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Editorial The Digital Antiquarian on Fallout

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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: Brian Fargo; Fallout; Interplay; Jason Anderson; Leonard Boyarsky; The Digital Antiquarian; Tim Cain

https://www.filfre.net/2025/01/the-crpg-renaissance-part-1-fallout/

Given how intimately linked Fallout was to GURPS in spirit and systems alike, a series of events in February of 1997 ought to have been deadly to its conception of itself. That month Interplay sent Steve Jackson, who hadn’t been following the game’s progression at all closely, a demo of the work-in-progress. It opened with a now-iconic cutscene, in which a soldier shoots a civilian prisoner in the head to the soothing tones of the Ink Spots singing “Maybe.” Jackson took immediate umbrage. At first glance, it’s hard to understand exactly why. While the scene certainly had its fair share of shock value, it’s not as if he was a noted objector to violence in games; one of his company’s signature products was Car Wars, an unabashedly brutal game of Mad Max-style vehicular combat. (“We’re selling a very popular fantasy,” said Jackson to one journalist. “Have you ever been driving down the road and somebody cuts in front of you or otherwise infuriates you to the point where the thought flashes through your mind, ‘Now, if this horn button was a machine gun…'”)

It might be helpful to recognize here that, for all that no one could doubt Jackson’s genuine love for games, he was a temperamental individual and an erratic businessman, whose company went through endless cycles of expansions and layoffs over the years. Tabletop designer and writer S. John Ross, who worked with Jackson often in the 1990s and knew him well, told me that he suspected that, on this occasion as on many others he was witness to, Jackson was attempting to paper over a failure to do his homework with bluster: “There’s a lot of reason to suppose that Steve was just trying to cover for dropping the ball on giving the game an honest try, by overstating his reaction to the five minutes he actually spent with it, thus buying himself time to soften his view on that and actually get a view on the game past the intro — a gambit that didn’t pay off.” If this is a correct reading of the case, it was a dramatic misreading by Jackson of the strength of his own negotiating hand, as S. John Ross alludes.

Be that as it may, on February 17, 1997, Steve Jackson turned up in a huff at Interplay’s Southern California offices, only to have Brian Fargo refuse to meet with him at all. Instead he wound up sitting on the other side of a desk from Tim Cain for several uncomfortable hours, reiterating his objections to the opening movie and to a number of other details. Most of his complaints seemed rather trivial if not nonsensical on the face of them; most prominent among them was a bizarre loathing for “Vault Boy,” the mascot of “VaultTec,” a personification of the whistling-past-the-graveyard spirit of the mid-century military-industrial complex. Cain, who quite liked the maligned movie and adored Vault Boy, stated repeatedly that he “wasn’t empowered” to make the changes Jackson demanded. The meeting ended with no resolutions having been reached, and a dissatisfied Jackson flew home. A few days later, Brian Fargo came to Tim Cain with a question: how hard would it be to de-GURPS Fallout?

If Steve Jackson remains something of a black box, it isn’t so hard to follow Fargo’s line of thinking. The buzz that seemed to have been building around GURPs in 1994 had largely dissipated by this point; with a personality as idiosyncratic as this one at its head, Steve Jackson Games seemed congenitally unequipped to be more than a niche publisher. Further, the Dungeons & Dragons license had finally been liberated from the unworthy clutches of SSI, had in fact come to Interplay. (I’ll have much more to say about these events later in this series of articles.) Fargo was already talking about it as “the license to print money.” Unlike Dungeons & Dragons, the GURPS name on a box seemed unlikely to become a driver of sales in and of itself. What was the point of bending over backward to placate a prickly niche figure like Steve Jackson?

Jackson tried to backpedal when he realized how the winds were blowing, but it was to no avail. He wasn’t inclined to accept Brain Fargo’s assurances that, just because Fallout wasn’t going to be a GURPS game, Interplay couldn’t do one in the future. “What would you do if you were me?” he asked plaintively of a journalist from Computer Gaming World. “I work on it with them for three years, and then they decide not to go with GURPS. Why would I want to go through that again?”

