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Editorial The Digital Antiquarian on Fallout 2 and Baldur's Gate

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Tags: Baldur's Gate; Baldur's Gate: Tales of the Sword Coast; BioWare; Black Isle Studios; Fallout 2; Interplay; The Digital Antiquarian

https://www.filfre.net/2025/03/the-crpg-renaissance-part-5-fallout-2-and-baldurs-gate/

Tim Cain claims that he never gave much of a thought to any sequels to Fallout during the three and a half years he spent working on the first game. Brian Fargo, on the other hand, started to think “franchise” as soon as he woke up to Fallout’s commercial potential circa the summer of 1997. Fallout 2 was added to Interplay’s list of active projects a couple of months before the original game even shipped.

Interplay’s sorry shape as a business made the idea of a quick sequel even more appealing than it might otherwise have been. For it should be possible to do it relatively cheaply; the engine and the core rules were already built. It would just be a matter of generating a new story and design, ones that would reuse as many audiovisual assets as possible.

Yet Fargo was not pleased by the initial design proposals that reached his desk. So, just days after Fallout 1 had shipped, he asked Tim Cain to get together with his principal partners Leonard Boyarsky and Jason Anderson and come up with a proposal of their own for the sequel. The three were dismayed by this request; exhausted as they were by months of crunch on Fallout 1, they had anticipated enjoying a relaxing holiday season, not jumping right back into the fray on Fallout 2. Their proposal reflected their mental exhaustion. It spring-boarded off of a joking aside in the original game’s manual, a satirical advertisement which Jason Anderson had drawn up in an afternoon when he was told by Interplay’s printer that there would be an unsightly blank page in the booklet as matters currently stood. The result was the “Garden of Eden Creation Kit”: “When all clear sounds on your radio, you don’t want to be caught without one!” Elaborating on this thin shred of a premise, the sequel would cast you as a descendant of the star of the first game, sent out into the dangerous wastelands to recover one of these Garden of Eden Kits in lieu of a water chip. This apple did not fall far from the tree.

But as it turned out, that suited Brian Fargo just fine. Within a month of Fallout 1′s release, Cain, Boyarsky, and Anderson had been officially assigned to the Fallout 2 project. None of them was terribly happy about it; what all three of them really wanted were a break, a bonus check, and the chance to work on something else, roughly in that order of priority. In January of 1998, feeling under-appreciated and physically incapable of withstanding the solid ten months of crunch that he knew lay before him, Cain turned in his resignation. Boyarsky and Anderson quit the same day in a show of solidarity. (The three would go on to found Troika Studios, whose games we will be meeting in future articles on this site, God willing and the creek don’t rise.)

Following their exodus, Fallout 2 fell to Feargus Urquhart and the rest of his new Black Isle CRPG division to turn into a finished product. Actually, to use the word “division” is to badly overstate Black Isle’s degree of separation from the rest of Interplay. Black Isle was more a marketing label and a polite fiction than a lived reality; the boundaries between it and the mother ship were, shall we say, rather porous. Employees tended to drift back and forth across the border without anyone much noticing.

This was certainly the case for most of those who worked on Fallout 2, a group which came to encompass about a third of the company at one time or another. Returning to the development approach that had yielded Wasteland a decade earlier, Fargo and Urquhart parceled the game out to whoever they thought might have the time to contribute a piece of it. Designer and writer Chris Avellone, who was drafted onto the Fallout 2 team for a few months while he was supposed to be working on another forthcoming CRPG called Planescape: Torment, has little positive to say about the experience: “I do feel like the heart of the team had gone. And all that was left were a bunch of developers working on different aspects of the game like a big patchwork beast. But there wasn’t a good spine or heart to the game. We were just making content as fast as we could. Fallout 2 was a slapdash product without a lot of oversight.”

