Wes: I want to go back to something you said a minute ago. Not to twist the knife too much, but do you have any examples of things that you would consider a failure, or something that didn't turn out the way you hoped, that have informed you learning and being better at writing or designing for Outer Worlds?
Leonard: We were very, very fortunate in the original Fallout. Every time we seemed to run into a problem, the solution was better than what we had before. The way to fix this problem, or 'Oh my God, we're running out of our resources to make this' or whatever it was, we'd figured these things out. On every front that seemed to happen. Or just random inspiration of like, oh, this should be 1950s, post-apocalyptic instead of the Road Warrior rip-off game we were making like two months ago. Those things generally don't work out, so in a way we started out learning the wrong lessons because we're like, 'well, it'll just work out like that every time.' Going from there to Arcanum, we just threw everything and the kitchen sink into it, which is a sophomore curse when you're making games. 'I'm just going to make this game everything.' So that's when we learned to be more focused.
Vampire had its own challenges. I think some of the stuff in Vampire was a little bit more linear. But we looked at, 'oh, if we do some of these things, you still have choices, but if we tweak some of these things that enables us to tell deeper stories.'
Tim: For me, Fallout had great story and characters and Arcanum did too. He went to go make Vampire and I was making Temple of Elemental Evil. And I said, 'I can do that myself.' And that's when I learned I can't do story and characters. That game shipped, and it's a great D&D simulator, but the story and characters aren't very good. And that's one reason why when Feargus said 'Hey, do you want to make another IP here?' I'm like, 'yeah, but I need someone who's really good with story and character.' That's something that obviously 15 years before I didn't say. So you have to sometimes do something and learn. I think now I know a lot more about what I'm good at and what I'm bad. Where 20 years ago I'm like, 'Maybe I'm good at everything!'