The Winner


From the Bethesda Blog:

It’s no small thing to enter a contest and beat out thousands upon thousands of entries to be named the winner. So having risen to the top we thought we’d have a brief chat with the grand prize winner of the Fallout 10th Anniversary contest to find out more about Marc-André from Montréal, the guy behind Grim Reaper’s Sprint.

A few snippets from an interview with Marc:

Your winning entry was submitted on the first day of the contest, so clearly it didn’t take you long to come up with a good idea. How’d you come up with it?
I was back from work, waiting for my girlfriend to come home, so I was checking the latest news on where I found a post on the Fallout contest. My first idea was the ‘Grim Reaper’s Sprint’ since it was a Perk that made you a bit of an action hero in a last ditch moment. In a situation where you’re clearly outnumbered and out gunned, this could potentially give you the edge to kill everyone in a single turn if you’re insanely lucky. It was the kind of perk that would’ve saved me a lot of times in Fallout 2. I was inspired by the last action sequence in Equilibrium when Christian Bale slays countless guards in one seamless series of attacks.

Tell us a little about your experience with the Fallout series. When did you first play them, what’s your favorite moment or memory, etc?
I remember downloading the demo for Fallout 1 when I was a kid with a 28.8 modem. A few years later I bought Fallout 2 and played A LOT, trying to ’sculpt’ the best character. I went on with Fallout Tactics. I remember going on summer vacation and bringing the Game Manuals with me for ‘light reading’. My favourite moment of all time is Fallout 2’s intro narrated by Ron Perlman. “War. War never changes”.

A few comments made by Bethesda Producer Ashley Cheng:

My favorite one was Crazy Eye: Opponents attacking from the front suffer a penalty to hit you because, seriously, that eye is freaking me out.
However, the one that won, Grim Reaper’s Sprint — I would totally use a lot.

Congrats to Marc, you can also read a few impressions left by one of the runner ups, Blinzer, on this blog, congrats to him too, hope he gets a good prize.


Fallout Contest Winners


The results of the Fallout 10th Anniversary Contest are finally out:

After plowing through more entries than we ever thought possible, we whittled the list of over 17,000 entries down to the 12 finalists and picked a winner for the Fallout 10th Anniversary Contest. The entry that came out on top was ‘Grim Reaper’s Sprint,’ which restores all your action points whenever you kill an opponent. Congratulations to Marc-André Deslongchamps from Montreal for his winning entry. He selected the PC Grand Prize and takes home a boatload of goodies in addition to getting his Perk in Fallout 3. We’ll have a little interview up with Marc-André today or tomorrow.

Click to know the names and Perks that got some nice prizes.

Continue reading

Enough Cookies For All


Matt “Gstaff” Grandstaff brings some thoughts on the Fallout 10th Anniversary Contest:

The winner doesn’t come from me. I listed several dozens that I saw as “favorites,” but the devs ultimately decide this based on what they like, what fits, what’s funny, what isn’t already in the game, etc, etc.

We’ll be giving out bonus prizes for stuff that gets our attention. I suppose that could include ideas we’ve already come up. Maybe the “you read my mind” award.
When someone favorites something, they all get moved to one area. I’m not sure if there was a way to track who made each one a favorite, but all the devs had access to the portal we created.
I think we all get enough cookies.

My personal favorite was one that was actually shared in a team meeting shortly after we launched contest (within like the first two days of the contest).

A few weeks to go until we know the winners.

The Results are Coming


So when are we going to know the results of the Fallout 10th Anniversary Contest? Matt “Gstaff” Grandstaff had this to say:

If I had to guess, I’d say we should have stuff done by the end of the month. That said, Thanksgiving is towards the end of the month, so if possible, we might try to aim to have it done before then. So you know, I’ll be helping, but ultimately, deciding what goes in the game is a decision that lies in the hands of the devs. That said, I’ve seen some of the ones they’ve listed as favorites, and there’s some really creative ones.

Brief and Nuclear Roundup


Just some brief notes before we start a new week:

Matt “Gstaff” Grandstaff asked the Bethesda Fallout 3 forum community to help him out:

So between the moderators and some of you guys, I’ve gotten some requests that we update our emoticons (or smileys, or whatever you want to call them). Pete and I talked about it, and decided it would be fun t to see what you guys have to offer. As long as they’re in good taste (nothing to rude, lewd, crude or nude), we’ll consider them. If you come up with an idea, send me a PM with a link (feel free to share the links here). Not sure how many we’ll add, but if we get some feedback on the more popular ones, we’ll probably have to use them smile.gif
So get your BoS, Vault Boy, or whatever else seems relevant ready.