Still, the programmers did fix some of what annoyed me about Fallout 1, by cleaning up some of the countless little niggles in the interface. Companions were reworked, such that they now behave more or less as you’d expect: they’re no longer so likely to shoot you in the back, are happy to trade items with you, and don’t force you to kill them just to get around them in narrow spaces. Although the game as a whole still strikes me as more clunky and cumbersome than it needs to be — the turn-based combat system is as molasses-slow as ever — the developers clearly did make an effort to unkink as many bottlenecks as they could in the time they had.

But sadly, Fallout 2 is a case of one step forward, one step back: although it’s a modestly smoother-playing game, it lacks its predecessor’s thematic clarity and unified aesthetic vision. Its world is one of disparate parts, slapped together with no rhyme, reason, or editorial oversight. It wants to be funny — always the last resort of a game that lacks the courage of its fictional convictions — but it doesn’t have any surfeit of true wit to hand. It tries to make up for the deficit the same way as many a game of this era, by transgressing boundaries of taste and throwing out lazy references to other pop culture as a substitute for making up its own jokes. This game is very nerdy male, very adolescent-to-twenty-something, and very late 1990s — so much so that anyone who didn’t live through that period as part of the same clique will have trouble figuring out what it’s on about much of the time. I do understand most of the spaghetti it throws at the walls — lucky me! — but that doesn’t keep me from finding it fairly insufferable.

Fallout 2 shipped in October of 1998, just when it was supposed to. But its reception in the gaming press was noticeably more muted than that of its predecessor. Reviewers found it hard to overlook the bugs and glitches that were everywhere, the inevitable result of its rushed and chaotic development cycle, even as the more discerning among them made note of the jarring change in tone and the lack of overall cohesion to the story and design. The game under-performed expectations commercially as well, spending only one week in the American top ten. In the aftermath, Brian Fargo’s would-be CRPG franchise looked like it had already run its course; no serious plans for a Fallout 3 would be mooted at Interplay for quite some time to come.

Yet Fallout 2 did do Interplay’s other big CRPG for that Christmas an ironic service. When BioWare told Fargo that they would like a couple of extra months to finish Baldur’s Gate up properly, the prospect of another Interplay CRPG on store shelves that October made it easier for him to grant their request. So, instead of taking full advantage of the Christmas buying season, Baldur’s Gate didn’t finally ship until a scant four days before the holiday. Never mind: the decision not to ship it before its time paid dividends that some quantity of ephemeral Christmas sales could never have matched. Plenty of gamers proved ready to hand over their holiday cash and gift cards in the days right after Christmas for the most hotly anticipated Dungeons & Dragons computer game since Pool of Radiance. Baldur’s Gate sold 175,000 units before 1998 was over. (Just to put that figure in perspective, this was more copies than Fallout 1 had sold in fifteen months.) Its sales figures would go on to top 1 million units in less than a year, making it the bestselling CRPG to date that wasn’t named Diablo. The cover provided by Fallout 2 helped to ensure that Dr. Muzyka and Dr. Zeschuk would never have to see another patient again.​
 
Vatnik
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The cover provided by Fallout 2 helped to ensure that Dr. Muzyka and Dr. Zeschuk would never have to see another patient again.

Greg Zeschuk and Ray Muzyka kept up the practice until 2000, two full years after the release of Fallout 2 and BG1, src https://www.rockpapershotgun.com/not-forgotten-bioware-on-baldurs-gate

Greg: Medicine was quite literally our safety net. We could have quit and become doctors.
Ray: I formally retired in 2000. We both basically practiced for a number of years, we never had the intention of leaving medicine per se. Both of us really liked medicine, we finished it and it was interesting, it was good to return something back to society but videogames was always our passion.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
The cover provided by Fallout 2 helped to ensure that Dr. Muzyka and Dr. Zeschuk would never have to see another patient again.

Greg Zeschuk and Ray Muzyka kept up the practice until 2000, two full years after the release of Fallout 2 and BG1, src https://www.rockpapershotgun.com/not-forgotten-bioware-on-baldurs-gate

Greg: Medicine was quite literally our safety net. We could have quit and become doctors.
Ray: I formally retired in 2000. We both basically practiced for a number of years, we never had the intention of leaving medicine per se. Both of us really liked medicine, we finished it and it was interesting, it was good to return something back to society but videogames was always our passion.
Noted, although what he may have meant is that after the success of Baldur's Gate, they didn't need to.
 

