Fallen Gods, tactical gear loadout decisions or a rich crafting system). Different kinds of games will call for different breadth (i.e., quantity) and depth (i.e., interesting effects) of itemisation. For instance, you really need to have a bunch of crap in a post-apocalyptic RPG in which scavenging and crafting is central to the story and play. But you probably don’t need a bunch of crap in your stock Tolkieniana hero’s journey.

Inventory management itself can be fun in limited circumstances. For instance, handling item wear-and-tear and maximum carrying capacity and so forth is pretty good in Realms of Arkania or Betrayal at Krondor, though candidly I like it more as a concept than a practice. But it seems like most of that should be automated so that the player’s time is spent deciding and not implementing what to put in his inventory. Inventory management in Fallen Gods is basically all automated.


Vince: Are you paying Mark per word?


CSH: As if I could afford to! Do you know much lawyers charge? Your turn. As far as I can tell, AoD’s inventory management system revolved around limiting item cycling, single-use items, and junk or loot, rather than through the inventory management system itself. This worked due to the nature of the game but I’m not sure if it would have worked as well for a more traditional RPG. So, what are your thoughts on inventory management, and what system will we be seeing in The New World (TNW), and the as-yet-untitled Spanish Inquisition game?


Vince: Unlike my esteemed and learned colleague, I’m a sucker for the traditional “start with a rusty sword and worn out pants and look for a treasure chest with an old sword and worn out shirt” setup. Can’t get enough of it.

RPGs are many things to many people. For example, I know a guy who thinks that RPG’s real focus is the story, which, of course, is a bunch of malarkey. Other people are convinced that RPGs are about combat and the rest is just window dressing, but the true intellectuals among us figured out a long time ago that RPGs are about a level 1 character’s epic quest to become a level 20 character.

The hero’s gear represents important milestones on this journey, allowing the player to witness the transformation of the hero who once had to look for discarded garments in dumpsters treasure chests, into a knight in shiny, limited edition Armani armour.

You can’t take that away from us, can you?

PS. AoD has 252 unique items, not counting metal upgrades. TNW will have a lot more (guns, tactical vests, trenchcoats, gas masks, boots, goggles, gadgets, implants, etc.). The state of the art ‘all you can carry’ inventory system will be grid-based and feature filters and possibly even a sorting button (sold separately).


CSH: Is there a way to make inventory management a useful feature that actually serves to enhance the game instead of just an interface option?


Mark: Of course; almost any game system can be mimetic to some real-world activity, and in that way the frustration of struggling with the system bridges the player-character divide. For instance, suppose you had a game in which a character had to unpack and repack suitcases in a limited amount of time (to catch flights or whatever). Then struggling with inventory Tetris would be a kind of mimesis: a skilful player would be able to retain more of his items between trips and keep his clothes from getting rumpled or fragile items from breaking because they were packed haphazardly. In fact, you see that mechanic, in a minor way, in 80 Days. And maximising inventory space that is too limited to hold everything you want or need – and the resulting joy of finding new ways to store your stuff – would fit well in a game about a hobo or drifter. In fact, you see that mechanic in Neo-Scavenger. You could also build meaningful gameplay around loading up supplies given weight limits and perishability, as in The Oregon Trail or, in different ways, Realms of Arkania.

But these seem to me special cases. The common, default experience of RPG inventories is that wrangling with them serves no legitimate purpose. The idea that The Nameless One from Planescape: Torment (PS:T) or The Shard-Bearer (MOTB) or the fledgling (V:TM:B) or the Jedi Exile (KOTOR2) would be concerned about how to pack their belongings is absurd; as absurd, in its own way, as the heroes stopping to play Triple Triad in Final Fantasy 8; in a way, more absurd. There’s no skill or accomplishment in sorting items in those games – perhaps it feeds (with temporary pleasure and long-term neurosis) some part of our brain the way “idle games” do, but it’s not meaningful.

To me, the default inventory Tetris just represents a series of “well, I guess then” kind of decisions: “Isn’t it weird that players can hold infinite items?” Well, I guess then we should have some kind of weight limit. “Isn’t it weird that a sword looks the same size as a ring?’ Well, I guess then… Etc. No one at the start said, “This system will enhance the game because it gives the players meaningful and rewarding ways to engage with it.” It just grew, and became ubiquitous, and persisted because what is ubiquitous becomes an essential baseline feature.


Vince: I must confess that I didn’t study the esoteric philosophies surrounding inventory, so I don’t have much to contribute here. In RPGs you obsessively collect all kinds of junk the way a serial killer collects trophies from his victims and carry it around (or find an abandoned house with a chest and make it your hoard).

Since you mentioned Realms of Arkania, I’d say that it’s the traveling system rather than the inventory system that put the extra emphasis on non-combat items. You had to carry a cauldron to cook food (eating raw food increased the chance of getting sick and since traveling was dangerous, getting sick and growing weaker with every day was the last thing you wanted), boots and cloaks to ward off cold, food and water, herbs to heal various diseases you could easily catch, etc.

Essentially, what was cool about it is that it introduced a realistic non-combat threat (aka a survival element) that required non-combat items taking up limited space. I wish more RPGs had it but I understand why they don’t – it’s yet another system that needs to be well-designed (i.e. have depth and complexity), properly integrated, and balanced.


CSH: In a “traditional” (read: combat-based Western) RPG, pacing and tension seem to be managed by increasing the combat density or difficulty or interrupting combat encounters with dialogue and exposition. Vince, I would argue that you’re leading the way for meaningful non-combat encounters in RPGs at the moment, and I want to look at what this change in approach means for RPG game design. There were many different ways to play AoD through to the end without ever engaging in combat, but there was certainly no lack of pacing or tension. What methods did you use? Will we see more of the same in TNW and the Inquisition game?


Vince:
By escalating events and raising stakes. For example, in AoD things are relatively quiet in the beginning of the game, so you deal with relatively simple local problems. By the end of the first chapter the local garrison of the Imperial Guards either has taken over or died trying. Either scenario causes ripples and forces different factions to act. Lord Gaelius has to seek questionable allies, which in turn forces lord Meru to abandon caution and accelerate his plans to bring back the Gods, etc. Each action has a reaction and things escalate very quickly, dragging you along.

I think it worked fairly well and we’re planning to use the same approach in both TNW and the Inquisition game. Plus, it’s fairly logical as it’s much harder to convince a general to side with your faction and either break the siege or take the city than to convince a disgruntled soldier to tell you what you need to know.

In TNW, the Ship’s factions are blissfully unaware of your existence in the beginning of the game, which makes your life uneventful and safe. When you find a certain object and start looking for the highest bidder, you draw attention to yourself and each step you take will cause the ripple effect and a tension headache.


CSH: It hadn’t occurred to me at the time but, thinking back, that’s exactly what happened. Unlike Baldur’s Gate, Pillars, etc., the gameplay in AoD never really changed from one act to the next, so the tension was created purely through escalation of risk and reward in an abstract sense. It’s an interesting notion, but you’ve proved that it works.


Mark, the methods I originally mentioned seem to be replicated somewhat in adventure games, in the sense of puzzle density and difficulty. What will we be seeing in Fallen Gods?


Mark: Actually, I’m not sure if the premise of the question is correct with respect to adventure games (and it may not be true with respect to RPGs, either). Because adventure game puzzles (particularly hard ones) stop the game’s momentum, they tend to reduce the pace and sideline tension. With Primordia, when we needed to increase the excitement, we tended to focus on a single puzzle, often a fairly simple one (e.g., get out of the courthouse with SCRAPER in your way) and clear out a lot of the underbrush of filler puzzles (e.g., after the showdown in Calliope Station). By contrast, high puzzle density and difficulty tended to correlate with more contemplative stretches of the game (like when you’re trying to piece together the Council Code).

With RPGs, as I discuss below in connection with PS:T, filler combat often is a way of reducing player tension because it is so low stakes and immediately gratifying (enemies die right and left). AoD’s combat isn’t filler, but if AoD had filler combat like most RPGs do, then the combat would been less tense than the consequence-laden choices.

With Fallen Gods, I would say that the events are probably high tension relative to exploration and combat – because you’re making consequential choices. The costliest events (i.e., events that tend to degrade rather than enhance your warband’s strength) occur in caves and marshes (our “dungeons”), which are really just a stack of obstacle events followed by a culminating potentially rewarding event (usually involving a “miniboss” like a wurm, witch, wizard, mighty draug, outlaw leader, or what have you). So dungeons, being a continual stack of demanding events one after another leading to a big opportunity, are where I expect there to be the most tension.

But because events are much slower paced than exploration or combat (being text and choice-heavy), we have a slightly weird inverse relationship where the game moves at its fastest clip (both in terms of using up the player’s turns and in terms of just action happening on the screen) when it is at its lowest moments of tension. This actually might be true of turn-based combat, too – the hardest fights are the ones where you think the most, take the most time between turns, etc.


CSH: While on the topic of puzzles – aside from being core to adventure games, they’ve also long been a hallmark of pen and paper RPGs. However, their digital counterparts are usually fairly uninspired and are almost never integrated properly. The other issue is that cRPG puzzles tend to bypass character statistics and rely on player intelligence to work out. So, what makes a good puzzle, and what lessons can RPG developers learn from adventure games?


Vince: I like puzzles in adventure games but I’m indifferent to them in RPGs for reasons I can’t really explain. Maybe it’s because they are usually uninspired and almost never properly integrated, like you said.


Mark: Like Vince, I’m generally underwhelmed with RPG puzzles – I enjoy riddles for their own sake (they were very clever in Betrayal at Krondor), but puzzles rarely fit plausibly within the gameplay or lore. Also, I think RPGs work better when there are a lot of ways to move forward – the interesting part to me in RPGs is deciding how to move forward, rather than figuring out how to move forward. To me, at the level of success/failure, RPGs are more about managing short-term attrition and long-term growth in terms of gameplay, and about exploring decisions and their consequences in terms of narrative. An RPG with a powerful story makes that exploration emotionally engaging rather than just experimental, but even RPGs with goofy stories can be fun to experiment with. Puzzles are more about stopping the player unless he makes one particular choice, which is contrary to these values.

There are basically no puzzles in Fallen Gods. In fact, puzzles would be especially hard to do well in Fallen Gods because it combines procedural world generation with premade content. Hand-building puzzles that would be engaging no matter how stuff was strewn around the world is beyond my pea-brain. Either you need to do physics-type puzzles or you need to have more control over placement.

That said, I do think that RPGs can learn from adventure games, and have learned from them, insofar as adventures are often about giving players a limited number of actions but with really meaningful engagement. To me, Quest for Glory, which situates RPG rules within adventure game sensibilities (or is it vice versa?) is the closest experience I’ve had in a game to feeling like there was a DM/GM creating interesting encounters around my choices. Typically these involve using an item or a skill to unlock an additional opportunity to use an item or skill, and so on.

This is something AoD obviously does, and in many ways the combination of lock-key narrative options and handmade content feels a little adventure game-y to me – very much like puzzles, just not the way puzzles are usually presented in RPGs. Along these lines, I guess you could say that each event in Fallen Gods has puzzle-ish dimensions (in that you are trying to figure out an optimal path given your items, skills, and followers).


CSH: Speaking of player intelligence, have you taken any steps to prevent metagaming, or do you just leave it up to the player to play the game as they please? I bring this up because I finished playing Divinity: Original Sin (D:OS) 2 not so long ago and I got to thinking about the way Larian Studios actually embraced metagaming (more-so in the original D:OS), allowing the player to complete puzzles in any manner they could come up with – or dodge them altogether, and even kill bosses without engaging them in combat. The execution wasn’t perfect, but I think planning for metagaming as a design element is potentially a step in the right direction to creating that “DM/GM creating interesting encounters around my choices” feeling in a cRPG.



Mark: I’m not sure the D:OS example is metagaming in the way I normally think of it. It does implicate the question whether RPGs are really determining success via character skill, as opposed to player skill, but that question is true with respect to combat strategy and tactics in general, and we don’t really consider those things metagaming. So I’m not sure player creativity should be considered metagaming in exploration or puzzles.

To me, the real metagaming issue is whether you build systems around the idea that players will make apparently suboptimal choices – or choices about which there is apparently no optimality – based on outside information. Sometimes that outside information comes from game guides, sometimes it comes from player experience. If I had to impugn AoD, I’d probably criticise it for this kind of metagaming. A lot of choices a player makes in allocation skill or attribute points are basically meaningless without that kind of metagaming foreknowledge. Of course the answer is that there’s no sin in suboptimal builds, but various aspects of how AoD is constructed (and this is not unique to AoD to be sure) push toward optimisation and thus metagaming.

That said, it’s really hard to define the shape of this problem, and to decide whether it’s a problem at all. Because a lot of players love learning and “solving” complex RPG systems.

In fact, it seems clear to me that some kinds of metagaming can yield wonderful gameplay experiences. Some of my favourite games are built around a mechanic of playing, losing, and using what you learned in losing to advance: Adam Cadre’s Varicella, Don Bluth’s Dragon’s Lair (maybe not “wonderful gameplay,” but certainly memorable to a kid), Thomas Biskup’s ADOM (indeed, arguably the whole Rogue-like genre and the current Rogue-lite genres) all employ varieties of it. (Andrew Plotkin’s Hadean Lands absorbs metagaming into the game itself.) But it seems to me that what those games have that, say, AoD doesn’t, is a framework in which the expected player behaviour is many, many playthroughs. With AoD, I suspect that the ordinary player goes in expecting to build one character, play until winning, and then not play again.

Fallen Gods employs Rogue-lite design. The expectation is the player will play, lose, play again, lose again, etc., slowly developing a body of knowledge that allows him to plan a strategy and predict what path is most likely to yield what he needs to execute that strategy. It’s also, like AoD, a game about narrative exploration in the sense that every event is built around choices, many of those choices being locked behind items, skills, followers, etc., so that a player will hopefully want to replay not just to optimise his path but also to stray from the optimal path and see the sights. “Dwergs grovel before witches? Whoa! Now that I have a witch, I want to go find some dwerg events to see what happens!”

One example of that is the lur – you can blow it, vuvuzela-like, in the face of just about every disheartened or muddled character you encounter. It’s not always an optimal solution, but it’s tempting all the same. For instance, in the “Unminded” event, if you want to play Gandalf versus Theoden, you can use the lur on a senile jarl who refuses to believe that his middle-aged son is plotting against him:

You lift the Lur to your lips and blow a mighty blast straight in the old jarl’s face, waking his mind from slumber. His bleary eyes blink and a great shaking overtakes his limbs. Then, with long-forgotten strength, he yanks a knife from his belt and sinks its length in his son’s neck. Every beat of that false heart spills more blood on the lord’s furs. He casts them off and stands, a man again, clasping red hands around your wrists. “Give this god gold,” he tells his men, “and let the flesh of my flesh be burnt in offering.” It is as good an end as you could hope to get.

Or there’s the “Windfall” event, in which you come across a field full of dead birds, likely ritually killed by Orm’s eagle fetch. A player who has a wurmskin cloak (which lets you understand birds) and the Death Lore skill (which lets you call on the dead to speak) can achieve an interesting outcome – a possibility that might be apparent to a player the first time he stumbles onto the event, but as a lock that requires two rare keys to unlock.

So my hope is that while metagaming may initially be about min-maxing and beating the game, it will ultimately be more about plumbing its secrets (which, of course, is true of AoD as well).

My worry is that we currently have no good sense of how long a playthrough will take. Early on I had thought something like an hour; but now I wonder whether it might be very much longer than that. Unfortunately, we can’t really test right now because we need the content to be more complete: until the events are written, you can’t really know how long it will take to read and navigate them.


Vince:
I concur. First, the outcomes of your choices can’t be equal by default, not to mention it’s highly subjective, so some players will metagame to get the desired outcome and there’s nothing we can do to prevent it short of eliminating the choices entirely.