Setting aside the merits or lack thereof of Jackson’s attempt to cast himself as the victim, the really amazing thing about all of this is how quickly the Fallout team managed to move on from GURPS. This was to a large extent thanks to Tim Cain’s modular programming, which allowed the back-end plumbing of the game to be replaced relatively seamlessly without changing the foreground interface and world. In place of GURPS, he implemented a set of tabletop rules that Chris Taylor had been tinkering with in his spare time for more than a decade, jotting them down “on the backs of three-by-five cards, in notebooks, and on scraps of paper.” Once transplanted into Fallout, his system became known as SPECIAL, after the seven core attributes it assigned to each character: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.

That’s the official story. Having conveyed it to you, I must also note that there remains much in SPECIAL that is suspiciously similar to GURPS. GURPS’s idea of allowing players to select disadvantages as well as advantages for each character as an aid to better role-playing, for example, shows up in SPECIAL in the form of “traits,” character quirks — “Fast Metabolism,” “Night Person,” “Small Framed,” “Good Natured” — that are neither unmitigatedly good nor bad. I haven’t seen the contract that was signed between Steve Jackson Games and Interplay, but I do have to suspect that, had Jackson been a more conventionally businesslike chief executive with deeper pockets, he might have been able to make a lot of trouble for his erstwhile partner in the courts. But he wasn’t, and he didn’t. In rather typical Steve Jackson fashion, he let GURPS’s last, best shot at hitting the big time walk away from him without putting up a fight.

The breakup with GURPS was only the last in a series of small crises that Fallout had to weather over the course of its three-plus-year development cycle. “Nothing against Brian [Fargo] or anybody else at Interplay,” says Leonard Boyarsky, “but at the time, no one really thought much about Fallout. Brian gave us the money and let us do whatever we wanted to do. I don’t think that was [his] intent, but that’s how it ended up.” As Boyarsky hints, this benign neglect gave the game time and space to evolve at its own pace, largely isolated from what was going on around it — when, that is, it wasn’t being actively threatened with cancellation, which happened two or three times over the course of its evolution. Only in the frenzied final few months of the project, leading up to the game’s release in October of 1997, did it become a priority at Interplay. By that time, Diablo had become a sensation among gamers, leading some there to think that there might be some serious commercial potential in a heavier CRPG as well.

Such thinking was more or less borne out by the end results. Although Fallout did not become a hit on anything like the scale of Diablo, it was heralded like the return of a prodigal son by old-timers in the gaming press. “With a compelling plot, challenging and original quests, and, most importantly, a rich emphasis on character development, Fallout is the payoff for long-suffering RPG fans who have seen the genre diluted in recent times by an endless stream of half-baked, buggy, uninspired duds,” wrote Computer Gaming World. The game sold well over 100,000 copies in its first year. It was only the beginning of a trend that would give fans of high-concept CRPGs as much reason to smile as Diablo fans in the years to come.​
 

The Nameless One

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Cain-298x300.jpg


Once upon a time, Tim looked like his favourite dish didn't rhyme with clock.
 

Dayyālu

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It's so depressing the closest we get to this sort of articles is Ed's nasal droning. Jesus Christ.

Ed, despite his vocal problems, manages to entertain with decent work. As much as I can appreciate the Antiquarian's work (his articles are often decent enough) the inherent smugness always managed to put me off. When I read a good historian I should not have the urge to choke him off with my bare hands..
 

Vulpes

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Don't get me wrong I am sure this is an interesting read and that the petty drama between Steve Jackson and Brian Fargo is captivating, but why in God's good name is this on the front page?
 

