Eurogamer interviews Pete Hines, and this one is rather interesting for a change:
Eurogamer: A lot of the humour in Fallout 3 revolves around ironic juxtaposing of cheerful utopianism and grim reality. Is there a line at which that becomes trite?
Pete Hines: If it’s overdone and it’s not in the right tone, it absolutely does. Our lead designer is Emil Pagliarulo, and one of his key functions is to go through and do the humour check. You’re trying to get gradations and you’re trying to be careful about how many times you’re presenting something to the player. I’ll use an extreme example: swearing, when used appropriately, is really funny. If it’s in every sentence you read it’s just annoying; you’re just trying to hard to be edgy. You have to ask, “How much are we using this, and is it appropriate for the person who’s saying it?”
Eurogamer: Do you think there’s a reason games avoid humour so much?
Pete Hines: A lot of times it ends up being a distraction. Done poorly, it is horribly and terribly destructive to the vibe you’re trying to set. Humour gone bad is worse than just about anything else you can try and do in a game. Even violence gone bad can still be almost comical in its execution. But humour? Nothing sucks the soul out of an experience than somebody who’s clearly trying to be funny but is not. So I hope we’ve done a great job of balancing that and not going over that line.
Eurogamer: How much of the design for Fallout 3 is a reaction to your work on Oblivion as much as your ambitions for the Fallout series?
Pete Hines: The reaction to Oblivion is very much a case of, “How do we do this better when we do it in Fallout?” opposed to, “Oh we always wanted to do this in the Elder Scrolls, but now we’re doing Fallout we’ll just put it in Fallout.” There’s none of that. Fallout’s already such a rich series, such a great playground to work in, with the vibe and the tone and the moral choices.
What we really brought from Oblivion is just stuff like feedback on levelling. People didn’t like the way the world levelled with the player, so we’re going to do this differently. It’s things like working out how to sculpt the experience for the player in terms of quests and giving you choices. We want to give you more choices in how to finish a quest rather than fewer choices and a lot more quests.[...]
Eurogamer: Were you tempted to make the Karma system a little more morally ambiguous?
Pete Hines: One of the things we really tried to avoid is surprising the player with whether they’ve been good or bad. We wanted to be clear to you that you’re making a conscious choice to be one or the other. I’ve played games where I made a choice and I thought I was being the nice guy, and then it’s, “Wait, wait, why is he upset?” We didn’t want it to be a surprise. Sometimes it’s a surprise in terms of how a person reacts if you are being a jerk, but it’s not a surprise as to whether you’re good or bad.
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