Second, many gamers are hard-wired to seek the most optimal, max content path and your first playthrough is sub-optimal by default because you don’t know anything about the game, including Things That Really Matter.

I remember when Icewind Dale 2 was released back in 2002. What everyone on the Interplay forums wanted to know is whether or not the Holy Avenger is a longsword or a two-hander like in Baldur’s Gate 2. Imagine specialising your paladin in greatsword like an idiot only to discover mid-game that the Holy Avenger is a longsword!!! This cosmic injustice can shutter your mind and turn you into a broken, bitter thing. I bet that’s what really happened to Gollum.


CSH: Unlike puzzles, combat is a crucial element of cRPGs - even AoD, which possessed possibly the most thorough and flexible non-combat encounter system I’ve come across in a cRPG, had a combat system in place. And although it was a comparatively simple system, with no special abilities or magic and very little item use, it still featured tactical elements such as positioning, ranged and reach weapons, and different attack modes. On the other hand, Primordia was an adventure game and as such featured no combat, at least in the traditional sense. So, Mark, I’m particularly curious to hear your thoughts on combat systems in cRPGs. What can we expect to see in Fallen Gods and why did you make those choices?


Mark: The tug-of-war again!

I myself am not a huge fan of cRPG combat. I can’t think of many cRPGs in which I found the combat itself (the playing of the combat – more on this in a moment) engagingly fun. I’ve sometimes found it mindlessly fun because of neat visuals (like in Fallout or PS:T) or ego-stroking power-gaming, but as a mental puzzle, it’s never appealed to me. That’s odd because I quite liked tactical games like X-Com back when I was a kid, and I was pretty good at RTS games like Warcraft II, C&C, and Starcraft. (I’m not sure one could really be good or bad at Warcraft I.)

That said, even bad combat in RPGs plays an important role. As I mentioned recently in connection with PS:T, many people derided its “trash combat” but it turns out that this combat did several important things:

· spacing out long, text-driven narrative sequences;

· giving the player very low-stakes interactions for rest and relaxation between high-stakes encounters and important choices;

· demonstrating the power progression from levelling up;

· stroking the player’s ego by letting him kill many weaker beings;

· dramatising key aspects of TNO (his power and his immortality) and other characters (for instance, a non-trivial part of Dak'kon's character is defined by the way he fights; Suikoden is a great example of how trash combat defines an otherwise very thin cast of 108 characters);

· providing fun visuals in a game with otherwise fairly static art.


While you can have a cRPG in theory without combat, I’m not sure it would be very good. (Note: playing through a cRPG without fighting is not the same thing; the background possibility of fighting makes that eccentric path interesting. Just because beating a level in Doom without shooting is fun doesn’t mean the game would work if you took out the guns.)

That said, the worst scenario is bad combat that is unreasonably intrusive. Not to pick on the same game (and I do it only because it’s one of my all-time favourites), but MOTB’s combat is not just bad, but it also has all kind of intrusively annoying things – pre-buffing, annoying target selection, annoying status effects, absurd spell effects that obscure the action, etc. Rather than being a kind of mindless R&R, it is a demanding but trivial exercise in low-scale annoyances.

With Fallen Gods, our goal is to have beautiful combat that reinforces the world’s danger, the god’s strength, and the player’s progress up the power scale. We want it to provide an interlude from the events, which use static illustrations and text. We also need it to provide a way to let players choose to enter battles they might, but wouldn’t necessarily, lose, without having it as trivial as a dice roll. So if you want to challenge a centuries-old, poison-breathing wurm to a fight rather than handing over your maiden, so be it, but you’re likely to lose. That works almost infinitely better as a “miniboss” fight than it would as a dice roll.

The current combat engine is not particularly tactical and is a kind of real-time-with-pause system. Fallen Gods was modelled on Barbarian Prince and Lone Wolf, which had absurdly simple combat systems. While our combat has always been a little more complex, the idea was to keep it simple and fast. So, as of now, the tactical level is really figuring out which enemies to match your followers and god against, when to use the god’s very expensive soul-fuelled skills, and when to run.

That said, we aspire to make it a more tactical, hex-based combat system. But even then it would still be very simple – more Ultima IV than AoD. Whether we’ll ever have the resources (coding, especially) to make that happen, I don’t know.


CSH: Vince, what was the thinking behind AoD’s combat system? The brutal lethality made sense in light of the setting, but why did you opt for a turn-based system in an otherwise real-time game? Why tile-based? Can we expect TNW and the Inquisition game to feature similar systems?



Vince: Absolutely. It’s safe to say that all our future games will be turn-based RPG with grid-based movement, action points, and different attack types with pros and cons. The way I see it, an ideal combat encounter in an RPG is a tactical puzzle with different solutions. If you mindlessly click on enemies, you die, turn off autopilot, and start figuring out how to even the odds and increase your survival chances which seem awfully low at the moment.

I prefer Turn-Based to Real-Time as Turn-Based’s strengths are better suited for RPGs. Real-Time is about thinking fast, making decisions on the fly and under pressure, reacting to things not going as planned, etc. The chaos of war, basically, which is why it works best in strategy games. Turn-Based is about taking your time, slowly considering your options and what your enemies might do during their turn. There is a reason why chess is a turn-based and grid-based game, even though your units don’t have any special abilities or magic.


CSH: I actually quite enjoyed the tactical element of combat in AoD – in one scene I was ambushed inside a building. I recall I had a reluctant ally, but he wasn’t a particularly strong fighter and there were three enemies. I remember backing myself into a corner so that only two of them could attack me at any given time, and relying on my praetorian armour to deflect enough of the damage to give me a chance to survive. There wasn’t a lot to it, but the dialogue lead-up to the scene and then the way it played out stuck with me as a memorable experience. If you see combat in an RPG as a tactical puzzle with different solutions, do you have any plans to expand on that tactical puzzle? Maybe make the terrain part of the puzzle, or include objects that can be interacted with? I haven’t seen it done well in any traditional cRPG, D:OS2 included, but Daedelic had some success with it in Blackguards 2.


Vince:
Ideally, yes. Unfortunately, what we can do is limited by the budget, one way or another, and our budget consists of revenues generated by AoD and Dungeon Rats. These revenues are enough to keep us afloat until we release TNW on Steam’s Early Access but not enough to expand the team in a meaningful way. Without expanding the team, we can’t expand the design scope.


CSH: I actually thought there would be more scope for improvement, since you're recycling AoD's combat system and therefore don't need to spend resources designing it?


Vince: We've changed the engine so we have to re-code everything, which puts more pressure on the programmer. Not everything can be transferred easily, such as our dialogue editor with over 200 built-in scripts, for example, which was the key tool. Essentially we start from scratch but with the knowledge and experience this time around so we don't have to waste time on trial and error. And we’ve made other changes. The combat system is different since the focus is on ranged, so the AoD mainly melee system is about 30% of it. There's cover, futuristic gadgets, different grenades modifying the battlefield effects, etc. The AI would have to be redesigned from scratch as well. We're also adding a proper stealth system with noise, detection AI, etc. We wanted to have it in AoD but didn't have time to do it, so that's the new big feature that should make our game well-rounded with 3 main paths through the game: combat, stealth, diplomacy. Plus we have 12 party members, meaning 12 different situations and reactions x 8-10. That's a lot to write and script.

So we really don't have room for anything else. Once this is done and we have the engine we can keep for the next 3-4 games plus all the working systems, then we can consider new challenges (such as more complex dialogue system that lets you feel like you're fighting your opponent rather than clicking on lines to pass checks or a proper survival system).


CSH: What are your thoughts on magic and other special abilities in cRPGs? I occasionally enjoy playing magic users, but one thing I take major issue with is that, no matter how well developed the magic system is in terms of spells and player interaction, magic is almost never integrated into the setting properly. Most of the time, magic is just a different way to attack in combat. Occasionally, it also acts as an alternative to skills outside of combat. Very rarely does the setting seem to even recognise let alone respond to the fact that it has magic users or fantastic creatures living in it.

Vince, magic didn’t really fit in AoD’s setting, and I can’t see it fitting in TNW, but might we see some in the Spanish Inquisition-based game if it’s going to feature witchcraft?



Vince:
It goes without saying that magic should fit the setting and be a lot more than a colourful way to kill an enemy. In other words, magic should be magical and allow you to do things that a fighter can never do, preferably at a cost greater than rechargeable mana points.

Since the Inquisition game is inspired by Gothic novels like The Manuscript Found in Saragossa and Melmoth the Wanderer, it will feature the old-fashioned magic: pentagrams, rituals, witchcraft, exorcism, summoning, etc. No fireballs and the like.

Imagine dangerous witches (think Planescape’s Ravel – not someone to be crossed lightly or at all) and necromancers, Lucifer corrupting souls and commanding agents, scheming Dukes of Hell straight out of On the Tricks of Demons, a 1563’s best-seller, the Christian faith being a shield against darkness, the Spanish Inquisition fighting a war of attrition, cursed places abandoned for a reason, forbidden knowledge, supernatural creatures, that sort of thing.

Instead of being primarily a combat art, magic will be used to explore this “world of darkness”, survive where the uninitiated will not, protect yourself when dealing with beings who could unmake you with a word, bargain with Dukes of Hell, etc.


CSH: Mark, I expect to see some in Fallen Gods – gods and “magic” tend to go hand in hand, after all. How will you manage magic use, and how do you plan on integrating it into the world?


Mark: The Ormfolk, the reigning gods of Fallen Gods and more or less our Aesir, can use “souls” (a measure of faith) to do various feats. In game terms, these feats are burning enemies and removing curses (Soulfire), controlling animals and speeding through woods (Wild Heart), healing wounds and curing diseases (Healing Hands), speaking to the dead and dealing with undead (Death Lore), and scrying the world and the future (Foresight). This is the closest thing we have to a magic system. And the items are often magical, but in a fairly low-magic way (like a pot that holds fog inside it, rather than a wand of magic missiles).

The old gods, the Firstborn, could do stuff too. For instance, Trund’s spit could quicken stone, and that’s the way he licked trolls to life (something like how medieval folk thought bears licked cubs from a blob of meat into bear shape). But for the most part, the Firstborn no longer have their magic, since they have lost the souls usurped by the Ormfolk.

Witches and wizards have magic, inspired by Norse myth and Icelandic folklore, but it’s not fireball type stuff, more on the order of curses and summoning the dead. They are essentially wicked beings, though you can take on witches as followers as they are quite powerful helpers.

Witches are probably my favourite “characters” in the game, as they have this wildness, wickedness, and hunger to them that I think brings them closer to the folkloric brand of witches than what we mostly see in modern stuff. If you think about the stuff that witches do as a matter of course in old stories (eating babies, causing family members to kill each other, impersonating wives to sleep with their husbands, interfering with good governance, curdling cows’ milk in the udders) it is utterly at odds with them as just, like, cackling old ladies on brooms. They attack the things that we hold most sacred precisely because we hold them most sacred. But by living outside social norms, they also play the role of the wise fool or iconoclast who’s off the grid, so there can be something appealing about them. Here’s an example of an encounter where a witch saves you from a wizard (disguised as a humble hermit) who has tricked you into spending the night:

An unholy howling rouses you from your rest, and in the dark you spot a loathsome bulk astride the balking hermit. Hag-ridden, he cries for help, a call only half-heard with all the caterwauling. Before your mind can make head or tail of this unseemly tupping, the witch leans down and seems to suck the very sound, and life, from his lips. She turns to you and spits, muttering that she’s sprung you from a wizard’s trap. Striking a light, you see scattered tools and runes that do indeed bespeak black spells. You leave the dead man and his hut without waiting for the dawn.

Anyway, I think it’s pretty hard to convey magic in a narratively interesting way in RPGs because an essential part of magic – its terror and uncanniness – just can’t be conveyed. A player might (but probably wouldn’t) avoid going into a gorge said to house an unholy witch. Sounds like a great gameplay opportunity! And if he elected not to, it would be only because the witch might kill him (requiring him to reload). That it might simply be too horrific to try is meaningless to the player.

While you can impose sanity and fear checks on the character, I’ve never played a game in which those were anything more than annoying. So it’s ultimately hard for magic to have the kind of role it has in The Lord of the Rings, where it is a kind of supernatural force that affects courage, will, faith, etc. (Though I note that Gandalf actually does basically throw fireballs in The Hobbit, albeit with the help of pinecones.) I think AoD handles magic about as well as can be in that respect.

I do think magic in most RPGs introduces a lot of fun mechanics into combat that I miss in Fallout and AoD, especially having area-of-effect considerations that are common rather than super rare. But it’s hard to avoid having it seem kind of ridiculous how the available spells (the most obvious being resurrection) never intersect with the plot (often involving tragic death). Fortunately, players are trained to compartmentalise this.


Vince: First, I completely agree with your thoughts on witches. In the old, much darker folklore the witches are presented as extremely powerful and vindictive. If you offended a witch by mistake or even caught her attention, which is an equally big mistake, you’d better run or try to make amends. Trying to kill a witch is the biggest mistake of them all because your entire village would pay for it.

However, I think that Fear and Sanity are interesting mechanics that are worth exploring (not sure about fear yet but Sanity will be one of the stats in the Inquisition game), because:

1. Your character doesn’t fear anything because the player doesn’t. Thus your character will gladly try things that no sane person in the game world would ever consider, so the only way to factor in fear and sanity (i.e. normal human responses) is via character’s stats. We define our characters physical and basic mental abilities via stats, so why not expand the character system a bit?

2. When it comes to “Things Man Wasn’t Meant To Know,” a sanity meter is a very interesting concept that can track your descend into madness and loss of humanity as you accumulate the knowledge (which explains the witches’ behaviour in the old tales as they’re no longer sane or “normal”). Do you value your sanity more than your crave forbidden knowledge? Would you take all you can while losing control over your own character?


Mark: Conceptually, I agree that sanity can be really cool. I do worry, though, about how well it can be done in practice given the player-character dichotomy. Getting the player to actually credit his character’s delusions (or at least play along with them) rather than metagaming around them is tough. And when you reduce it to “shoots his allies” or “drops his weapons and runs away,” I find it a drag.

The only truly mimetic experience with fear that I ever had in a game was in the Aliens TC for Doom. The first time I came across an alien-infested area, I actually ran directly out of it, and formed the express sentence in my head, “No way am I going in there.” Of course it only lasted a few seconds before I went in and started playing again. But it was a powerful moment.

By contrast, mind-control and panic were far and away the worst parts of X-Com in my opinion. (The DOS one. I never played the new one.) Most of the time I used a hack to disable them.


Vince: Exactly! We all had these moments but they don’t last because unlike your character you are never in any danger yourself. Yet these are vital emotions and it would be good to find a way to reproduce them in a meaningful way on the character’s side.

I agree that mind-control and panic in X-COM were extremely unpleasant, yet they introduced a new element, a nasty alternative to being killed or wounded. The new XCOM treated it like a joke, of course, but that’s a different story.

Anyway, we don’t have to go to extremes here. Losing Sanity can be a transformation (unlocking new abilities and losing some of the old ones) rather than punishment.


Mark: Ah, that jogs my memory of another brilliant, just utterly amazing bit of design in Fallen London. The game itself has all sorts of awful grind/microtransaction-based mechanics and we could have a large discussion about worldbuilding and so forth, but one quest line is immaculate: It’s a long quest chain where you have a series of interactions with a devil who is obviously trying to steal your soul, but you keep having skill checks where you can outwit the devil in various ways to get the rewards she’s offering without losing your soul. Eventually the biggest reward comes, but you have to sign a written contract to give her your soul. If you have high charisma and intelligence, you can see that it’s actually a pretty easy trick to outsmart the devil again and negotiate some new terms into the contract. Obviously you take that choice, confident you’ll win!

Only you don’t: the game is lying to you. All along the rolls you think you’ve been winning, the devil has just been pretending to be persuaded to flatter your vanity into wagering more and more with her. In the end you lose your soul, which creates some new gameplay opportunities but takes away others.

