Lead Designer of Fallout 3 Shares His Thoughts: Part Two


As I posted earlier Fallout 3 Lead Designer Emil Pagliarulo decided to expand on his statements to Next Gen and at the same time to reply to a few fan questions that were raised.

Now it’s time for a compilation of the posts that are missing in the previous blog post:

“Is it feasible to implement a script that would run when zoomed way out, that enables a mouse cursor, and “auto-centers” the player attack on the entity clicked (by ID#), just the aiming, the rest as normal. Could this make that mode viable in combat?”[Briosafreak: the underlines are mine]

You know, it’s hard to say right now… but I will say how surprised even I was when I saw how far back the camera could be pulled. And, when and if we do release the Fallout construction tools, it wouldn’t surprise me in the least if something like this were possible. I mean, just look at what Oblivion fans have been able to do with Oblivion — it’s freaking crazy.

About modding the game and it’s long time impact:

Whenever tools are released, that certainly seems to be the case — whether for Oblivion, NWN, or even Quake for that matter. Give players the tools, and they’re use em to incredible effectiveness.

Alternate stories and suggestions from fans:

You outline one possible fiction; I’ve outlined another. Really just two takes on the same situation. I will say that what readers got in the team diary was the very black and white, simple version. In order to get the other sides of the story, you’ll need to talk to people in the game. smile.gif

Gizmo PM — I read all my PMs, certainly, and that one does come to mind specifically. The thing is, anything is possible. We could have made any game we wanted; we could have made Fallout 3 any way we wanted. But we went the way we did because we felt like it was the best perspective/best gameplay for the Fallout 3 we wanted to make.

“System Shock became a legend though. That won’t happen with Bioshock, I think“:

See, I don’t know if I entirely agree with that statement. System Shock 2 is a legend amongst certain old school PC gamers, sure, but there are plenty of people who’ve never even played it. There are plenty of gamers — sure call it a new generation, whatever — that played played Bioshock and will be saying the same thing about that game 10 years from now. And I’m biased — I love Shock 2. I was at Looking Glass during the its development.

Why not just come up with “THEIR OWN” [Bethsoft] post-apoc FPS ( w/pause ) game ?

That’s a really fair question, and one that’s obviously come up a lot. The answer for us is pretty simple — no other post-apocalyptic world would have been nearly as awesome as Fallout. No Vault Boy, no S.P.E.C.I.A.L., no futuristic 1950s vibe. We specifically wanted to make Fallout 3 for all those reasons and more; if the license weren’t important to us, we could have made a post-apocalyptic game a long time ago.

“Well, It is the game you intended, and the game is Fallout 3, no disputing it, but to me it seems as Fraisure was to Cheers. Old friends, New friends, different city; a good spin off, Bar none.”


Well said, Gizmo. Well said, indeed.

“Do you think that turn-based, isometric RPGs are outdated or inferior and a thing of the past that should not be in furture games?

Oh, hell no. Just because that’s not what Fallout 3 is, and not the type of game I prefer to make, doesn’t mean I don’t love a good turn-based, isometric RPG. I played the hell out of Silent Storm (not an RPG per se, but similar enough), and I’m a big fan of Jeff Vogel’s games. I love good games, regardless of genre or perspective, honestly.

That said, if you look a video and computer game trends in general, console games have become a lot more popular — and are a lot more profitable — and that has certainly affected game publishers’ willingness to finance those types of games. Look at the NPD numbers of the best selling PC games of 2007 vs. the best selling console games. We’re talking a difference of, in some cases, a million+ copies. Thankfully, console developers are learning how to make these types of games for consoles, learning how to overcome the obvious interface issues. Hell, the Penny Arcade Adventures game for Xbox Live Arcade is, for all intents and purposes, exactly the type of game you’re talking about. Personally, I can’t wait to get my hands on that.

About Myth and Myth2:

Oh man, I played the death out of both Myth and Myth 2. In fact, back in the day when I was editor at AVault, I had to grudgingly let Jordan Thomas (who is now a developer himself — he did the Cradle quest in Thief: Deadly Shadows, and worked on Bioshock) do the review, because I wanted to do it so badly. smile.gif Man, I even played Green Berets, the Vietnam game that used the Myth engine. Ah, good times…

“If [big if]… If Mr. Perlman need come back for touchup work… Would you consider asking him to record the last two lines of the F1 Junktown ending, and put it on the F3 CD? Modders could fix the intended Fallout quests (to a point), so that it ends with Gimzo causing the town to thrive.”

Ha! I can definitely understand why you’d want that, but it’s pretty unlikely. Hellboy’s a busy man. smile.gif

That’s all folks, thanks to Gizmo for the heads up.


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