He also is warning that it will take a while until we find out the results of the Design a Perk Fallout 10th Anniversary Contest:

Almost closing time, yes…but we definitely have plenty to look over and go through before we can start handing out any prizes.


Fallout: A Post Nuclear Internet Union is the latest gathering of Fallout fans to appear, in this case from the Gamespot grounds.


Sorry for the off topic but if you are in my position, you really should read this thing from the Digital Hedonist:

On September 5th of last year I became the husband to my wonderful wife. We share a lot of things in common, but one of those things is not a passion for gaming. She’ll play a game occasionally, she kicked my behind the first time we boxed on Wii Sports.For the first six months or so of our lives together my gaming was a major source of conflict between us. But together we evolved, compromised and I can happily say we haven’t had a serious arguement about my gaming for many months now. It wasn’t easy, but we got there, so heres a few tips for you married gamers out there on how to make the transition from single gamer to married gamer.


And finally there are some changes to this blog coming out, I’ll just paste what I wrote earlier today from here:

I’m going to open the blog to outside contributors, people that find something interesting and can make a blogpost of their own, with me editing the final version. I’ll open it to the large majority of people that made comments, with no strings attached, if you never want to write you won’t. It’s one of the new things I’m going to make, together with a new theme (I want to try some new stuff, this place also exists for me to learn to function with WordPress) and a couple of articles and interviews.All coming in November.

Picture by Michail Zey.

4 Days Until the End!


Only four days until the end of the Design a Perk Fallout 10th Anniversary Contest, time to send your last entries!

Here is the list of prizes:

PC Grand Prize:
Your choice of an ATI or NVIDIA video card
Logitech G15 keyboard
Logitech G9 mouse
Logitech G51 Gaming Speakers
Vault Boy bobblehead
Vault Tec lunchbox
Fallout 3 t-shirt
Vault Boy decal

Console Grand Prize:
Xbox 360 Pro
Logitech G51 Gaming Speakers
Vault Boy bobblehead
Vault Tec lunchbox
Fallout 3 t-shirt
Vault Boy decal

Before Fallout 3 there was a One and a Two


From NMA:

10 years ago:

Project Update: We are working on a patch for some of the various bugs, and we are building and testing the localized versions for Australia and the UK. The translated language versions are waiting on translations back from the translators (German, French and Spanish). The FAQ page has been updated, please let us know any comments. — 16 Oct 1997 @ 1545 PST

That’s…not really a meaningful day at all, but still it looks to be the day we’re closing our anniversary celebrations with a second gift from Desslock. This time, it’s a post-release interview he did for his site with Fallout 2 lead designer and producer Feargus Urquhart. A bit:

Desslock: What’s next for the Fallout series, assuming the game is at least as successful as the original game? Don’t worry, we won’t hold you to anything <grin>

Feargus Urquhart: We are kicking around ideas for Fallout 3. Nothing official yet, but we are thinking of making it using a 3D engine. I don’t want people to panic here, because it is not going to be a 1st person shooter. We are just going to use the 3D engine to display an isometric world in 3D. So people will still play the game much the same way as they are doing now in Fallout 1 and 2.

You can read the rest here, I’m really going to miss NMA’s Fallout 10th Anniversary celebrations.

Still if you are a Fallout fan that wants some more Fallout goodness you can always play Fallout 2 again, now with Killap’s Unofficial Fallout 2 patch:

This patch has been in production for several years now and it fixes well over 800+ bugs left in the game since the official 1.02 patch. I suggest using this installer version as opposed to the manual one since the installer will do everything automatically for you. If you want to do things manually though, go ahead and grab the manual rar version. I hope you enjoy the best Fallout 2 experience yet!

Link: download Killap’s Unofficial Fallout 2 Patch (US/UK – installer).
Link: download Killap’s Unofficial Fallout 2 Patch (US/UK – manual install)

Link: download Killap’s Unofficial Fallout 2 Patch (Mac Version)

Back to the Future


From No Mutants Allowed:

Well isn’t this funny? Unexpectedly, the material keeps on coming. Desslock, the well-known RPG guru who used to run his own RPG news site on GameSpot and now has his RPG columns on PC Gamer, once interviewed Tim Cain in 1997, prior to the release of Fallout. And today Desslock was kind enough to provide this interview to NMA.