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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
Enjoying Zed Duke of Banville's comments on the blog post:

Baldur’s Gate ditched the turn-based tactical combat of the Gold Box games and Dark Sun games for a “Real-Time with Pause” system derived from the RTS genre, on the assumption that players could no longer handle the complexity of earlier CRPGs. RTwP combat combines the worst aspects of turn-based systems with the worst aspects of real-time systems, achieving neither tactical depth nor visceral action.

Baldur’s Gate also had shoddy exploration as well.

However, Bioware did pioneer an emphasis on the personalities of companions who could be drafted into the party, expanded greatly in BG2 which pioneered companion romances, and swiftly leading in the 2000s to the adoption of an emphasis on cinematics over any kind of gameplay.

The agreement between Interplay and TSR, granting the former the license for AD&D games in the Planescape and Forgotten Realms campaign settings, was announced to the world in Dragon Magazine #211, November 1994 (page 72). This means that Interplay already had the AD&D license, though limited to particular campaign settings, before anyone at Interplay had even settled on a post-apocalyptic setting for their GURPS game. It certainly was not new to 1997, as is implied later in the article, where Interplay’s agreement with TSR is first mentioned after the incident with Steve Jackson.

Interplay failed to make quick and effective use of its AD&D license: although Brian Fargo was a fan of the Planescape setting and initiated three projects for it, one was cancelled (a console game based on King’s Field), one became part of the Stonekeep II project which itself was ultimately cancelled, and the third eventually entered real development on a game engine developed by another company and released in 1999 as Planescape: Torment. Meanwhile, the only AD&D game released by Interplay prior to TSR’s collapse was an RTS (developed by another company) called Blood & Magic in 1996, and the only AD&D RPG developed by Interplay before Planescape: Torment was the poorly-received Descent to Undermountain, released in December 1997. This means that more than three years had passed from the agreement between Interplay and TSR before Interplay managed to release its first RPG using the AD&D license, by which time TSR itself had suffered a financial crisis and become a subsidiary of another company.

Quite far from Fargo’s hopes of a “license to print money”.

The next article in this series sounds like it's going to be about Might & Magic 6:

Next time, we’ll see how a venerable series from the previous era of CRPGs adapted its old-school approach to the changing times, and was rewarded with another solid hit which demonstrated that the CRPG’s doldrums were fast coming to an end.
 

Gargaune

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It was an interesting read, though I felt like there was more interesting stuff to go into given the behind-the-scenes Cain's shared previously, like Fargo calling him up out-of-hours for quest directions once Fallout began internal testing. Zed's own corrections on the D&D license also shine an unconfortable light on some of the research, reviewing some of the chronology might be in order.
 

felipepepe

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What surprises me most about this write-up is that he wrote years ago about blobbers and how they big they were in the early 90s. But re-reading that one, he also dismissed them entirely as poor copies of Dungeon Master...

As others mentioned, he really inserts himself way to much.
 

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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
What surprises me most about this write-up is that he wrote years ago about blobbers and how they big they were in the early 90s. But re-reading that one, he also dismissed them entirely as poor copies of Dungeon Master...

As others mentioned, he really inserts himself way to much.

In the comments:

I’m going to echo other commenters here that the overall characterization of the state of CRPGs in the 90s makes no sense… Yes, video games in the 90s were becoming more accessible and fast-paced, reaching newer & younger audiences that had little interest in stat-heavy, slow-paced turn-based combat. They weren’t the 80s wargamers.

But CRPGs responded to that shift – the early/mid-90s is a golden age of “blobbers” & Doom-like RPGs, moving the perspective to first-person and becoming more real-time-ish. Stuff like Eye of the Beholder, Lands of Lore, Ishar, Black Crypt, Stonekeep, Ravenloft, Menzoberranzan, M&M:Xeen, Ultima Underworld, Anvil of Dawn, ShadowCaster, Witchaven, CyberMage, The Legacy, Batlespire, Elder Scrolls, etc.If you look at the popularity charts of CGW, these are the RPGs that led the charts for most of the 90s, until Diablo arrived.