What I love about it is the way it hides in plain sight: of course you can’t outsmart a devil in negotiating a contract for your soul. I would like it if more games do this. (The arcade beat ‘em up Dungeons and Dragons: Tower of Doom had something like this where you were warned up and down that one of two paths led to a dragon that would kill you easily; and, in fact, that dragon ate like ten bucks worth of my friends’ and my quarters.) The problem is that save-scumming can mean that even the dragon that kills you 99/100 times will be overcome 100% of the time by a persistent player.


CSH: Since we’ve been talking about magic and sanity points, I’d like to talk briefly about rest, recovery, and regeneration, both in and out of combat. We’ll logically expand this to include health points, stamina, and anything else you feel is relevant.


Mark: In many (most?) RPGs, resting merely contributes to things I hate, particularly the loop of pre-buff, crawl, fight, rest, pre-buff, etc. The risk of ambush and the material costs of resting (if there are any) are too low, the passage of time never matters, and resting spots are too easy to find (or if they aren’t, this limitation just adds backtracking to the loop of tedium).

In Fallen Gods, resting consumes your most precious resource (time), and characters generally heal pretty slowly, so resting can be very expensive. This seems to me helpful, but it’s not a solution that would work for most games.

Conceptually, I like the idea of elaborate resting (like in Realms of Arkania or the upcoming Pathfinder RPG) where you assign jobs, and characters bond over fireside chats, and so forth. But most of the time that’s likely to be more of a chore than a useful mechanic.

While I am a deep believer in Chesterton’s fence – and enough of a neophyte in cRPGs, despite playing them on and off for 25 years, to be reluctant to urge the knocking down of any particular fences – I do think that there features that exist because of the “Well, I guess then…” lack of critical reflection I talked about earlier. For instance, early RPGs had food because it seemed like a good simulationist thing to do. But food couldn’t plausibly be very expensive in a setting where you had also could buy Flaming Swords of Doom, so it was trivially easy to avoid running out of it. Well, I guess then we should limit how much you can carry. Then someone wondered whether it might be weird that all your other items appear in an inventory but food doesn’t. Well, I guess then we’ll put food in the inventory. And the huge annoyance of feeding party members in Ultima VII followed. Eventually someone developed the critical eye to eliminate food altogether, and now, thank goodness, it’s only present in games where it plays a meaningful, thematic role (like a post-apocalyptic scavenging game, say). (NB: We have food in Fallen Gods because money is much more limited, and a big part of the game is trading – trading time for food (by hunting) or gold for food (by buying); trading food for health (by throwing food to a pack of wolves rather than fighting it).)

I think Vince made the right call demolishing the resting fence altogether in AOD.

To me, the question with an RPG system – whether it’s inventory management, item variety, crafting, resting, whatever – is whether it gives the player interesting, meaningful, and enjoyable ways to engage with the game. If a mechanic doesn’t, if it only feeds player mania or encourages degenerate play styles (like rest-pre-buff-fight crawling, save-scumming, paper shuffling, shuttling back and forth from town, etc.), it shouldn’t be in the game even if initially players will note its absence with dismay because of weird endowment effects. I don’t view this as a matter of streamlining or simplification because you can, and should, use the added bandwidth (in developer time for design and balance, in player attention for learning system sand engaging with the game) on other, more valuable complexities.


Vince: It depends on the design goals. Health is a resource that needs to be restored after battles and rest/recovery (via potions, spells, and events)/regenerations are different ways to restore it. I don’t have a strong preference but when resting/healing yourself is too easy and has no real cost, it becomes meaningless. Might as well switch the focus to a single fight and auto-heal the party after.

Overall, I prefer limited HPs (can’t raise them when level up and become a 300HP behemoth), no healing during combat, no rest or regen, so you have to pay a healer to restore HP and stat damage. I’m also very fond of throwing several fights in a row at the player, so in order to have a chance during the second fight, you have to be in a relatively good shape after the first fight.


CSH: AoD was the first cRPG I’ve played in a long time where you’re totally on your own and not part of some adventuring party. I thought it odd at first, for no other reason than that it’s no longer the done thing. But the more I thought about it, the more it made sense. In AoD, if you played as a fighter, you would experience a combat-heavy game and a number of experiences simply were not available to you since your character lacked the means to engage in those opportunities. Similarly, if you played as a merchant or lore master, you were forced to get creative about solving your problems because combat was not a feasible option. This concept was the foundation of pen-and-paper roleplaying because although you were part of a party, you normally only controlled one of those characters yourself, but is something that modern, party-based cRPGs seem to lack. The modern cRPG gamer is used to having their cake and eating it, too, but I feel like we’re losing out on some of the core roleplaying experience in the process. Is there a way to have a party-based cRPG and still have that character-centric experience?


Mark: Players love party-member interactions, which have grown in prominence and complexity as time has gone on. Certainly, they are among the most memorable and likable parts of RPGs for me. There’s a reason why Primordia features a “party,” and Clarity has intra-party dialogues that are modelled on the Biowarean (was it Bioware who came up with it first?) approach where you can talk a bit more every time you’ve made some main-quest progress.


Fallen Gods has a party, but it’s not the kind of party that people are used to. It is something more like the Clan Ring in King of Dragon Pass; maybe even thinner in terms of characterisation. Your followers have unique names, but currently generic portraits and sprites (one for each of the follower types: churl, woodsman, fighter, priest, skald, berserk, maiden, witch). While they chime in during events, and can be asked to undertake tasks during events, this chiming in is also generic. While only one of each follower type will quip per event node (the happiest of that type, typically), it’s not as if Ragnar the Fighter will ever say something different from Hrut the Fighter. And you don’t really interact directly with them – they speak, but you can’t talk back to them. You can give them items, as discussed above, which can make them happier, but it’s not like, say, Dragon Age: Origins where this unlocks deeper interactions. It’s all very superficial.

There are a few reasons for this. The first is that when I was working on the now-abandoned (and pre-empted by FTL) predecessor to Fallen Gods, Star Captain, I tried writing events where the crew (still fairly generic) were heavily integrated into the text and story. It turned out to ramify into impossible-to-imagine complexity very quickly. The second is that I wanted to keep the focus on the eponymous Fallen God, rather than the earthbound beings helping him. Said god is something of an egoist, anyway, and would not be interested in learning about Skadi the Churl’s tough childhood.

Third, another lesson I learned in working on Star Captain – a lesson that I think RPGs could often benefit from – is that it’s better when events or dialogue keep moving forward. The “hub” model of dialogue so common to RPGs, especially to lore dumpers, totally kills the game’s momentum. Because Fallen Gods is meant to be pretty quick-moving, it would be antithetical to let you go on a random dialogue digression with a follower. Finally, having the followers thinly characterised works well in a procedurally generated setting where followers die a lot. As noted earlier, FG is procedurally generated in terms of selecting what goes where, but the content is all pre-designed. Since there are dozens of followers to hire in a given game session, trying to make each one unique would be a huge amount of work. And it would actually tend to highlight the smallness of the game’s content when you encountered Bjorn the Berserk twice in a row, and he was exactly the same each time.

Anyway, I think this is one of many ways that Fallen Gods is likely to disappoint many players – especially fans of Primordia – who expect rich characterisation in an RPG. The characterisation is either non-existent (for many followers), generic (for, say, berserks and witches, who have strong but non-character-specific voices), or indirect (as with the god). And the NPCs you meet are really going to be characterised in at most a couple nodes of text, maybe a few words of dialogue. I think we’ve done a pretty good job with making that little bit count, more because of our great artists, narrator, and composer than because of our middling writer, but the proof of the pudding will be in the reading.


Vince: AoD was a solo game because working your way up in a faction to secure your future required a single character. You don’t show up for work with your five closest friends who don’t have anything better to do today.

TNW is more about adventuring and dealing with multiple factions at once (to ensure your own survival) which does call for a band of like-minded individuals. Not sure about the Inquisition game yet but we’re leaning toward party-based as well.

As for having that character-centric experience in a party-based game, it depends on the design and goals. For example, in games like Baldur’s Gate or Pillars of Eternity there are no non-combat classes, so any character you pick will be handy in a fight, thus a party of six will be able to kick a lot of ass regardless of its makeup.

Our approach is a bit different. In TNW you’ll increase skills by using them instead of gaining skill points and distributing them as you see fit.

Let’s say you’re a talker accompanied by three brutes waiting for your nod to crush your enemies. The problem is that unless your brutes get a regular workout, they won’t be very skilled. So you’re mostly talking your way through the game, your brutes won’t get regular workouts and will never be as skilled as a combat-focused party. They might be able to get you out of trouble but you won’t be able to fight your way through the game.

Essentially, you’ll have four types of parties:

· The warband (your typical western)

· The grifters (while you don’t need two talkers, you might need people with the right connections or ideas, think traveling with Miltiades in AoD)

· The infiltrators

· The jacks (of all trades), who won’t be as good at combat, diplomacy, or stealth as the specialist parties.

Plus, your Charisma determines how many followers you can inspire to tag along. If you want 3 party members, you need to have CHA 8 (out of 10), which is a significant investment.


CSH: I’ve played games before, where skills are gained through use rather than through levelling up and experience point distribution, and I’ve had dramas with the system creating a self-fulfilling prophecy. Usually, you can’t spread your points wide at the start because you’re too weak in any given field. So you create a fighter or thief or whatever, which is fine. But then, because you’re only good at one thing, that’s the only skill you use, and as such is the only skill you develop. It makes sense in a way, but it’s also very limiting in that it prevents you from trying to branch out and learn new things throughout the game, so you end up just doing the same thing over and over until the game ends. Do you think that having a party who all develop in the same way (but probably in different areas) will alleviate this issue?


Vince: My experience is the opposite. Most games that had an ‘increase skills by use’ system pushed you toward mastering all trades/classes. Dungeon Master, Stonekeep, the Elder Scrolls games, etc. Wizardry 8 increased the focus on specialisation, practically eliminating player characters with 100 in every skill, so it definitely works on the design level.

If the opportunities to increase skills (i.e. filler combat) are unlimited, maxing all stats and skills is simply a matter of time. Since our games don’t have any filler content, the player won’t be able to grind for hours to increase skills, which solves problem #1 and brings us to problem #2 (your original question) - how to provide the player with opportunities to branch out?

I think we’ll leave it up to the player. Considering that most quests have multiple solutions, it would be very hard to restrict the player and split quests into combat, stealth, and diplomacy. Thus, if the player wants to solve all problems with violence and become a specialist, then that’s his or her business. We’ll provide bonus, extra challenging content for the specialists and call it a day.

If the player wants to branch out and play a ‘hybrid’ character, then he or she will decide how to handle quests and where to draw the line between combat and diplomacy, for example. Naturally, the player’s understanding of the combat system will always be a factor there. Some people can do more with less, others feel that they have to min-max to stand a chance.


CSH: Mark, what are your thoughts on gaining skills and experience points?


Mark: I think levelling and character progression are great. Maybe the greatest thing that RPGs ever introduced to gaming, and now they’re widespread. I loved it the first time I learned a new spell in Dragon Warrior, I loved improving player stats in the NES games Baseball Stars and Ring King, and I loved unlocking new abilities in Wolfenstein: Enemy Territory. The concept is great.

But it is dangerous as well. Part of the danger is, as “incremental” or “idle” games prove, that the progression mechanic stimulates something in the human brain even if the progression is meaningless. Whether you can call it an “addictive” quality, I don’t know. But it is a masking quality. The mere presence of progress, like the addition of salt and sugar to food, can mask the fact that something is bad. That means that you can get players to play games that degrade, rather than enhance, the quality of their lives and their appreciation for games. And when you degrade your players, you degrade yourself, because you’re simply creating an audience that will be indifferent to the things you care about as a creator (if you care about anything other than money, and most people, even most greedy or desperate people, do). And the masking also makes it hard for designers to judge their own systems because players will superficially react the same way to good and bad design provided both of them offer a progression loop.

In my opinion, a great many RPGs, most RPGs, have experience/levelling/progression systems that aren’t actually very good. The fact that the player sees particle effects when he gets a number high enough, and then other numbers can be increased, and boxes can be checked, and new boxes can be unlocked later to check, and new epithets appear – all of that is enough to stimulate the player’s brain into feeling like the levelling is meaningful, even if it is in fact meaningless because (for instance) the obstacles are also scaled up such that it doesn’t matter.

One example of this, in my opinion, is Neverwinter Nights 2 (and MOTB). Often I would level up without getting any at all that I really wanted. I would dump more points into the same skills, advance the same stats incrementally, adding HP and lowering THAC0, etc., but none of that actually let me do something rewarding. Adding Paragon or Renegade points in Mass Effect is another example.

If you compare that to the Lone Wolf game books, a key inspiration for Fallen Gods, the opposite is true. Everything you can get with respect to a stat, skill, or level-up is a huge deal. Every skill is awesome, and so the possibility of adding a new one is amazing. You aren’t just going from 37 to 38 in the Jumping skill (increasing your jump height by a pixel or decreasing the stamina drain from jumping by a point), you’re adding the power to talk to animals or conceal yourself from enemies or heal yourself or others. The same is true of adding a skill level in, say, System Shock II or Deus Ex.

Advancing a character in an RPG should be like gaining a new ability in Metroid or a new item in Zelda, but all too often it’s more like picking up a missile pack in Metroid or a heart in Zelda – things in the game might (for a little while) get slightly easier, but they don’t get better, richer, deeper.

So my opinion is that you should make skills (and inventory, as noted above) much “chunkier.” In Fallen Gods (as in Lone Wolf’s initial book run), skills are simply binary: either you have them or you don’t. And stats (there are only three: might, wits, HP) and are in a very tight range (1-10). And if I could figure out a way to make them even tighter, I probably would.

Fallen Gods is ultimately a pretty small game focused on short runs, and its character depth and progression are not particularly good or important to what I’m setting out to do with the game. But if I were making a bigger RPG, I probably would do it a little differently, but not that differently. I think my approach would be that the player basically has traits that he can get, some are assigned at the outset (like “Fighter” or “Wizard” or “Smart” or “Strong” or “Fast”) and some that you can add throughout the game, perhaps at level up, perhaps from encounters, and some of those tags would require you to have other tags. I gather than DOS:2 does something like this. In my mind, the difference between a fighter with 10 strength and a fighter with 9 strength is not very interesting but can be very time consuming to design around and mentally taxing to choose between as a player, whereas the difference between a “Fighter” who is “Strong” and one who isn’t can be engaging on the player side and interesting on the design side. Along the same lines, a limited number of spells and combat abilities that unlock new and different tactics seems better than incremental changes that, if carefully measured by the player, suggest that one approach is more likely to succeed than another.

I assume most players come to an RPG run with some sense of what kind of character they want to play. So really character creation should be about allowing them to pick the broad traits of that character, while character advancement should be an opportunity to elaborate on that character, and to pursue a particular play style, as the player learns more about the game’s content and context. Many RPG character systems, in my opinion, make it hard for the player to express his initial concept of his character because it is not obvious what combination of stats, skills, and perks actually yields that concept.

For that reason, I tend to think the move toward class-less, free-build systems is not so great. I mean, I think it’s really neat as a theoretical matter that you can do all kinds of zany builds in AoD that unlock strange possibilities that aren’t obvious at first pass, but I generally think it would work better if a player who wanted to be oriented to archaeology didn’t lock himself out of content because he didn’t grasp the nuances of the system at the outset.

At the same time, I think that many class-based RPGs tend to offer pretty boring progression when compared to class-less RPGs, but I’m not entirely sure why that should be the case. For instance, advancing in Dragon Age: Origins is way less fun than advancing in AoD. Still, I think the model can be improved upon overall by focusing more on interesting opportunities and less on progression for its own sake.


Vince: I’m changing my response to, “What my friend said.”