Great find, kudos to Desslock, it will be interesting to compare this to a Todd Howard interview made after the release of Fallout 3. Some highlights:

Desslock: Fallout’s detailed tactical combat, complete with critical hits, the ability to aim at specific locations on your target, etc. has been enthusiastically received by role-playing gamers who have previewed the Fallout demo. Do you anticipate that the combat system will be substantially similar to the one previewed in the Fallout demo?

Tim Cain: Yes, we’ve primarily just been tinkering with combat balance and AI. We have added the ability to speed up NPC turns, so you don’t have to wait as long for them to take their turns. The biggest change from the demo is the addition of critical hits and misses. These are specific to the critter you are attacking and the weapon you are using, and combat becomes even more strategic when you are trying to decide whether or not to shoot with a 20% to-hit number, since the chance of critical failure is proportional to the chance of missing. On the plus side, called shots have a better chance of scoring a critical hit (making groin shots even better), but since they are tougher shots, you may critically miss more too. It’s all a balance thing.[…]

Desslock: The graphics in Fallout look fantastic so far, and have a lot of gamers excited about playing a real, live role-playing game which looks so gooood. Great work, by the way. What resolutions and color depths do you intend to support in Fallout? Do you anticipate including any special graphical features, such as dynamic lighting, etc.?

Tim Cain: Fallout is a 640×480 256-color product. We do make use of dynamic lighting and special effects such as translucency (we have a Stealth Boy device that can turn you nearly invisible) and some gorgeous color-cycled animations (one of our artists managed to make the ocean waves lap at the shore when you go to the beach).[…]

Desslock: What are two features (perhaps among many) which you believe set Fallout apart from other role-playing games?

Tim Cain: First, different characters really are different. If you make a stupid character, he will have different responses to NPCs dialog, and therefore the game will take a different spin as certain adventure seeds are denied you. Similarly, starting with low combat skills could easily get you killed in the first adventure seed that is offered, since it involves big, dangerous monsters. Likewise, take a high Luck and you may find things in the wasteland that others cannot…

Second, how you behave in the game really matters. Be a jerk, and people won’t barter with you. Save a town and become a hero in their eyes. Join the bad guys and see a different endgame (not necessarily a lose game sequence either). In other words, this is a true role-playing game, and you are responsible for your own actions.

I love the NMA presents: Fallout’s 10th anniversary feature.

Picture from DuckandCover.

Perk Requirements

mysteriousstranger.gif kmasutra.gifmorecriticals.gif

On the subject of the Fallout 10th Anniversary Contest our friend Role Player asked this on the Bethesda Blog:

Something puzzles me though. You say we shouldn’t worry about any stat or level requirements. That’s fine. But how can we explain what we have envisioned for the Perk? Should people just submit some flavor text (ie., “you are strong and bulky”) and leave that as inspiration for the devs, or can we suggest actual game mechanics in the text (ie., “you are strong (+1 Strength) and bulky (+10lbs to inventory)?

Or, as an alternative, can we submit both the flavor text and a more technical description of the Perk in the contest entry?

Matt “Gstaff” Grandstaff had this to say:

I think if you want to get a little more technical about the stat, that’s fine if you think it will strengthen your submission. If there’s a perk that we REALLY like but find that the stat level requirements don’t match up with what we’re putting in the game, we can always work with the author of the perk.

Does that help?

Yep, that’s more clear now.

Pictures from TheVault.

Fallout Retrospective Interview at NMA


From No Mutants Allowed:

In celebration of Fallout’s 10th anniversary, NMA gathered a number of former leads that guided the series during its evolution at Interplay and Black Isle Studios. They answered us 10 questions looking back to the game, its influence on them and its fans, with one bonus question for two of them.

The leads are:

    • Leonard Boyarsky Fallout 1 lead artist and original game design
    • Chris Taylor Fallout 1 lead designer and original game design, Fallout Tactics senior designer
    • Feargus Urquhart Fallout 1 division director of Interplay TSR, Fallout 2 producer and lead designer
    • Chris Avellone Fallout 2 designer, author of the Fallout Bibles and lead designer of Van Buren (BIS’ Fallout 3) until he left for Obsidian
    • J.E. Sawyer Van Buren lead technical designer and lead designer until he left a few months before BIS closed its doors

It’s a great way to celebrate the ten years of the release of Fallout, a few highlights:

3. What bit of your work on Fallout were you most proud of?

Leonard Boyarsky
That’s a hard one, as I’m proud of so much of what I contributed to Fallout. If I had to pick one thing, it would be the mood/tone/50’s thing, because I can cheat and include things like the SkillDex (vault)guy and the intro and ending under that heading.