SenisterDenister

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I feel like the guy writing this stuff just masturbates to his own reflection in the mirror. Everything you've posted by this guy makes me like him less and less.
 

Sergio

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I summarize this so you don't have to.

Tim Cain never planned for sequels, but Brian Fargo immediately recognized Fallout’s franchise potential, prompting a rushed effort to create Fallout 2 even before the first game shipped. The project was attractive to Interplay because it could be produced cheaply using the existing engine and rules, with new designs and a few reused assets.

However, initial design proposals did not satisfy Fargo. Just days after Fallout 1’s release, he tasked Cain, Leonard Boyarsky, and Jason Anderson with devising their own concept—a proposal that drew inspiration from a satirical in-game manual ad called the “Garden of Eden Creation Kit.” Despite the creative spark, the trio was exhausted after a long crunch period, and their reluctance led to all three resigning shortly thereafter, later forming Troika Studios.

Fallout 2 was then taken over by the new Black Isle CRPG division, assembled in a patchwork fashion from various company contributors. Although programmers managed to fix some interface issues and rework companions for better behavior, the game still suffered from clunky mechanics, a lack of cohesive design, and a jarring tonal shift. As a result, while Fallout 2 shipped on schedule in October 1998, it underperformed commercially and received a muted critical response. Ironically, its release timing even helped boost the sales of Baldur’s Gate, which went on to become a best-selling CRPG.
 

lukaszek

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I feel like the guy writing this stuff just masturbates to his own reflection in the mirror.
nothing wrong with that
american_psycho_posing_mirror1.jpg
 

Zboj Lamignat

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Fallout 2 receiving "noticeably more muted" critical reception sounds like another one of those weird headcanons that people tend to have.

EDIT: Lmao, I skimmed the comments and apparently the author initially wrote that F2 "casts you as a vault dweller like the first game, sent from another vault to find a GECK" and only corrected it after being called out. Opinions completely disregarded.
 
Last edited:

Roguey

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Fallout 2 sold pretty well for a same-engine sequel. The NPD numbers in May 2000 were 144,000 for Fallout and 123,000 for Fallout 2. It had been out for a shorter amount of time, thus it was selling faster. It would be unrealistic to expect it to blow the first one away, they had a year. And looking at metacritic, it didn't rate that much worse either.

Even if it damaged ~the lore~, it was the right move to make a sequel right away. Fallout was so barebones, it would have been a waste not to do a follow-up. Could have used a few more months (18 like New Vegas?) and a strong narrative lead to tell the devs to simmer down on the pop culture references and fourth-wall-breaking jokes though.
 

Rincewind

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Codex+ Now Streaming!
I want to force the aquarium guy to use this for the rest of his life when he writes anything:

https://hemingwayapp.com/
Tested it, and it seems to deem everything too complex for Americans. Back to ga ga go go.
I used it for a while; it helps you unlearn using overcomplicated sentences in a futile attempt to impress others. IMO you get most of its value by using it for a few weeks, then you can forget about it.

I actually used it while writing the doco for Gridmonger because I found my style unnecessarily flowery. It helped me and taught me a lot about the value of simplicity.

I'd say it would improve the style of 99% of all people. It trains you to write boldly and assertively. Without fluff.

I also admire the literary style of Alfred Bester.

Compact.
Succinct.
To the point.

Sci-fi action on fast-forward.
 

Gargaune

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I used it for a while; it helps you unlearn using overcomplicated sentences in a futile attempt to impress others.
If you see a red highlight, your sentence is so dense and complicated that your readers will get lost trying to follow its meandering, convoluted logic—try editing this sentence to remove the red highlight.

If your readers get lost in that sentence, you need better readers.
 

KeAShizuku

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If your audience is under 30 they cannot read nor concentrate for longer than 5 minutes.
 

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