CSH: I’ve left the best question to last. In a past life as Marty M. O’Hale, Mark wrote an article for Escapist on how “inconsequential death” was taking the fun out of gaming, and went on to describe what he called the “save-load dilemma.” Mark, would you like to summarise the dilemma and the five principles you’ve recommended to help fix it? And tell us what you’re doing about it in your own game?


Mark: When RPGs rely upon death (via traps or combat) as the main penalty for failure, that penalty is trivial for the character within the context of a free-save/free-load game, since the player will just rely on frequent quicksaving and quickloading to undo character death. The result is what should be the ultimate penalty becomes meaningless; it is only a penalty on the player’s time (sitting there watching a save/load progress bar). Moreover, by incentivising a quicksave culture (my article notes how many cRPG walkthroughs direct you to quicksave constantly because you could die at any time), these games also tend to negate other kinds of failures (like dialogues not going perfectly). This is the exact opposite of P&P RPGs, where you’re always getting little or even big setbacks (level draining in D&D still boggles my mind) that you’re expected to live with as the player and work into the story as the DM/GM.

I proposed the following five principles:

1. The player should never be expected to save except when ending his play session. (Note, I say “expected” not “allowed.” This is a designer-side balancing decision, not a player-side time-management or lifestyle constraint.)

2. The player should receive significant long-lasting penalties much more frequently than he should die. Small permanent penalties should be frequent and essentially unavoidable (but seldom imposed due to pure chance), to accustom the player to weathering setbacks rather than undoing them.

3. The player should never die (or receive another substantial penalty) for anything other than an elected risk. That means it should be possible for a player to see when he is getting in over his head, there should almost always be a way to get out of a potentially deadly situation, and random chance should have little influence in dying.

4. Accordingly, it should be possible for combat to end some way other than every enemy or every party member dying. Retreat should be reintroduced as a viable strategic option with more upside than reloading. Furthermore, the player (and the enemy) should be able to negotiate or surrender when doing so is plausible.

5. Failure should create possibilities rather than merely foreclose them.

I wrote that in early 2007, and I think in the subsequent decade RPGs have generally gotten much better in these respects. I mentioned AoD specifically back then, and I think it delivered (mostly) on what I was hoping in this regard. Most of these were design principles on Torment: Tides of Numenera without my ever having mentioned them. I’m sure no one read my article.

Anyway, Fallen Gods somewhat cheats here. First, the eponymous god is mostly immortal, so most of the time when he dies, he respawns. The real problem is that you have to win in a certain number of days, and dying costs you time directly (to respawn) and indirectly (to regather resources you may have lost, like followers). In that sense, death is actually a sub-death consequence in the sense that it’s not game over. Second, FG is not a game you’re meant to play once and beat the first time. It has the “rogue-lite” qualities where you’re supposed often to lose. You can’t save and reload at will, either. Barbarian Prince was a big inspiration in its design, and these qualities were true of that great board game.

But still, we have tons of sub-death consequences. You routinely lose followers (to death, which can be undone if you have the right god power, but it’s very expensive; to desertion; to capture), and followers and the god get perma-weakened all the time. Also, status ailments (like crippling) are kind of a pain to take care of. You can lift them with a god power, but it’s very expensive, and otherwise you have to shlep to a shrine, or perhaps invoke the help of a priest or witch follower. You lose gold and items in tolls and thefts. Your items can hurt as well as help you, like the cursed Karringold coin, an item that’s like Draupnir (in that it spawns gold) forged from Andvari’s gold (in that it drives you mad with fear and greed; the One Ring is another comparison). And you lose time – not player time, but character time, those precious 90 days you have to get back to the Cloudlands.

We are usually pretty good that death follows from an elected risk, like trying to jump across a chasm, but occasionally it happens as an unjust surprise to remind you that the world is dangerous. Various items can save you from such surprises – for instance, the wizard who tries to kill you in your sleep will be stopped by a witch (in the rather horrific fashion quoted above) if you have one in your warband. But otherwise he would just seem a friendly old hermit offering you a meal and bedroll. And you could, with dumb luck, stumble into fatal fights from which there is no escape, like if you accidentally enter the hex where Amarok, the Great Wolf, is hidden. Finding and slaying Amarok is a goal, but if you just blunder upon him, you’re probably doomed to lose the game then and there.

Like I said, I think it’s more forgivable in a rogue-like game. And maybe also more forgivable in a game like AoD where the battles are really tactical set pieces and replaying them over and over again is a bit like trying to solve a chess puzzle.


CSH: Vince, what’s your take on the matter?


Vince: While I agree with Mark that death is only the beginning an invite to reload the game, I disagree with some of his conclusions.

From the narrative point of view, death is both necessary and unavoidable. It’s a fitting (even if somewhat frequent) end to Stupid or Reckless Hero. Let’s say your band of adventurers runs into a Balrog. The two basic options are Fight and Run Like Hell. Let’s say the developer wants to spice things up and adds option #3: Step forward, look the Balrog in the eyes and say, “You shall not pass!”

There is a good chance that it’s the last thing your character says and there’s nothing wrong with that, especially if it’s accompanied by an entertaining description of what happened next. Is this absolutely necessary? Of course not but it adds to the atmosphere, which brings us to the next point.

Frequent death is the only way to illustrate the dangerous nature of the world (assuming it’s dangerous, of course). You can’t say that the world is harsh and unforgiving and one wrong word can end your life if your character never dies. Thus death, when done right, can be a good tool to create a good atmosphere and reinforce the setting.

For example, there is an area in TNW called the Wasteland:

Yet those who survived the dangers of both the Wasteland and their murderous colleagues returned with accounts of more than just mummified soldiers and half-melted energy rifles. They told tantalising stories of security doors with loaded and operational turrets, of functioning retinal scanners blocking access to forbidden vaults, and of the Holy Grail itself: Admin Center, the very brain of the Ship, sealed from within at the height of the Mutiny and never breached. They also spoke of cadavers seemingly unharmed but drained of blood, of mysterious floating lights more terrifying even than the darkness of the void, and of Beelzebub himself. Called Ol’ Bub for short, this terrifying beast was said to dwell deep within the ruined complex, and to feed on any weary prospector foolish enough to let his guard slip.

You’ll hear a lot of tales about both the Wasteland and Ol’ Bub, so by the time you reach it, you’ll know what to expect (i.e. nothing good). Obviously, we can’t let you explore it unmolested, so you will die a lot and often because that’s the nature of this place. On the plus side, it’s an optional location, so you’re free to turn back at any point.

As for the Inquisition game, dealing with Lucifer’s minions and seeking forbidden knowledge is a dangerous game where on misstep can be your last.


Mark: Eh, I don’t know. I mean, the Sierra adventure game death sequences were fun – modern gamers have totally missed the point of these death sequences, which were largely there to provoke a wry smile or chuckle, or even to provide the player a clue. I guess that “You shall not pass!” can serve the same role. But to me, it’s just kind of dumb. How many players will actually run from the Bridge of Khazad-dûm if they have the option to fight and know that they can reload and try again if they die? Because standing and fighting carries literally no cost (other than the player’s time) and few people play games in order to live out fantasies of practical cowardice, the prevalence of death and availability of reloading actually makes that scenario lose its epic quality.

The experiences I’ve had playing NEO Scavenger or ADOM are just utterly different because of the risk of perma-death or other lingering harms. Perhaps it encourages too much cowardice. But figuring out a way to make “You shall not pass!” mean that you might really lose something you want as a cost of doing the heroic thing is a better approach than just kill, funny death screen, and reload. At least in my opinion.


Vince: Sure, they will be brutally slaughtered and they will reload but the memory of that death will live on, becoming the story of that one party that got butchered by the Balrog. Throw in a poetic description of that cautionary tale and the player will treasure this memory for a long time.

A great (video game) victory can’t exist without countless deaths and failures. Nobody remembers a fight they won on the first try but everyone remembers that super hard fight they won after twenty reloads, each reload teaching you something new and forcing you to try different tactics.


CSH: I had better stop you there, before someone starts throwing punches. And so for now, the dilemma continues. Once again, thank you both for your time and your insight. That was an epic interview, Tolstoy would be proud.

Interivew #2
http://www.rpgnuke.ru/articles/site/del_vey/interview_with_vince_weller_episode_2_eng.html
RPGNuke: How satisfied are you with the results of your first two games — The Age of Decadence and Dungeon Rats? Did the sales allow you to expand the staff? What is the composition of your team at the moment?

Vince: I didn’t expect much so I was pleasantly surprised. My best case scenario (i.e. miracle) was 50k copies, worst — 10−15k. AoD is a very unforgiving hardcore RPG made on a shoestring budget and a ‘dawn of 3D' engine. We took plenty of liberties with the established RPG conventions that were bound to rub many people the wrong way and limit an already small target audience. Despite all that we sold 100,000 copies to-date. While it’s a drop in the bucket for bigger studios, in the bottom-dwelling world it’s a success story.

We added another programmer and a 3D artist to spice things up.

Are there any studios/developers with whom you would like to work together on some future project? (This Question comes from acolytes of the Troika cult from our forum, who pray for your association with the apostle Avellone and cooperation with the saints of role-playing games from Obsidian).

It’s trendy to hire writers/designers with big names, either as Kickstarter stretch goals or as marketing boosters, but there’s a huge difference between Chris Avellone writing a character for a game and him actually working on a game and contributing in a meaningful way. We might be able to afford the former but obviously not the latter. So as much as I’d like to benefit from wisdom and experience of the industry’s veterans, I don’t see it as a viable option in our future.

By the way, you yourself can already be called a veteran of the industry, you have already been working in it more than an average developer and released a game, which has a cult following in narrow circles. Have you ever got a proposal from other developers to write a character for advertising?

I wouldn’t call someone with one released RPG a veteran. I was asked to write a couple of characters for an unreleased indie RPG but I’m too busy with the CSG at the moment (I expect this moment to last a couple of years) and had to decline.

How do you assess the situation in the role-playing genre at the moment? Are there any projects you are looking forward to?

Since I prefer games like Fallout and Arcanum, very little has changed (for me) and a Troika successor has yet to emerge from the ashes. What sells best determines what’s being produced and to sell «best» you have to court the casual, action, or multiplayer markets.

The next game on my list is Expeditions: Viking.

Interesting. What in particular attracts you in Expeditions: Viking? Did you ever play Expeditions: Conquistador?

I liked Conquistadors so I expect Vikings to be twice as good but I didn’t have a chance to play it yet.

Have you already played Tyranny? Did you like it? I bet that two main sources of inspiration for the developers of the game are The Age of Decadence and The Black Company by Glen Cook.

I haven’t played it yet so I have no opinion. While I’m curious to see how they handled choices and consequences, I’m not too fond of RTwP combat so the game is low on my list.

What game has had the most influence on you in general and which has pushed you forward to becoming a developer?

Fallout and Planescape: Torment. Both games offered more than simply killing your way through the game, which is what 95% of RPGs are all about.

Describe Vince D. Weller’s typical work day. Probably it’s not easy to work in a team scattered around the world. The difference between time zones is thing at the very least!

I sit in front of my computer all day, basking in the healing glow of the monitor. It’s an exciting and glamorous lifestyle, like being a rockstar only without the fame, drugs, or groupies. As for working with remote team members, it’s very easy. I hate group meetings since my corporate days so we don’t have any. Each person knows what he’s supposed to do; when there’s something to discuss, we discuss it. That’s all there’s to it.

NEW_WORLD_GDHGDFJKG328759834543.jpg


Let’s talk about your new game. It promises to be visually richer, as it is developed on the basis of Unreal Engine 4. Are there any plans for cutscenes or the narration will be conducted only through dialogue means, as in The Age of Decadence?

Only through dialogues. Animating numerous cutscenes would require resources we don’t have. Apparently, Bioware doesn’t have them either.

What are your inspirations for creating The New World? Aside from Orphans of the Sky, obviously.

Assorted 50's sci-fi from Asimov’s Foundation to Van Vogt’s The Weapon Shops of Isher and Aldiss' Non-Stop.

According to your plan in one of the first updates, you should have approved the design of all gaming systems, locations, quests, etc. until the end of 2016. Did you manage to meet the deadline and was there anything that was almost necessarily planned to be included in the game, but as you were taking a deeper look at the concept you understood that it’s better to give it up?

More or less. It’s a «process» not a single task, so it’s harder to define. Basically it goes like this:

Step 1 — first draft, aka the general direction. For example, TB with guns can take many forms: Wasteland 2, Silent Storm, Jagged Alliance 2, Fallout, Shadowrun, XCOM, etc. So step 1 is defining how everything is supposed to work, creating a rough draft of the system. The rough draft is the starting point and can’t go into «production» because there will be too many changes.

It’s a big chunk of work that covers every aspect of the game: character system, combat, gadgets, implants, stealth, locations, factions, quests, reputation, etc. That’s what the update you quoted referred to and it was done in Oct 2016. However, it’s only step 1 out of god knows how many so it’s too early to celebrate and pat ourselves on the back.

Step 2 — developing these concepts further and changing a lot of things, which is an even bigger chunk of work with different deadlines. All systems, for example, should be done by the time our programmers are ready to implement them. The programmers are two months ahead of schedule, so the systems were a priority and were done in April.

Step 3 — put it all together in the first playable build and see what we have.

As for things planned and dropped, it’s too early because everything looks good and doable on paper. It’s when you put it together and observe the results, you see things that don’t work so well and have to be changed or removed.

There will be 12 potential party members in The New World. Even if we consider that we will not meet all of them during a single playthrough, it’s quite a lot. How much will they be integrated into the plot?

A lot compared to what and why?

Anyway, first and foremost, the party members are mortal and expendable, so you’ll need extra companions in case you start running out. You’ll get up to 3 out of 4 characters in the starting town (the Pit) to make sure you get all the help you need, the rest as you explore the ship. While they won’t be as one-dimensional as Dungeon Rats' companions, they won’t have tragic backstories, childhood issues, or personal quests of self-fulfillment. Their job is to watch your back, occasionally backstab you or to keep you in check, and affect your options.

Most party members will be «unlocked» via exploration and side quests, a couple will be provided by factions.

There are mutants planned to be among the party members. Will they have any abilities that are inaccessible to ordinary people?

No. Our mutants aren’t Fallout-like super soldiers but outcasts and that’s what we’re focusing on.

How will the faction reputation system work? Basically, in old games, if you were performing a task for a rival force, it would mean that all the NPCs in the location became «red» and started attacking you, which is pretty stupid and primitive. Will The New World use a different approach? Maybe they’ll send an assassin for you or try to punish you in some other way?

We’ll continue developing concepts we used in AoD. Working for a faction will slowly reduce your reputation with the rival factions, reducing your employment opportunities and eventually reaching a point demanding actions (attacking your base of operations, sending bounty hunters after you, etc).

In AoD we hesitated to go too far as such actions would mean instant death for non-combat characters but the party setup offers more flexibility when it comes to the «righteous infliction of retribution».

In one of the updates you wrote about new hit system in The New World. Can you give a detailed explanation about how it works.

Instead of rolling for passive and crits separately (like in AoD), we’ll go with a single roll and 4 outcomes:

  • Miss
  • Graze (half damage)
  • Hit
  • Critical Hit (damage X modifier, which is 1.25 (default) + feat bonus)
Basically, something like this:

  • 1−5 critical hit
  • 6−70 hit
  • 71−80 graze
  • 80−100 miss
By default CS range is 5 and Graze range is 10, but they can be modified by certain weapons and attacks. For example, a shotgun would have a much wider graze range than a pistol.

And finally, what you, as a person who have been persistently working on the game for ten years, can advise those of our readers who want to do their own project, but are afraid of something?

