When you introduce a new character, how do you go about giving them that initial impact?
Usually when I come up with a character, I try to think of, first off, what is important to the quest that you’re doing? We’re always trying to convey to the player ‘these are the things that you need to know, the information for the question, and the different ways you can do the quest.’
Beyond that, it’s about what type of person is this character - what’s interesting about them? We’re usually trying to come up with one ‘thing’ that’s an interesting takeaway from interacting with them. Maybe it’s a personality quirk or a manner of speaking, or just their disposition. Then based on whether they’re heroic or villainous, you can always imagine making them feel more real in the world. You can think what this character wants most in the world, and what are they willing to do to get that? And then also, what is their greatest fear? And if you can answer those kinds of questions, you can actually make them feel more realistic.
When you’re making a game where you want to tell your own story, but you want to give players agency, how do you balance that?
One of the things we try to do a lot is we don’t force the player to say something. We don’t ever want the player to have one dialog option, or one thing to say. Even if [we give the option of] ‘yes’ or ‘no,’ that’s the bare minimum. And beyond that you want different personality types – am I a good guy, a bad guy, am I a nice person?
I love when games let you pretend that you’re good when you’re totally lying [laughs]. So I think it’s just taking into account all the playstyles, and not just what your preferred playstyle is, but what other people like.
I usually play chaotic evil in games, and my husband always plays lawful good, so a lot of times [when writing], I have to ask myself, ‘What would my husband want?’ [laughs]
What's your process for coming up with characters from scratch?
When we worked on [the town of] Fallbrook, and Catherine Malin who runs Fallbrook, basically the town is owned by an organized criminal faction. They’re a bunch of smugglers, and they’re working on this planet that is blockaded by other corporations. They’re the only way to get in and out, and get food and drugs, stuff like that.
We thought it would be cool if the town had kind of this Deadwood vibe, like sci-fi and Western. I started thinking about the different characters in Deadwood and thought [Al Swearengen] would be a great touchpoint character for Catherine Malin. So I used him loosely as a general archetype.
And once I started writing her, I tried to think about what she’s like on a more individual level, what her backstory might have been. These are things that don’t come up [in the game]. We don’t very often, or I try to avoid, having the player be like, ‘So, tell me about you!’ You want those things to naturally progress in a conversation, so you have a sense of the story being an iceberg – what you’re seeing is the tip of it, but you get the sense that there is something much deeper underneath. That makes things feel realistic.
When you’re talking about Fallbrook, what goes into fleshing out the details of the town and the environment the characters exist within?
We usually come up with what we want the story of the area to be. In the universe of the game, this was a smugglers’ town, and also that they’re not just smuggling in and out goods, but they’re also smuggling in and out people. And I thought they’d probably be enterprising.
In the universe of the game, it’s because corporations own everything, and it’s a little bit of a dystopian society. You’re not able to take vacations or have leisure time, so I thought the very wealthy people in Byzantium would think ‘Wouldn’t it be a trip to go to basically this scummy version of Vegas!’ And they’re paying tons of money to come into this smugglers’ port to gamble and drink and have this leisure time.
So you have these two dichotomies going on in the area. Then we just built it from there – writing starting with your major characters, then you add in your vendors, and your sidequest-givers, then your ambient NPCs and flesh them out to tell the whole story.
Is this game a critique of capitalism?
I honestly don’t know if there’s any sort of higher-level [meaning]. I think they [Cain and Boyarsky] just thought it’d be really funny to create a society that’s really dark and a different take on how the future could go.
What is it about the Fallout series that really made an impact on you, and how do you think that’s influencing you?
I think one of the things that I really liked – and this may sound a little sad because I’m a little bit of a younger gamer – so my first
Fallout game was
Fallout 3. But one of the things that I really liked about it was that it was sort of a coming of age story. It was one of the first games that I played where you could make a female character, and have a female coming of age story. I felt totally empowered, like ‘Hey, this is my story and I’m going after my dad in this wasteland.’
But I also really like that it was one of the first games that I played where you could manipulate the karma to be good or evil, and I had a lot of fun going around and murdering everyone and then like, giving a hobo some water. [laughs]
I think that introduced me to the concept of having lots of different dialog options, and I just got hooked. And of course, I do like darker genres like that –
Bioshock,
Borderlands, and looking forward to
Cyberpunk. It just seemed like a really good fit.