There’s a reason why Fallout is sold as a “REAL” RPG in that ad in your post. Old-school RPG fans wanted a return to more stat-heavy stuff, they were tired of the streamlining. You already had independent devs such as Tim Phillips making Realmz and saying he “was sick of games that had your character broken down into 3 coloured lines: Health, Attack and Defense”.
 

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The best CRPGs of the Dark Ages were indies: Nahlakh and Aethra Chronicles. There's also Mordor: The Depths of Dejenol, which I haven't played. (EDIT: And Exile by Jeff Vogel)
Otherwise just about the only traditional CRPGs released in 94-96 were the Realms of Arkania games.
 
Last edited:

NecroLord

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It was an interesting read, though I felt like there was more interesting stuff to go into given the behind-the-scenes Cain's shared previously, like Fargo calling him up out-of-hours for quest directions once Fallout began internal testing. Zed's own corrections on the D&D license also shine an unconfortable light on some of the research, reviewing some of the chronology might be in order.
Fallout had too few quests.
I always thought they could've added some more content.
More interesting quests while avoiding falling into the trap of excessive pop culture references and hub areas that are way too different in quality from one another (the bland San Francisco compared to great New Reno in Fallout 2, as an example).
 

Bruma Hobo

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It's crazy how these supposed dark ages lasted for only three years, and besides the obvious duds (Ultima 8, Dark Sun 2) there were also some good enough games like Star Trail, Arena, Daggerfall, Anvil of Down, Albion, Exile 1 and 2, ADOM... But of course, next to the 1987-1993 golden age those three years were truly awful.
 

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To me 1994 marked the end of the era where CRPGs were the best games. For computer games in general it was not bad. We got games like X-Com, Jagged Alliance, Master of Magic, Master of Orion, HoMM, Doom.
 

felipepepe

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The best CRPGs of the Dark Ages were indies: Nahlakh and Aethra Chronicles. There's also Mordor: The Depths of Dejenol, which I haven't played. (EDIT: And Exile by Jeff Vogel)
Otherwise just about the only traditional CRPGs released in 94-96 were the Realms of Arkania games.
There's also Realmz in 1994, which the dev made specifically because he was "sick of games that had your character broken down into 3 coloured lines: Health, Attack and Defense."
 

Ol' Willy

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Zed Banville


January 25, 2025 at 3:55 am



***
In early 1994, when Interplay’s founder and CEO Brian Fargo said that he was interested in licensing a tabletop RPG property for adaption into a computer game, Cain thought he saw his chance.
An avid tabletop role-player since childhood, Cain had in recent years become a devotee of a system called GURPS, owned by the Austin, Texas-based outfit Steve Jackson Games.[1]

These events occurred in December of 1994.

Be that as it may, on February 17, 1997, Steve Jackson turned up in a huff at Interplay’s Southern California offices, only to have Brian Fargo refuse to meet with him at all.

Further, the Dungeons & Dragons license had finally been liberated from the unworthy clutches of SSI, had in fact come to Interplay. (I’ll have much more to say about these events later in this series of articles.) Fargo was already talking about it as “the license to print money.” Unlike Dungeons & Dragons, the GURPS name on a box seemed unlikely to become a driver of sales in and of itself.
***
The agreement between Interplay and TSR, granting the former the license for AD&D games in the Planescape and Forgotten Realms campaign settings, was announced to the world in Dragon Magazine #211, November 1994 (page 72). This means that Interplay already had the AD&D license, though limited to particular campaign settings, before anyone at Interplay had even settled on a post-apocalyptic setting for their GURPS game. It certainly was not new to 1997, as is implied later in the article, where Interplay’s agreement with TSR is first mentioned after the incident with Steve Jackson.
Interplay failed to make quick and effective use of its AD&D license: although Brian Fargo was a fan of the Planescape setting and initiated three projects for it, one was cancelled (a console game based on King’s Field), one became part of the Stonekeep II project which itself was ultimately cancelled, and the third eventually entered real development on a game engine developed by another company and released in 1999 as Planescape: Torment. Meanwhile, the only AD&D game released by Interplay prior to TSR’s collapse was an RTS (developed by another company) called Blood & Magic in 1996, and the only AD&D RPG developed by Interplay before Planescape: Torment was the poorly-received Descent to Undermountain, released in December 1997. This means that more than three years had passed from the agreement between Interplay and TSR before Interplay managed to release its first RPG using the AD&D license, by which time TSR itself had suffered a financial crisis and become a subsidiary of another company.
Quite far from Fargo’s hopes of a “license to print money”.