It’s better to try and fail than do nothing and regret it later. I didn’t set out to make a game back in 2004, I thought I’d try and see what happens. So my advice is don’t treat it as some grand Tolkienesque undertaking. Treat it as an *attempt*. Maybe you won’t get any further than toying with a character system in Excel. Maybe you’ll make a great game that many people would enjoy. There’s only one way to find out.

Interview #3:
https://www.rockpapershotgun.com/2008/02/01/against-design-decadence-vince-d-weller/

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While I’d been following Fallout-but-in-fallout-of-Roman-Empire indie-RPG Age of Decadence’s development at a comfortable distance, its world collided with Rock Paper Shotgun when Walker posted a little combat teaser the team behind this indie-RPG had released. The thread exploded with readers rejecting its turn-based formality, and then there was a counter-reaction to that. It basically turned into a debate about what the RPG should be in the modern age, and so when outspoken Lead Designer Vince D Weller started chatting behind the scenes, we decided an interview may be a worthwhile thing.

The results are a slowburn towards something incendiary. Vince is angry at many things, from the industry to the modern RPG, from the expectations of audiences to… many things. In fact, it’s somewhat appropriate for a man who steadfastedly believes in multiple-possibilities in the role-playing game, that there’s multiple targets for his ire. In fact, there’s a good chance that Vince is angry with you, specifically, but his J’accuse ranges further than that. Fireworks are lit beneath the cut.

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RPS: Big one first –
why? Deciding to throw yourself into an indie-game requires a certain sort of mind. Trying to make an enormous multi-pathed RPG from pretty-much scratch… well, that’s another. There’s not many things as demanding, in terms of content you have to make, game in the world. Why you doing it?


Vince D. Weller: A long time ago I reluctantly installed my first RPG and the concept instantly hooked me up. Ever since then I was an avid and passionate RPG fan. The problem with being a passionate fan of a dying genre is that waiting periods between games worth playing become longer and longer, creating a lot more free time than a gamer knows what to do with. Some people start drinking, I decided to amuse myself shaping some ideas I’ve had into a game.

In the best role-playing traditions a few similarly minded folks had noticed my efforts and joined me on my quest, forming a party and Iron Tower Studio. So, why are we doing it? For the same reason a writer decides to share a story with the world and an artist picks up a brush and starts painting a naked woman. As for “why RPGs?”, it’s a genre we like, understand (read as “analyzed to death”), and care about the most.

RPS: Following from that, care to tell us a bit about your basic background. Who are you? Who is the team? How did you get together?


Vince: I use the name Vince, because my contract doesn’t allow me to manage other businesses openly. Besides, my colleagues wouldn’t understand it… I’m a Vice President, Sales & Marketing of a well-known Canadian company. I’m 37 years old and I clearly failed at that growing up thing that everyone’s raving about.

Nick’s our programmer. He’s about to graduate from a university (Computer Science and Math). He wrote an isometric 2D engine as his first year project, won several math Olympiads (he thinks that math is fun), and scored a full scholarship. Nick’s godlike programming powahz and dedication made a lot of things I could only dream of possible.

Oscar is the artist. His job is to make the game look pretty. Oscar is mostly known for his work with Oblivion mods, including the most popular Oblivion Overhaul mod, and his Civ 4 mods. Firaxis even used Oscar’s work in the Civ 4 expansion, which scored higher on his “personal achievements” chart than his MBA degree.

The rest of the team includes a modeler, an animator, and a professional composer who did some work for several Russian games.

RPS: That’s an interesting position – is it a bit like living a secret life? By day, mild-mannered VP of Sales & Marketting. By Night… Vince, all powerful Indie RPG designer? Is it difficult to keep the two parts fully demarcated in your head?

Vince: No different than having any other hobby. I know people who put a lot more effort into playing golf or drinking every day.

RPS: Well, RPS put a lot of effort into drinking every day. Er…. well, linking back to the first question, when observing your actions, part of me thinks you’re driven by a sense of necessity. No-one else is making the game you want to play, so we may as well go and bloody well do it yourselves. Is that a right impression?

Vince: Not really. There is a huge difference between making games and playing them. It’s not like I can finish the game, install it, and go “Finally! A game I want to play!”. We are making it because we believe we have some good ideas that are worth sharing with people. Considering the interest the game has generated worldwide – from many publishing offers to Future France distributing our video on their magazines’ cover CD, I’d say that our ideas were met with interest.

RPS: That’s not quite what I meant. I mean, clearly, doing a game and playing one is a different thing. But… well, a comparison. Bands form making music they’d like to hear in the world, despite the fact they can never appreciate their band like they could if they were listeners… they feel the need to make their music come into existence, because there SHOULD be music like theirs in the world. I was wondering if it was at all like that for you guys. That there should be a game like yours, that there isn’t enough annoys the hell out of you, so you have to do it your bloody selves. Does that make sense?

Vince: I humbly disagree, but you get a point for persistence. Even if everyone was making games like AoD, we would have still tried to make one and hope that it would stand out. Not because there should be a game like this, but because we really like to share our ideas with the gaming world. I have no idea how it works with music bands, so I’ll take your word for it.

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RPS: Okay – Influences then. What influenced your thinking about the game – and I mean, in specifics rather than generalities. In what ways did other games open your eyes, make you realise this is what games could be and why were they wonderful?

Vince: Fallout – a masterpiece that redefined role-playing and set a new standard.
Planescape – reading in a game has NEVER been so much fun, and according to Avellone, never will be.
Darklands – it’s easier to list what you couldn’t do in that game than what you could do. It saddens me that a game of that caliber won’t be made again, but hey, who needs gameplay when you can look at shiny next-generation graphics? m i rite?
XCOM – The king of turn-based gameplay. If you haven’t played it, stop reading this crap and go play it right now.
And finally, Prelude to Darkness, a brilliant indie game that nobody played:

Prelude to Darkness featured an original, very detailed setting, great TB combat system, multi-solution quests, branching main quest, and many innovative design elements. That was the game that inspired me the most. It has shown me that indie projects can easily compete with and even beat “commercial” games in the gameplay and design departments.

RPS: Of the list, Fallout was the one I was sure of. Not just because of the game’s mechanics, but because what the setting brings to mind is the post-apocalypse model applied to the fantasy/medieval RPG. That is, a society that is collapsing, and has been for some time – and the player is thrown into it. Is that the impression you were aiming at? Why was this interesting to you?

Vince: Yes, I’m a Fallout fan. *waves at Bethesda* As for the other questions, yes, that is the impression we were aiming at. Why is it interesting to us? It adds another layer to the story and overall atmosphere. It makes a setting more alive as the past in post-apocalyptic games is more than a dry background. It gains shape and become an ever-present ghost of what once was. Besides, when societies collapse, it strips people from artificial restrictions of civilization and reverts them to their natural state, which is always fun to explore.

RPS: What’s the problems with the modern RPG? How does Age of Decadence deal with it?

Vince: The problem is simple. Nobody is interested in making dialogue-heavy, turn-based RPGs loaded with meaningful choices and multiple paths. A game like Diablo will always sell more than a game like Planescape: Torment, and games like Torment are much harder to make. So, no publisher is interested in making games like Torment that may or may not sell enough to break even when you can make guaranteed hits like Diablo or Oblivion.

That creates a niche – a market too small for big companies to care about, but big enough for indie developers to play at. Since we can’t match the multi-million budget visuals, we go back to the roots – we focus on gameplay.

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RPS: I’ll agree that there’s an unserved demographic there, and while probably not enough to support a megabudget game, it’s enough to support a game. This is as true in the turn-based expansive RPG as it is in any of the other niches which are no longer properly provided by the mainstream (wargames, most flight sims, etc). Do you think we’re going to see more people exploring the space you are? How do you see the future of the indie-RPG? How would you like it to be?

Vince: I see the indie industry exploding and successfully competing with the “commercial” games. If we are lucky, maybe it will even bring some long overdue changes. The publishing system must be changed if we want to see original designs and fresh, risky by definition, ideas. Right now it reminds me of a loan-shark operation. You are a fan of Looking Glass Studio, aren’t you, Kieron? How are they doing, I wonder?

Anyway, the foundation for the indy industry is there: good tools, affordable engines, affordable high-speed internet, powerful digital download delivery methods, etc. Now we need more people willing to go the distance.

Spiderweb Software has been making indie RPGs for years. The graphics can blind 75% of your audience – we don’t want that, do we? – so don’t post any screens. Mount & Blade features the best mounted combat to-date and was made by two people. Escape Velocity Nova, a space trader game, had 6 main story arcs. Six. Main. Story. Arcs. Let’s stop for a second and think about this concept. Silently.

Then we have the aforementioned Prelude to Darkness, Fate, Depths of Peril, Eschalon: Book 1, etc. More games are in development – The Broken Hourglass and Purgatorio are good examples. The indie scene is pretty much alive and kicking, and all signs point to increased growth.

RPS: Okay – the thing which caused that mass-pile in the previous RPS thread was the turn based combat, specifically how it looked. I think there’s a problem in that it becomes more noticeably odd the more graphics effort a developer makes. The videos you’ve been releasing demonstrating the combat have that sense of distance due to sitting back and watching the attacks bounce between character to character – but if you treat them as immobile pieces (like, say, in a hex based game) it doesn’t phase the gamer. Is this a fair analysis? Or am I full of it? If so, why?


Vince: Have you played Silent Storm? Temple of Elemental Evil? Both games featured excellent turn-based combat and great graphics. Detailed 3D models and animations didn’t create any “odd” feelings but made gameplay more enjoyable, as one would expect.

Your comment implies that you’re looking at TB from the “it doesn’t look real” point of view and that’s where you’re mistaken. RPG combat systems, turn-based or real-time, is no more realistic than hit points (do you really think that someone could recover from a two-handed axe blow and continue fighting like nothing happened?), carrying enough junk to fill a warehouse, spells memorization, rechargeable mana, etc. Frozen in time characters patiently taking blows and waiting for their turns are no more odd or weird than RT’s single characters fighting thousands of enemies and destroying entire armies. These mechanics aren’t about realism, they are about fun.

Now, fun is a very subjective concept. Some people think that playing chess is fun. Some people think that playing in traffic is fun. Go figure. So, if tactical chess-like combat filled with “what happens if I do A vs what happens if I do B vs. …” decisions sounds like fun to you, then you won’t find TB odd or slow. If you prefer non-stop, mindless by definition, action requiring nothing but manual dexterity and fast reaction, then RT is your friend.

Most people see turns as a some kind of relic from the days long gone, a throwback to the old days when electricity wasn’t invented yet and computers were powered by candle light. Some morons even compare turns to a pause, but we shall blame the education system for that.

The main difference between turns and pauses, so brilliantly illustrated by XCOM, is that when your turn is over, someone else’s turn starts, and if you didn’t prepare for that, well, mostly likely you are dead and it’s “game over” for you. In RT it’s perfectly acceptable to run toward a door, open it, hit pause, review the situation, pick targets and start kicking ass in an unbelievable but visually pleasing fashion. In XCOM if you open a door when your turn ends, and a hostile character is in the room, you are dead. What you may see as a flaw is actually a quick test of your tactics employed during your turn. If you fail, your character dies. You need to carefully plan your actions and then you’ll have a chance to beat games like XCOM or Jagged Alliance. Only a chance. I played XCOM for 6 months on my first playthrough. I beat Heavenly Sword in a few days. It’s an amazing looking game, but it doesn’t require much brainpower. If you can hold a controller, you can play and beat the game. See the difference?

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RPS: Regarding your thorough take on turn based… well, I take your points (and generally agree) but that’s not quite what I was really chasing after. I tend to think most real-time combat in an RPGs can trigger a disconnect as much as a turn-based one – but that’s a slightly different issue. What I was trying to draw a line between is the actual feedback on the actions you’ve ordered – that an animated character taking turns swiping at each other can create that disconnect more than two pieces with no animation just standing by each other, with the game information of attacks being offered in a more symbolic fashion. I’m trying to talk about why some people had that odd response to the video you released, if that makes sense. Do you think the audience just need re-educating of what games can be? Explaining that this system offers so much more to them than a more kinetic presentation would allow?


Vince: Let me ask you one of them rhetorical questions. Is turn-based for everyone? No. Will chess appeal to anyone? No. Casual players prefer to load a game, hit a few buttons and watch their characters kick some ass. They don’t want to play games like XCOM where a single mission can easily take a few hours. Yes, a few hours to kill 20 aliens. Should we be really surprised that in an age of weapons with DPS stats – that’s damage per SECOND – and avg expected kills of 10-15 monsters per minute, spending 2 hours to kill twenty aliens doesn’t sound like fun to some people?

As for the comments in that “let’s laugh at turn-based combat together” article, look at what some guy named Kieron said – “I was fine with the turn-based combat, in terms of it being an indie-game and all…”. See, he was fine with TB combat because it’s an indie game, but if it wasn’t an indie game he probably would have written an angry letter to his congressman or maybe even shot someone. Imagine that.

And yes, I understood what you were chasing after, but I guess I failed to explain my point properly. Let me try again using the most important discovery and technological breakthrough of the century – bullet time. Remember Matrix? The first scene, where that cop points the gun at Trinity and says “English, motherfucker! Do you speak it?”, and Trinity says “my turn lolz”, slowly jumps into the air, hangs there for a few seconds, while the cop blinks, and then kicks him? Tell me with a straight face that when that happened you didn’t stare at the screen with an open mouth but said “I call bullshit! That shit is clearly turn-based and it just done ruined my suspension of disbelief!” Tell me that, and being a gentleman, I’ll admit that you have a point.

Now, let’s go back to the responses to that article and take a look at the points your audience made:

“I’d rather puke a lung, to be honest. It would probably be more fun.”

“I am a discerning gamer of the modern age. I demand heads that smush like rotten melons, over then top rag doll death animations and screams recorded live from Nike sweatshops.”

“They took their combat model from Bookworm Adventure. Snore!”

“This is for those times when you want to sit back in your chair and only click the mouse once every 10 minutes.”

“Taking turns fighting may be something “classic” and “niche” audience, but it’s “niche” for a reason, people are looking to new things, and while rolling dice worked for pen and paper, we don’t have to do that anymore and for most people, it’s just not all that fun. Real time is just more immersive for most that want to deal with something that feels more like a real world, not a jumble of numbers and calculations on screen, the illusion is maintained with it off screen, happening in real time while people move and fire freely aiming where they want, when they want, how they want.”

“Wow, I will never play a game like that, ever. I loathe turn-based games, which is the main reason why I refuse to play any Final Fantasy game. It takes me straight out of the immersion of a game when everyone lines up and takes TURNS swiping at each other. Give me something that involves my skill. I absolutely hate it when my hit chance relies on some random dice roll. That is pure and total BS.”

When you have time, Kieron, how about writing an article explaining the difference between RPGs and shooters to your audience? Or maybe an article mentioning that the first computer games were real-time, not turn-based, and disputing the popular opinion that RT is more advanced than TB? I mean, it’s nice that your site tries to attract morons and makes them feel at home, but shouldn’t you be educating them too? It wouldn’t take much to double their IQs, so if you want, I can give you a hand there.

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RPS: Okay – Some of your answers seem genuinely angry, or at least frustrated. Who are you most angry at? Are you worried about alienating people who would be interested in your game by showing that, or do you think that your real audience at the people who would empathise and completely understand it? Or do you just not care either way, and would rather speak your mind?


Vince: I’m a big fan of the “honest and blunt” approach. An internet reader has a right to visit a game site and read “Did Oblivion really suck or what?” or “Molyneux has gotta be on drugs!”, don’t you think? Instead every journalist pretends that Oblivion was a 10/10 brilliant masterpiece, that Molyneux isn’t a lying old kook, and that Dungeon Siege wasn’t a screensaver. Then Chris Taylor says that he’s making Space Siege even simpler and everyone nods in agreement: Right on, man! It’s about time someone makes a game for the amputees. BRA-VO!

And no, I don’t really care who’d think what and how my comments would affect sales. I’m making this game on a bold assumption that there are some people out there who are interested in complex games that aren’t made for retards. Btw, did I mention that I was the editor of RPG Codex for 4 years? Perhaps you’ve read my Oblivion review and other critically acclaimed articles/interviews? Now you probably understand where I’m coming from a bit better.

Overall, I’ve witnessed the trend from simple graphics-amazing gameplay to amazing graphics-simple gameplay. Can’t say I’m too happy about it. Take X-COM for example:

1994: It took 7 people to make X-COM: UFO Defense. Two guys who did both design and programming, 2 artists, 2 music/sound guys and a project manager.

1996: It took over 30 people to make a “more of the same” sequel. Now we have 4 assistant producers, 12 artists, 6 level designers, etc.

1997, XCOM: Apocalypse, a game that kinda sucked. Over 50 people team. 5 sound guys. 21 artists. An army of level designers. We even have a brand manager now. Good times are about to roll.

2001: X-COM: Enforcer or Say Goodbye to the Series. Great job managing the brand, assholes.

Do you see my point? I mean, what are the odds of seeing games of X-COM or Darklands caliber again? Let’s end the interview with your own thoughts about the state of the gaming industry. *passes the microphone to Kieron and opens a bag of popcorn…

RPS: From the mainstream industry as is? Not a chance in hell, unless the industry crashes in flames and we begat a new mainstream on a completely different basis. In terms of an indie dev? Hell, yeah. As you point out, it took 7 people to make X-COM – and I was following the Gollops all the way through the eighties, and love what they did with even fewer people (I don’t really have a favourite game of all time – I’m against it in principle – but if I’m asked, I normally mention the Gollop’s Chaos). There’s
indie teams working with that number of people. Why can’t they produce something similarly brilliant? They’re not any less talented. They require an infrastructure – which is building – and an attitude change in gamers – which will follow when there’s games that walk it like they talk it.



(I’ll stress that I’m taking “Caliber” to be a literal case of “Sharing the same qualities that made UFO and Darklands great”. I think the mainstream industry has had successes in completely different areas. I also disagree that those reasons are as easily dismissed as shallow as you do – but I am and always have been a generalist in my interests in games, including just about everything.)

In really short: Will there ever be a game of X-com or Darklands caliber again? That ball’s in your court. Play it.

Thanks for your time.


Age of Decadence will be released when it’s done. That’ll probably be this Fall.

Interview #4:
http://www.cshpicone.com/interview-iron-tower-studio

CSH: Iron Tower Studio has an interesting slogan, “proudly serving 0.003% of the Global Gaming Market since 2015. The remaining 99.997% need not apply.” Why have you chosen this approach, and do you think it has helped or hindered your success as a developer?


Vince
: You don’t choose your passion. Some people are really passionate about action RPGs or MMOs. We happened to be passionate about hardcore, text-heavy RPGs, which is a very niche sub-genre these days.

We knew that AoD won’t be a top-seller from day one and we were ok with it. Same goes for The New World. Think of it this way: when you open a corner store to sell what the locals can’t buy in a supermarket, it’s never about money. It’s about doing what you love and dealing with people who love the same thing.


CSH
: Choose a job you love and you’ll never have to work a day in your life, eh? So who is Iron Tower Studio and how did the team come together?


Vince
: When we made AoD, we had a team of 6: A programmer, animator, artist/designer, writer/designer, 2D artist, and composer. For TNW, we upgraded our animation rig and enlisted a concept artist, a 3D artist, and a second programmer.

I’ve met Nick (our programmer), Oscar (artist/designer), and Mazin (artist best known for his superb portraits) on RPG Codex, a go-to site if you suspect that a game you like might actually suck but can’t figure out why.


CSH
: (Laughing) that is the most accurate description of RPG Codex I think I have ever heard, very succinct. And that is a surprisingly large team for a small indie developer! Did that cover everything or did you still find that you needed to call in outside help?


Vince
: We did need help with localization for AoD, which was something we simply couldn’t afford due to the high word count (about 600,000 words). Fortunately, many players offered their help and translated both games into several languages. Other than that, we also contracted another composer and three more artists to handle early concept art, character design, the logo and the world map.


CSH
: 600,000 words is incredible! To put this into perspective, Final Fantasy 7 and Star Wars: Knights of the Old Republic had 600,000 words - Baldur’s Gate only had 400,000. For an indie RPG, that is an absolutely incredible achievement, and it really shows during gameplay. So how did you actually come up with the concept for AoD? A post-apocalyptic ancient Rome-themed world filled with “ancient” technology and demons is pretty out there!


Vince
: It evolved gradually over the years. In most RPGs you’re tasked with killing some demon in some temple or, to spice things up, you’re tasked with killing a necromancer who wants to summon that demon to end the world and likes to laugh a lot: MWAHAHA!

So I thought it would be good if for once you could serve the demon and have your reasons to do so. Or if you were the “necromancer” the RPG heroes usually try to stop in other games but fail to do so because you don’t look the part. Like Benny in the Mummy.

So we worked backwards. Why are you at that temple? Three main factions should send you there, not to kill the “demon” as they don’t know he exists, but for their own reasons that might fit your own. Why does nobody know about the demon? Etc.

The Roman setting fit the world perfectly: one of the largest empires that collapsed under its own weight and plunged the world into the dark ages and ignorance.


CSH: Has the team worked on any other games outside of Iron Tower Studio’s developments?

Vince: We helped Brian Mitsoda put together a zombie survival RPG called Dead State. He did the design and writing, my team did the rest. We didn’t work in the gaming industry prior to AoD.

CSH: He says, modestly. For those of you who don’t know, Brian Mitsoda was a designer/writer for Black Isle Studios, and is best known for his work on Torn and Vampire: The Masquerade – Bloodlines. Tell me about that experience – you must have learned a lot from him?

Vince: Whereas as indie developers we were excited to hastily implement things the moment we could (only to be forced to redo them a few months later), Brian followed a more structural and organized way of game development. I remember our programmer marveling at the design doc and the reference library that Brian put together. Since that's not something any of us was ever exposed to, it was a very useful practical lesson.

Plus, Brian taught Oscar a better way to script quest stages and how to make loot tables.

CSH: You mentioned your team had never worked in the gaming industry prior to AoD. Did you find your hobbies or previous work had any influence on your games?

Vince: I love reading, history in particular. History provides all the reference material you need and then some. Whatever you’re writing about, there is a good chance it happened quite a few times in the past and it’s simply a question of knowing where to look. Then you can trace the events, compare different scenarios, see how they unfolded, similarities and differences, etc.

For example, one of the factions in TNW is the Brotherhood of Liberty. They rebelled against the Ship Authority and established their own dominion. Naturally the reference materials are the French and the Russian revolutions. What’s remarkable is that even though they were more than 100 years apart, they followed the same template, including the reign of terror and the subsequent authoritarian regimes.

As for my previous job, I worked in a place where scheming, backstabbing, and ever-shifting alliances were commonplace. Some of the characters in AoD were based on people I worked with and knew well.


CSH: Let’s talk more about your upcoming game, The New World. Without spoiling too much, what can you tell us about it?


Vince: It’s a generation ship game. What’s a generation ship, you ask? Wiki to the rescue:

“It’s a hypothetical type of interstellar ark starship that travels at sub-light speed. Since such a ship might take centuries to thousands of years to reach even nearby stars, the original occupants of a generation ship would grow old and die, leaving their descendants to continue traveling.”

Basically it’s a perfect ant-farm where different societies are forced to coexist within a limited space, influencing and affecting each other’s development while fighting for that limited space, which adds “the end justifies the means” pressure.

Your character is one of the Freemen who make a living scavenging and selling various junk. One day you stumble upon something that’s clearly worth a lot of money. The problem is, you don’t know what it is…


CSH: Sounds interesting so far. How did you come up with the idea?


Vince: It was inspired by Heinlein’s Orphans of the Sky and assorted 50’s sci-fi, from Asimov's Foundation to Van Vogt's The Weapon Shops of Isher.


CSH: I’ve recently started working my way through Asimov’s books, and I did note some similarity there. But I haven’t had a chance to read The Weapon Shops of Isher yet, and I’ve never heard of Heinlein. Any chance you can go into a bit more detail for those of us that aren’t familiar with 1950s science fiction literature?


Vince: Never? Start with Starship Troopers. Ignore the movie. Anyway, Heinlein was one of the pioneers of the ‘generation ship’ genre, establishing the key conventions. Van Vogt’s Weapon Shops is based on a no longer popular belief that "the right to buy weapons is the right to be free" and that every nation gets the government it deserves. Much like Alfred Bester’s The Stars My Destination – another excellent 50s classic, The Weapon Shops is a remnant of another age (a post-war age) that had very different ideals and beliefs.


CSH: Thanks. Can you tell us a bit about the main character?


Vince: Since that’s *your* character I might as well ask you the same question. Our job is to provide the choices. It’s up to you to define your character’s personality and ambitions as you see fit. Maybe your character will be an idealist, fully convinced that he/she alone has figured it all out, eager to change the world and solve all its problems. Maybe your character will be an opportunistic bastard, a role well-familiar to anyone who played AoD. A man of faith and traditions? A revolutionary? A totalitarian? An anarchist? You decide.


CSH: If that answer had come from anyone else, I’d say it was a cop-out. But after seeing how you handled character choice in AoD, I’ll give it to you. I can’t remember the last time I played a game where each play through was genuinely different, based on the choices I made. But with AoD, every play through felt like I was playing a totally different game.

Speaking of totally different games, I can’t help but notice that The New World is thematically very different to your last two games. How does it compare, and why did you decide to go with a totally different theme? Why science fiction instead of fantasy?


Vince: Mainly because we don’t want to make the same game over and over again (and the player doesn’t want to play the same game either). We want to take you to different ‘worlds’, show different things, offer different experiences.

So it’s sci-fi vs fantasy, party-based vs solo, ranged combat vs melee, free agent vs faction “employee”, plus a proper stealth system, feats, combat gadgets, etc.


CSH: On that note, all of your games are thematically different to anything else on the market (not too many Ancient Rome-themed RPGs out there!). Was that a conscious decision? Or just what you happened to be interested in at the time?


Vince: I was interested in Roman history long before I’ve even thought of making an RPG. I read the Orphans of the Sky when I was in grade 5 and the concept left a very strong impression, making me seek other ‘generation ship’ novels. Similarly, I love Gothic novels like Melmoth the Wanderer and The Manuscript Found in Saragossa. So making RPGs is a way to tell stories I really like.

The fact that they happened to be thematically different is a bonus.


CSH
: As we discussed earlier, and as I mentioned in my review, AoD was an extremely text-heavy game. But I noticed that the concept art for The New World is lacking text altogether and appears to be far more focused on the visual aspect. How/why did this change come about?


Vince: I wouldn’t call it more visual. While AoD was a text-heavy game, it had cities with districts, ruins, ancient facilities, etc. Of course, our resources were limited, so maybe these places weren’t much to look at, but that’s a different story. We certainly want to make a better looking and more detailed game world but the overall design will remain the same.


CSH: I’ve had some experience working with artists before, but I’ve never worked with a composer. What does that entail?


Vince: I’ll let our composer answer this question.

Ryan Eston Paul: Each piece of music was composed with either a specific location or group of people in mind. Oscar would typically send me what illustrations and text were available for a location, along with any notes or ideas the team had on the direction or mood the music should take. Sometimes the team had specific goals for the musical soundscape, other times they left it up to me. Either way, I would get to work on a "mock-up" of the track (a fleshed-out, but simplified version of the piece) to send to Oscar for approval before final completion.

There was quite a bit of reflection and research that went into the music. Knowing that several composers had already worked on the project before me (all of which had done some amazing work), I had to try and process the hurdle of what exactly had not worked in the past, all while acknowledging the tricky balance of musical textures that a post-apocalyptic, historically-fictitious Roman Empire presented. Luckily, I had a love for Fallout 1 and 2 and Planescape: Torment going into this project (something me and the team obviously shared), so the work of composer Mark Morgan was an easy foundation from which to draw upon. Couple that with some extensive research into Ancient Roman, Egyptian and various Middle Eastern music, and you have the basic recipe. Oh, and I was listening to quite a bit of Norwegian and Finnish metal, so that may have played a small part.
When composing the actual pieces of music, it was a balance of "what should the instruments sound like in this part of the world?" and "what feeling needs to be expressed?" Sometimes one wins over the other (there are synthesizers and banjos in the music, after-all), but usually the balance presents itself clearly. In the end, if it feels right, I've done my job.


CSH
: Thanks Ryan, that was incredibly enlightening. Vince, in my experience, making something as lengthy and in-depth as a role-playing game is a process of learning as much as creation. This is your third game now. What mistakes have you made? What do you do differently and what will you do differently next time, knowing what you know now?


Vince: We made a lot of mistakes in every category and it would take too long to present and explain them properly. I should probably write an article one day dedicated exclusively to our mistakes but I’m afraid it might turn into a novel.

One of the most common complaints about AoD was meta-gaming, which was driven by the player’s desire to get more content in the course of one game. As that content required stats and skills, it forced some players to meta-game, either to spread skill points in the most optimum manner or to hoard points until needed.

The best way to fix it is to switch to an ‘increase by use’ system as it eliminates the meta-gaming aspect since now there are no skill points to hoard or distribute. The content you get will be determined by your actions and choices (including which skills to use as your primary and secondary groups).


CSH: Now I know The New World is only early in development, but do you have any thoughts on what the next game might be? Another pseudo-Roman adventure? Another sci-fi?


Vince: An occult RPG set during the Spanish Inquisition. Cavort with Lucifer and his minions or serve God and the Inquisition, that sort of thing.

Interview #5:
http://www.rpgcodex.net/content.php?id=171



 

Goral

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Since Infinitron has deleted the thread created by blessed king of longing I'm posting it in the interviews thread. These are questions answered by Tim Cain, Leonard Boyarsky and Jason Anderson regarding Fallout:

Q: Was Fallout at any point going to be real-time like Diablo or real-time with pause? Or was it always designed with turn-based combat in mind?

A: Fallout was always designed to be turn based. At one point, when Diablo had shipped and several higher-ups at Interplay were enamored with the game (or its sales figures), we were asked to consider a real time version. The projected time and money costs to change the design persuaded them that it was bad idea.


Q: Did you have the idea of the GECK while developing Fallout 1 or is that a later idea the game during the conception of Fallout 2?

A: The GECK was conceived during Fallout 1's development. The proof? Page 5-34 of the manual for Fallout 1.


Q: Do you remember who came up with Nuka-Cola and why it was named as such (not wanting to tangle with the world's biggest soft drink corporation aside)?

A: It was either Chris Taylor or Scott Campbell. And only they can reveal the secret behind its name.


Q: In the Building a Better RPG talk, post-mortem part you said that your past games (like the OG Fallouts and Arcanum I assume) had systems that were too complex and that it was okay to simplify or change them. Would you go back and redo Fallout with that in mind? What is your philosophy when designing?

A: I don't think I would simplify Fallout's systems. In fact, I think they have been oversimplified in recent games, but I would consider simplifying their presentation. I would keep skills and traits, but I would change character creation and advancement to make it more casual friendly. This might seem like splitting hairs, but I believe that initial presentation is a huge part of onboarding players to your IP. It's possible to make rich and deep system mechanics without throwing a page of numbers at the player early in the character creation process, when many players have no idea of what character they want to make or what traits/skills/perks are important. As I showed in The Outer Worlds with skills, you can delay some decisions until the player has experienced the game and decided what they would like to explore in terms of player characteristics.


Q: When you created Fallout, did you view humanity from a cynical or hopeful perspective? On one side, the game has raiders and plenty of human flaws, besides nuclear war. On the other, humanity perseveres in the face of adversity, and changes, and tries to break the cycle through the Master/NCR/Brotherhood.