lmao Zeddy dunking on the so-called "historian"
 

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He responded:

This is one of those situations where the cataloging approach to gaming history can lead us astray. Yes, we can compile relatively long lists of CRPGs from the period if we choose. But to gain a real insight into the period we have to look at it a bit more holistically. We have to remember that, production times being what they were, the games that were appearing in, say, 1994, were responding to the market as it was perceived to be in 1992. Even more importantly, we have to look at how the games were being received by contemporary reviewers and players and how well they were selling.

Of the games you mention, only Eye of the Beholder (actually a 1991 game), Lands of Lore (1993), and Ultima Underworld (1992) were hits, even if we define that category rather expansively by mid-1990s standards, as a game that manages to sell at least 100,000 copies. Ravenloft, to take one example from the many also-rans, sold less than 30,000 copies for SSI, despite having not only the Dungeons & Dragons but the Ravenloft name, the latter being one of the tabletop game’s most popular adventure modules and settings. Compare this with Pool of Radiance’s sales of 265,000 copies, or Curse of the Azure Bonds’s sales of 180,000, in a far smaller overall gaming market. Even Arena and Daggerfall were not big hits at the time, and would be remembered no better than the likes of Stonekeep today if Morrowind hadn’t come along years later to transform The Elder Scrolls from a curiosity to a mainstream juggernaut.

I’m kind of surprised at the amount of push-back I see to this notion of mid-1990s CRPG slump, not only here but elsewhere. It’s always wise when doing any sort of history to subject the conventional wisdom to some scrutiny. And it’s certainly true that there are nuances and exceptions to be identified in the case of just about any trend if you dive deep enough. In this case, though, the overall narrative holds up pretty darn well. As others have noted, the CRPG genre’s faded fortunes are mentioned again and again in contemporaneous issues of Computer Gaming World and other magazines, even as the genre disappears from lists of bestsellers and player favorites; this is good, solid primary-source evidence. Nobody at the time bat an eye when Computer Gaming World’s associate editor Jeff Green wrote in his review of Fallout that it “is the payoff for long-suffering RPG fans who have seen the genre diluted in recent times by an endless stream of half-baked, buggy, uninspired duds.” Note that he does not praise it for being “stat-heavy” in contrast to other recent CRPGs. The genre’s ills were perceived to be deeper than that.
 

KeAShizuku

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In those days videogames didn't cost hundreds of millions so it was easier for development teams to fly under the radar and do their thing.
 

felipepepe

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He responded:

This is one of those situations where the cataloging approach to gaming history can lead us astray. Yes, we can compile relatively long lists of CRPGs from the period if we choose. But to gain a real insight into the period we have to look at it a bit more holistically. We have to remember that, production times being what they were, the games that were appearing in, say, 1994, were responding to the market as it was perceived to be in 1992. Even more importantly, we have to look at how the games were being received by contemporary reviewers and players and how well they were selling.
Funny he ignores how Stonekeep sold 300,000 copies by 1998, which is more than Fallout 1 sold by 2000.
 

octavius

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Ah...Stonekeep. For me that was the first time I thought the development of CRPGs really went in the wrong direction.
 

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