A: Fallout represents many viewpoints. Some people on the team were cynical and liked to explore the darker side of human nature, while others were optimistic and hopeful that people would emerge from a cataclysmic event with a desire to make sure it never happened again. I always liked that Fallout showed that blend of perspectives.


Q: What were some setting ideas/content/artwork you considered for Fallout, but never publicly talked about or revealed publicly?

A: We always wanted an equivalent to GURPS disadvantages in Fallout, but the closest we could come were traits, which were a blend of advantages and disadvantages. I eventually made flaws in The Outer Worlds.


Q: Did you establish that the Fallout timeline diverged from ours during Fallout's development? If so, did you establish when it more or less occurred (i.e. the timeline went in the Fallout direction and the transistor never caught on etc.?

A: We always thought there was a divergence, but we never thought it was a single event where the timeline diverged, i.e. the invention of the transistor. Instead, Fallout represented a future that the 1950s thought might happen.


Q: Fallout was originally a sequel to Wasteland (according to Campbell) and many references remain in it. Did you see it as feasible to integrate it into the Fallout series, or at least made Fallout compatible with it?

A: We made Fallout with ideas that were independent of Wasteland. It might be possible to merge the two, but I would always wonder what the point was. Why are you trying to force these two disparate IPs together?


Q: Do you remember why the Jackals and Vipers were cut? Were there any plans to involve them in the later development stages, or were they cut early on?

A: I am not sure, but they seemed to be included as background information for characters like Ian. They weren't cut as much as they weren't explored.


Q: Were there any notable technical limitations, where the creative solution became an important part of the game's identity?

A: So many. We explored making Fallout a 3D game, but the limitations of 3D games at the time pushed us back to an isometric game. Similar technical issues removed height features from the game. I am not sure what people consider part of the game's identity, but we surely wrestled with technical limitations.


Q: What is the one question you never get asked but wish it was?

A: Why are you so awesome? :)

No, seriously, fans have asked some very insightful questions over the years. Some of our answers have been "I don't know. We just kind of went with our gut feelings on that." I know it's not what people want to hear, but it's true.

Q: What were some of the setting ideas you considered for Fallout, but never talked about publicly?
A: I think we’ve talked about all of them publicly at this point

Q: What would you name the aesthetic design of Fallout 1 and 2? No, it can't just be called "Fallout style".
A: I originally called it retro future fifties, I think, but the kids call it atompunk these days :P

Q: What were the rules made regarding what did and did not fit Fallout's art style?
A: We were very loose with our rules, especially since we started out as a non-retro fifties Road Warrior-centric inspired RPG. We also had to work with what we had in terms of time and budget, so we were a lot more flexible about what fit the setting than we would be now

Q: Does the original artwork that you made (especially the unplugged television) still exist in a higher quality medium than what comes with the CD? If yes, will there ever be a book that is the Art of Fallout?
A: I don’t know if the original 3d art files exist anywhere, and, if they did, what would have to be done to use them since they were made in PowerAnimator on Unix SGI machines. I have some of my original sketches in a sketchbook, but that’s about it. I wish I knew what happened to the clay heads, though, I made the Overseer’s and would love to have been able to keep it

Q: What's the significance of the giant heads all over Fallout? Is it just Art Deco or something more eldritch/mysterious?
A: We just thought they looked cool

Q: I know that the talking heads were made with clay models and then digitized. Were the overworld sprites clay models too?
A: The only other clay model was the Deathclaw, everything else was modeled in 3d programs

Q: Many of Fallout's inspirations are worn on its sleeves, Mad Max, for instance, but are there any sources of inspiration which do not get enough love? A reference that you hoped everyone would pick up, but nobody did?
A: The Hard-Boiled comic book mini-series by Frank Miller and Geoff Darrow and the City of Lost Children movie

Q: Were there any notable technical limitations, where the creative solution became an important part of the game's identity? Specifically in terms of artwork.
A: The whole reason the intro was on a TV was so that we could add noise and have a reason for any people to be fairly small in the frame but still have impact due to the difficulty of making realistic human beings back then. Also the reason for the clay heads. We also used the pixelization that was inherent in the color palleting process to make everything look dirty, which I was always very proud of but no one noticed...

Q: Did you ever elaborate on your idea of the commonwealths? Tim Cain mentioned you came up with the idea while designing the alternate US flag (which DOES look cool and distinct), but did anything come out of it?
A: Not that I remember

Q: What's the one question you are never asked, but would like to be asked?
A: I can’t think of any offhand (I’ve done a lot of FO interviews over the years ). If I think of any I’ll bring them up during the chat

Q: What is the one thing you are particularly proud of in Fallout, but never seem to get proper credit for?
A: When working on the original design we had quite a few brainstorming sessions. I remember coming up with these ideas: suggested game tile: Vault 13, reason to leave the vault: faulty "water purification chip", source of mutations: genetically engineered virus call FEV (Forced Evolutionary Virus)

Q: Were there any notable technical limitations, where the creative solution became an important part of the game's identity? Or any other solutions that involved non-obvious resolves?
A: Because we started out with the GURPS ruleset, we necessarily had hex-based maps. I don't know of any other CRPGs that did that.

Q: Many of Fallout's inspirations are worn on its sleeves, Mad Max, for instance, but are there any sources of inspiration which do not get enough love?
A: Brotherhood of Steel (designed by Scott Campbell) always felt like a nod to Pure Strain Humans in Gamma World. Ask him though!

Q: Fallout was originally a sequel to Wasteland (according to Campbell) and many references remain in it. Did you see it as feasible to integrate it into the Fallout series, or at least made Fallout compatible with it?
A: My understanding was Interplay did not have the copyright to Wasteland, and we weren't willing to pay for it, so we had to be careful to "not be too close to it and get sued".

Q: What is the one question you never get asked, but wish it was?
A: I'm not as famous as others, so I never get asked anything. :) So I would like to be asked, "What did you work on?" After Tim Cain I was the first member of the team, joining as Lead Scriptor. Because there was nothing to script (because we didn't yet have a game engine), I designed and coded a number of foundational data structures used by engine/map editor (e.g. 6 different types of map objects). Also, I wrote a number of tools including Framer, which imported Maya-rendered GIFs, allowed you to adjust offsets and animation speed, and exported .frm files containing animation and game data.


Tagaziel — Today at 03:05
So, @Tim Cain, @LeonB welcome! Thank you for accepting the invitation and putting up with fans for the past quarter of a century. To kick things off, a little question: Did you ever expect that Fallout would become this big and what started in 1994/1995 would bloom into, well, a multi-million dollar franchise and a troop of very dedicated fans?

LeonB — Today at 03:05
Yes and no
I thought we'd be more popular than we were when we shipped, but never as big as it has gotten

Tim Cain — Today at 03:06
Thank you, it's great to be here. And for myself, no. It's been surreal that Fallout got so huge and the fans so numerous.
I appreciate them all!

LeonB — Today at 03:07
What Tim said
It's great that FO has such passionate fans

Tagaziel — Today at 03:08
Iver Drew asked an interesting, brain-probing question: What major geographical changes, if any, were planned for the New California area that couldn't be shown due to the limitations of the technologies of the era? I can add that one of the more fascinating was the Orange County turned into Orange Coastal Lake by what seemed to be a giant nuke.

LeonB — Today at 03:10
I don't know that we ever considered any, we weren't paying that close attention to actual geography in FO1, we only had different tilesets to use and we also made a few custom things.

Tagaziel — Today at 03:11
Is that why Bakersfield got moved to, well, not-Bakersfield?

LeonB — Today at 03:12
FO 1 was based on Southern California, but we weren't tracking it closely. I remember at one point Jason Anderson and I realized that you were sent from central California to around San Diego for one quest. Walking.
The Vault definitely ran out of water


Tim Cain — Today at 03:12
I know we had planned to make a ruined Interplay building, complete with a skeleton in the lobby who was trapped when the door fobs stopped working

LeonB — Today at 03:13
That was supposed to be Bill Duggan, wasnit it?

Tim Cain — Today at 03:13
Yes!

Tagaziel — Today at 03:14
That'd explain why he'd be missing from his office in Needles.

LeonB — Today at 03:14
We were having too good a time

Tagaziel — Today at 03:16
Scott Campbell explained why the USSR wasn't the foil for the US in this reality, but when making the original designs, did you consider what role it could have played? There's a Soviet diplomat's descendant in Vault 13, and that always felt like an interesting, enemy-of-my-enemy twist.

Tim Cain — Today at 03:18
We had always planned for the USSR to have its own cold war propaganda going on inside its borders, which reflected what their 1950s citizens thought their future would be. It would be a dark yet funny mirror for the US version you see in Fallout

Tagaziel — Today at 03:20
So the rule of thumb for the world in general would be 1950s, but taken forwards?

LeonB — Today at 03:20
It was the 1950's idealized future that the corps were selling
So not the real 50's

Tim Cain — Today at 03:20
Generally, yes. At least for the big powers, like the US, USSR and China.

LeonB — Today at 03:21
But the only info that is in the game is the propaganda from the corps, so who knows how dark it actually was even before the bombs fell?

Tim Cain — Today at 03:22
(I lean towards it was really dark)

LeonB — Today at 03:23

I thought I was supposed to be the dark one, Tim

Tagaziel — Today at 03:24
Which segues into an interesting question: The society. A certain extremist recently made headlines with his mod, trying to remove all people of color from Fallout 4, because he was convinced that civil rights movements never materialized in the series - which is obviously at odds with what the games show, tell, and portray. 1950s aesthetics, yes, but the social attitudes far less so?

LeonB — Today at 03:25
Everyone is equal when society collapses

Tagaziel — Today at 03:26
Another question getting a lot of traffic, and it's in the Whodunnit category, but let's make an exception: Who came up with Followers of the Apocalypse? Is this some kind of reference?

Tim Cain — Today at 03:27
I think (and remember, it's been a quarter of a century) that it was Scott Campbell.

Tagaziel — Today at 03:27
(general idea, art assets, dialogue, anything you remember, don't have to be a single person :))

LeonB — Today at 03:27
Tim can probably give more details, but wasn't that a reference to Wasteland?

Tim Cain — Today at 03:27
It could be. Or even Beneath The Planet Of The Apes.

LeonB — Today at 03:27
Hah

Tim Cain — Today at 03:28
There was a lot of creative churning going on

LeonB — Today at 03:28
Jason Anderson, Gary Platner and I came up with a lot of the looks for the whole game
I'm pretty sure Jason designed their logo

Tim Cain — Today at 03:29
I made a lot of code, especially the crashy parts and whenever Ian would shoot you in the back

LeonB — Today at 03:30
As Tim said, a lot of creative churn

Tagaziel — Today at 03:30
Don't tell us that was deliberate, the back-shooting.

Tim Cain — Today at 03:31
No, but Ian and the other followers were using AI code written for enemies and quickly/poorly adapted for follower use. They were not planned for.

LeonB — Today at 03:31
We were in the office for most of our waking hours. I personally was drinking pots of coffee at the time. Sleep deprivations is probably where a lot of our deranged humor came from

Tagaziel — Today at 03:32
Including the exploding head?

Tim Cain — Today at 03:32
Let me remaster Fallout 1, and I could fix that all quickly
Chris Jones added that head. Well, my head.

Tagaziel — Today at 03:33
Is there a bigger story behind it?

LeonB — Today at 03:33
But would FO really be FO without Ian shooting you in the back?

Tagaziel — Today at 03:33
He never shot me in the back personally. Now, blocking the exit...
Also: Question: Regarding the idea of "corps", very few corporations were actually shown in Fallout 1 and 2's world, with the biggest ones mentioned being RobCo and General Atomics, who wouldn't be expanded on until later on in the series. Is that a cyberpunk influence? A reference to the historic, massive growth of corporations in the WW2/post-war era? And specifically for @LeonB did you work on the signage? We've been trying to get a clear shot of Poseidon Gasoline for a while.

LeonB — Today at 03:34
I think pushing companions out of the way was one of the first things Tim fixed for FO2

Tim Cain — Today at 03:34
Chris hid it in the credits, but I found it because it was controlled by code, which I was working on all the time. I said it could stay, but he went and added my head to the Large size game icon as well, so I could still be surprised after the game launched

LeonB — Today at 03:34
Don't forget Vault-Tec

Tagaziel — Today at 03:34
Nobody could predict that would become the default in a few years xD

LeonB — Today at 03:35
I worked on a lot of the signage, I think Platner did the Poseidon Gas
I did the Pip Boy logo

Tim Cain — Today at 03:36
The name General Atomics is from stories by Robert Heinlein, and RobCo was because they were robbing you

Tagaziel — Today at 03:36
Wait, really?
Not because they were working on robots?

Tim Cain — Today at 03:37
I am pretty sure the robbing angle came first, and them making robots was second

LeonB — Today at 03:37
Cyberpunk wasn't really a huge influence besides Blade Runner

Tim Cain — Today at 03:38
And Blade Runner was for its art aesthetic and not for its replicants

LeonB — Today at 03:38
Yep

Tagaziel — Today at 03:39
The Necropolis/intro vista does have that ring to it. Now, from @CBO0tz (while we're talking about setting): Here's a question since I just happen to be planning a Fallout ttrpg campaign set in it - do you think Oklahoma, or any of the more rural parts of the US could be interesting locations for a Fallout setting?

Tim Cain — Today at 03:40
Oh yeah! I would like to have explored rural and suburban areas more, and go outside the US too. So much to see and explore outside of US cities.

LeonB — Today at 03:41
I think anywhere could be. At least in FO1 and 2, it was much more about what the survivors were building out of the rubble of the past
Of course, a lot of that was dictated by art and tech limitations

Tim Cain — Today at 03:41
Imagine the monsters in radioactive Kansas...
"Oh no, Toto, I think we're still in Kansas"

LeonB — Today at 03:42
Quadruple headed Bramin

Tagaziel — Today at 03:42
Udderoctopus, you mean

LeonB — Today at 03:43
Exactly

Tagaziel — Today at 03:43
Here's another highly upvoted question: Have you ever heard of a mod called "Old World Blues" for a game called Hearts of Iron IV? If yes, did you play it? Did you ever play any fan conversions/mods, actually?

Tim Cain — Today at 03:44
I have not, myself

LeonB — Today at 03:44
I have not. I have played the Old World Blues DLC, though...

Agent c - kite.link/JunkRadio — Today at 03:44
(And on that, are you aware of fan remaster projects like Vault 13 and New arroyo)

Tagaziel — Today at 03:45
(and that "are you going to remaster Fallout" was one of the most highly asked questions in the submissions)

LeonB — Today at 03:45
I'm not sure I've seen the remaster ones, but I've seen a lot of the attempts to make FO 1 in the FO 3 engine (and others)

Tim Cain — Today at 03:45
I have seen some fan projects, like Fallout 1 done first person, or Fallout 1 in Fallout 2's engine (I think that was one)

LeonB — Today at 03:45
At least your companions wouldn't block doors anymore...

Tim Cain — Today at 03:46
We have no rights to remaster Fallout 1. That's a question for Bethesda/Microsoft

Tagaziel — Today at 03:46
Even with the acquisition by MGS, the inter-company relations remain a legal minefield.

Tim Cain — Today at 03:47
I remain cautiously optimistic

Tagaziel — Today at 03:47
If you had to distill Fallout into its core elements (say, three), the foundations of what makes Fallout, Fallout, what would it be?

Aiden4017 — Today at 03:48
What are you're thoughts then on the mod remaking Fallout 1 in Fallout 4's engine?

LeonB — Today at 03:48
Ability to (role) play the game in any way you want, the dark humor, the retro future setting

LeonB — Today at 03:49
I would love to see them finish that
Would be fun to play

Tim Cain — Today at 03:50
Fallout is its dark and humorous core aesthetic (in art, dialog, setting, everything), the ability to play a character you make in any way you like, and to have the game react to that.

Bleep - Godqueen Catfemmeby — Today at 03:50
In general, how do you feel about Fallout: New Vegas, it's story and characters. Does it capture the spirit of what you intended with Fallout 1 and 2?

Tim Cain — Today at 03:52
Yes. FNV comes closest to Fallout that I have seen in a Fallout that I didn't work on. Josh Sawyer gets it.

LeonB — Today at 03:52
I would agree

Tim Cain — Today at 03:52
I have played it multiple times with different characters. The DLC's too.
I wish it had dumb dialog though

Tim Cain — Today at 03:53
But I guess they didn't have me to pattern it after

LeonB — Today at 03:53
Though I still think the Old World Blues DLC is probably my favorite FO thing I didn't work on
Probably just because of the inclusion of mine and Jason's Lobotomites

Tim Cain — Today at 03:54
It's a good addition to Fallout-verse

LeonB — Today at 03:54
The humor was spot on

Tagaziel — Today at 03:54
I always wondered what that renegade Brotherhood soldier was doing.
To come upon the Vault dweller like that, with that comically undersized pistol.

LeonB — Today at 03:54
That was part of the original FO 2 pitch Jason and I came up with

Tagaziel — Today at 03:55
For those who don't recall the Fo1 loading screen offhand
unknown.png


LeonB — Today at 03:55
I like the painted version better

Tagaziel — Today at 03:55
Was it the one with the supermutant/Brotherhood land fortress?

LeonB — Today at 03:56
It was a mobile fortress if I recall correctly (it's been a while)
Much like our trying to name FO Vault 13, it would have been great for the game but lousy for a continuing IP
The pitch, I mean

Tagaziel — Today at 03:57
Were there other rejected names?

LeonB — Today at 03:57
Not that I remember

Tim Cain — Today at 03:58
I used to tell other producers that I was working on "that rad game"

Bleep - Godqueen Catfemmeby — Today at 03:58
In your opinions... who started the great war? USA, China, Vault Tech, The Enclave?

LeonB — Today at 03:59
I was going to say I don't think it matters

Tim Cain — Today at 03:59
Depends on your definition of "start". China launched the first missile, but the US was doing illegal biotech research and kept doing it after being exposed. And then there's Canada...

Tagaziel — Today at 03:59
A very interesting and serious question that's also important to me, personally. Fallout was one of the first games to feature LGBTQ+ content in any capacity, and in 1998 it became the first series in the West to feature same-sex marriage. It also has a noted trans community, including some of our wiki readers and editors. Any thoughts on that?

Furthermore, it has become one of the most beloved titles/series in Eastern Europe, which is something I'm not sure you could ever expect. Any thoughs on that too?

LeonB — Today at 03:59
It's always the Canadians starting wars

Tim Cain — Today at 04:01
I'm really happy that LGBTQ+ fans like our games and see themselves in them. The industry was quite conservative in the 80s and 90s, but we tried to get all kinds of inclusivity in there

Savior DJ — Today at 04:01
When it comes to the pre-war backstory of the series, most of the relatively limited exposition in the first game comes from the abandoned facilities of The Glow and Mariposa Military Base, giving hints of a dark past. Was it a focal point of the writing to focus more on detailing the new world than explaining the old?

LeonB — Today at 04:02
That wasn't planned, but it made sense to mostly focus on the current world
We didn't even come up with the idea of the vault experiments until we started making FO2

Tim Cain — Today at 04:03
I think we left exposition to the people who wanted to search for it. We didn't want the game to be overly text heavy for people who did not want that. Environmental story telling can be powerful too

LeonB — Today at 04:05
It's funny that a lot of what we did by accident/on the spur of the moment because we thought it felt like the right way to go turned into how we made games for the next 25 years
At least when we were working on RPGs together

Tagaziel — Today at 04:05
Every rock has a story! Regarding the Vault Experiments, it's interesting how good the game segues in with Fallout 1 - and there's even a character, Viola, who warns the Vault Dweller that the wasteland must unite itself under the Children's banner, before the "Vaults unite their own forces" - accidental foreshadowing that suggests that the Master was right, though using disagreeable means.
"Look at the people who caused the Apocalypse! They didn't believe in peace and unity, and look what they did to us! Unity is the only way to prevent this from happening again, and Unity must happen NOW, before the other Vaults around the world have a chance to muster their forces."

LeonB — Today at 04:07
Even though we didn't delve into backstories and history as much as we might now (for ourselves, not to put in the game as exposition), we were always thinking about the characters and groups as real people with logical (to them) motivations
A lot of things (like being kicked out of the vault) just came out of those unintentional seeds

Tim Cain — Today at 04:08
I am not familiar with VB's story. When Interplay was making it, we were being crushed under the weight of developing games at Troika

Tagaziel — Today at 04:09
And still managed to create some of the most beloved titles in gaming history (Arcanum for me). But that's an aside.

LeonB — Today at 04:09
Thanks, that's nice to hear

Tagaziel — Today at 04:10
I have a print of the map and a huge file that served as basis for it, stitched out of in-game assets. Love that thing.

Aiden4017 — Today at 04:12
On a different note, we've been having a lot of questions about the idea of the US being divided into 13 commonwealths, and why. In the Fallout Bible Tim, you said that it was Leon's idea to use a 13 star US flag, and had an idea for 13 super states, but didn't finish it.

LeonB — Today at 04:13
I picked that flag because it looked cool
I'd never seen it before

Tagaziel — Today at 04:14
Which is a guiding principle for a lot of great choices, that gut feeling.

LeonB — Today at 04:14
Definitely

Tim Cain — Today at 04:15
Not to backtrack too much, but did I find a note from our marketing dept with two suggestions for a name for the game: "No Man's Land" and "The Deathlands". We politely declined.

Tagaziel — Today at 04:15
To elaborate a bit: A lot of fans seem to believe that everything was pre-written and pre-made, and you just rotely executed that brilliant design. As I understand it, it was closer to how Deus Ex was made, with plenty of gut feelings and bold work with the box cutters to remove what didn't work (Warren Spector mentioned cutting a 500 page design bible to just 270 pages)?

LeonB — Today at 04:17
We didn't have a huge design bible, per say. Not to the detail level it sounds like he was talking about
We were flying by the seat of our pants

Tim Cain — Today at 04:18
I remember when I was asked for a vision statement for the game. I was surprised because the team KNEW what we were making. Then I was told it was for admin and marketing. I tried twice and failed twice, then Chris Taylor wrote an amazing one.

LeonB — Today at 04:19
Certain aspects of game dev never change - no matter how carefully you think you're scoping you always have to cut content and stitch what's left back together

Tagaziel — Today at 04:20
Speaking of content that wasn't cut: An interesting question comes up from time to time, that is, when implementing special encounters (aliens, the police call box, dinosaur footprint), did you ever consider them as anything beyond a cool little Easter egg? A more direct part of the story?

Tim Cain — Today at 04:22
No, I don't think so. Special encounters were tied to luck and meant to be fun and a potential source for cool items. No story elements, since they might never be encountered by some players.

LeonB — Today at 04:22
Mostly we made those because we thought they were funny

Tagaziel — Today at 04:22
(and they were, plus the increased critical chance is awesome)

Tim Cain — Today at 04:22
Although it would have been funny to comvince the Master to give up his plans using a velvet Elvis painting as a bribe

Tagaziel — Today at 04:24
Speaking of the Master, he (it?) seems to have gone through many iterations. The Vault 13 timeline suggests he could have been an ambulatory foe - or was he always intended to be this glorious mess that they probably carted to the Cathedral in a barrel all the way from Mariposa?
https://fallout.fandom.com/wiki/Vault_13:_A_GURPS_Post-Nuclear_Adventure_timeline For those who don't know what I'm talking about.



[*]LeonB — Today at 04:26
I may be misremembering, but I felt he was ambulatory enough to get to the Cathedral on his own, especially depending on what he fed on/subsumed into his body, and then he became part of the overseer's chair over time
I don't remember him ever being planned to be ambulatory in the game, though

Tagaziel — Today at 04:27
Now I thought of Richard Grey/Moreau as a centaur giving piggyback rides to his lieutenants.
That's a picture.

LeonB — Today at 04:27
Hah

Tagaziel — Today at 04:27
Were there ever intentions of integrating more eldritch or extradimensional aspects into Fallout, such as Old Gods, Elders, and more Lovecraftian things, or was Fallout always more intended to be like Buck Rogers than Lovecraft? It certainly had the Master, his corridor of revulsion, the psykers mentioned by Avellone to be closer to Childhood's End than just spoon benders...

LeonB — Today at 04:28
I love Childhood's End, but I don't think I'd read it back then
It was mostly supposed to be more Road Warrior/Buck Rogers, I just loved the aesthetic of the Thing movie

Tim Cain — Today at 04:29
I think the more elements you throw into an IP, the more diluted it becomes. I regret adding the ghost to the Den (and yeah, that was me) because Fallout is so rich and has so much to explore that it doesn't need the supernatural elements to be creepy

Tagaziel — Today at 04:30
Uh-oh, this confession will not go down well with some fans.

Tim Cain — Today at 04:30
I think the IP as a whole is better when it has limits

Tagaziel — Today at 04:32
@LeonB we had a question about Rhombus, do you remember this take on the T-51 talking head model? It definitely looks different from the end talking heads, but a lot like the in-game sprite.
unknown.png


LeonB — Today at 04:34
That looks like a badly lit and textured version of the digitized clay head. Not sure what's up with that armor, we used the same armor model for all the talking heads wearing power armor, taken from the model I made for the intro

Tagaziel — Today at 04:34
It's from an ancient German preview for Fallout GURPS, which included a shot of the process of digitizing the models.

LeonB — Today at 04:35
Weird

Tagaziel — Today at 04:35
Now, while I dig that up, a question. A big question.
Do ghouls poop
Or rather: Do ghouls need to eat and drink? Or is ghoul biology something that was written differently whenever it needed to work a certain way
(Fallout 1 has Necropolis and endings tied to water, but later on it got confused; VB design docs even have a note "do ghouls even poop")

Tim Cain — Today at 04:36
To quote my favorite book title "Everyone poops"

LeonB — Today at 04:37
Jason and I bought that for Tim for his birthday

Tim Cain — Today at 04:37
I always thought they ate and drank and breathed. They just aged slower (but sometimes things fell off or grew weird)
Thank you again, Leon

LeonB — Today at 04:37
any time

Tagaziel — Today at 04:37
Found it. And @Tim Cain won't believe what the thumb is
https://www.youtube.com/watch?v=haKOhyUqk4c


LeonB — Today at 04:38
Timmy!

Tim Cain — Today at 04:38
Oh. My. God.
I'm 12

Aiden4017 — Today at 04:39
What about Woody and Coffin Willie? Woody spent several weeks as a 'mummy' exhibit, and Willie was buried alive for a couple of months. Are they just a fun joke, or?

Tim Cain — Today at 04:40
They remind me of The World's Smartest Orc in Arcanum. Someone was making some money...

Tagaziel — Today at 04:41
And getting him to break character...
Now, back to questions, since we're in the final stretch:
Talking about limits, what's something either of you don't ever want to see in Fallout? Or something you could remove from Fallout like it never existed? (We already have the ghost thing on record, sir)

Tim Cain — Today at 04:41
I am not a fan of the talking Deathclaws.
They were meant to be the biggest baddest scariest thing ever. Not librarians.


LeonB — Today at 04:42
Hear hear

Tagaziel — Today at 04:44
Random question: Did the Overseer ever have a solid name? We have "Jacoren" from the concept art, but beyond that....

LeonB — Today at 04:44
No

Tagaziel — Today at 04:44
(for those who wonder)
unknown.png


Tim Cain — Today at 04:45
Internally, he was always referenced as Overseer

LeonB — Today at 04:45
He was originally named that (obviously), but after that drawing I don't know that I ever referred to him that way again

Tim Cain — Today at 04:46
That sketch really captures his eyebrows

Tagaziel — Today at 04:46
Oooh, this is good. How did the original designs for the original robots (ie the floating Eyebot) come around? Was its design based on something specific that existed?

LeonB — Today at 04:47
I honestly don't remember
We were just trying to make robots that looked like they belonged in 50's b-movies

Tim Cain — Today at 04:48
Wasn't a floating one pitched to reduce needed animations?

LeonB — Today at 04:48
That's a distinct possibility

Tagaziel — Today at 04:50
Given that we're slowly, but inevitably approaching the end of our roundtable, did either of you have questions you wished were asked, but never were? Aside from the ones I received and filed under cool-stuff . Alternatively, any message to the community at large?

Aiden4017 — Today at 04:50
I can see that. The Fallout 1/2 Eyebot certainly looks like it came off the set of a B-movie, compared to the later sputnik style in 3 onwards.

Tim Cain — Today at 04:52
Thank you all for your support. I don't go to conferences much, but when I have, I have met some of the nicest fans I could ever hope to have. Also, Fallout fans are just smarter and better looking than average, don't you think?

LeonB — Today at 04:52
I can't think of any questions we missed (here or in any of the other interviews we've done), but I again want to thanks everyone for being such loyal fans to something we made as a labor of love
We were hoping people would love it as much as we did, and it seems like it worked out

Tagaziel — Today at 04:55
Meeting you today, I believe I speak for everyone that we can see why it came out the way it did.

Tim Cain — Today at 04:55
Talent (Leon) and Luck (Tim)

LeonB — Today at 04:56
Aww, thanks
BUt I've always said I cranked my Luck up to 10
It really was lightning in a bottle

Aiden4017 — Today at 04:57
Alright, so here's a popular question. Zusk asks;
"Hey! There is this question I always wanted to ask you two. At the start of Fallout 2's development Fred Hatch proposed a outline for Fallout 2's story that didn't end up getting made.
A few developers have talked a little about this in the past, but I was wondering if you could perhaps share a little more about your rationale at the time and what Fred's story entailed?
Included is an excerpt from Honouring the Code: Conversations with Great Developers that goes into it a bit.

Thank you for taking the time to reach out to the community like this."

https://media.discordapp.net/attachments/1033904388743372800/1033909290831990894/unknown.png
Image

LR [Project WANKER] — Today at 04:58
I haven't really been able to participate in full as I've been working tonight, but I want to thank y'all for taking the time to chat with us. Reading back has been a very fun and informative experience. Best of wishes and love from the rest of the Fallout community.
❤️


LeonB — Today at 04:59
Thank you

Tim Cain — Today at 04:59
Fred's team's story started with the player getting amnesia and losing their memories (i.e. levels) and then wandering into a town that is colorless (just shades of grey). It turns out a computer is running it based on old episodes of Leave It To Beaver.
That's mostly what I can remember

Tagaziel — Today at 05:00


LeonB — Today at 05:00
Tim has a waaaaay better memory than I do

Tim Cain — Today at 05:00
Also I take LOTS of notes

Tagaziel — Today at 05:00
Hopefully, they can be digitized and made public one day!

Tim Cain — Today at 05:00
And on that note...I need to sign off
Thank you everyone!

Tagaziel — Today at 05:01
The two hours are up! Once more, thank you for coming!

LeonB — Today at 05:01
Me to - thanks everyone for taking the time to be here and to ask questions

Aiden4017 — Today at 05:01
Thanks for being here! I hope you enjoyed it as much as we did.

Tim Cain — Today at 05:01
Source: https://rpgcodex.net/forums/threads/celebrate-25-years-of-fallout-with-bethesda.144796/post-8162843

Only one my question appeared (about Jackals and Vipers), no "tell me about" button question though, but of course there is LGBTFAGS question or do ghouls poop question...

There are some interesting tidbits (which I've marked) that I've never heard before (e.g. Robert Heinlein was an inspiration to them just like for Iron Tower devs and their Colony Ship). It's also worth noting that Tim Cain is optimistic he will work on Fallout project again.
 
Last edited:

Butter

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This thread has existed for 5 years and doesn't feature a single interview from grognard and design guru Todd Howard. :roll:
 

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