Chris Taylor
I’m most proud of the SPECIAL system, not because of how it finally turned out (there are bugs in the system and certainly, with some time, we could have improved it), but because we had a very limited amount of time to work on it and it was at a critical time in the development of Fallout. SPECIAL turned out pretty darn well for having been written in just a few weeks. The manual takes the runner up prize.

Feargus Urquhart
On the original Fallout, I was happiest with what I did with the Hub. Some of my work was taking a really complicated design that wasn’t really working and making it work. But, I also added the quest for the Blade Runner pistol that Jason was nice enough to make for me, even though I think he thought I was being silly. And, I also spent a ton of time balancing where the guards were and how they were equipped to make it really, really hard to steal stuff early in the game but just a hard fight later in the game.
I was also happy with what I did with the Boneyard and Adytum, which was again to take a broken design and make it work. I was happy that was able to add the Hardened Power Armor and Turbo Plasma Rifle pretty much at the last minute of the game. Of course, I’m still pretty embarrassed that I screwed up the balance of the later part of the game by reducing the AP requirements on the Turbo Plasma Rifle.

And lastly, I stopped Fallout from Gold Mastering for an extra day because I felt the Barter equation was broken and need to be fixed. It wasn’t a very popular decision on the team or with management, but it was the right one and Bartering worked out much better because of that.

Chris Avellone
All the pre-production work on Fallout 3, and the theme that was planned for Fallout 3. Following that, I was proud of the area design for New Reno along with the multiple branching and reactivity, and finishing up the quests and characters in Vault City, including all the little bonus reactivity events in Vault City (the singing caretaker, the broken auto-doc, yanking all the ammo out of Marcus, Vic and Valerie’s sequence, the Captain of Vault City, and some of the fetch quests).

J.E. Sawyer
Revising SPECIAL for Van Buren. In retrospect, I may have made a few choices differently, but overall I think the system needed an overhaul for clarity and balance reasons.
I also really enjoyed working on the “Poseidon-tier” technologies for Van Buren. They were a bunch of unfinished projects that science-oriented characters could complete to gain goodies like the ARTEMIS Light Rail Gun and HERAKLES Power Fist. The story behind the projects helped tie the Enclave to Poseidon, which was fun.

10. What advice would you have for someone making another Fallout game?

Leonard Boyarsky
That’s tough. I wouldn’t even know where to start, as Fallout was really a reflection of us and our personalities at that time, and we had nothing to live up to. We were just fired up about making our little game and we poured ourselves into it.

The only advice that comes to mind is to realize that its humor comes from a juxtaposition of the powers that be in the Fallout universe trying to put forth a silly ‘everything’s great!’ attitude and the stark reality that actually exists in the world. And even though there were some silly things in it, like the crashed flying saucer, overall it was more dark humor than silly humor.

Chris Taylor
No advice, but I wish them the best. I’m a fan myself and I look forward to FO3.

Feargus Urquhart
In the end the specific aspects of the rules system, the game perspective, the locations, all of those don’t matter when it comes to making a Fallout game. It is the feeling of Fallout. It’s the Overseer kicking you out, it’s getting to kill both Killian and Gizmo, getting to play at being Mad Max, having Dogmeat around and winning the game the way you want to win it.

Chris Avellone
Don’t do one. Do something better and raise the bar even higher.

J.E. Sawyer
Establish a vision and go with it. The Fallout games are great, but to progress the series, you need to separate the wheat from the chaff and build on top of that. Refine the strengths of the Fallout games and add new innovations. There’s a lot of dissonant noise from fans about what those strengths really are. And that’s fine. It’s not their job to make the game. They aren’t a team. But you have to be able to get to the heart of what’s really important.

There are probably a lot of decisions that you will make that infuriate a lot of people. If you feel those decisions need to be made, do not half-ass them. The people still will be infuriated, and what you are making will suffer overall because of those compromises. A compromise made for reasons of scope or quality — that might be a good compromise. Compromises made to quasi-please the average audience member aren’t a good thing, especially not with a concept as strongly expressed as “Fallout”.

And whatever you do, make sure you nail the art, the music, and the sound. That’s the stuff that transcends rules and combat systems and dialogue trees.

Must read roundtable interview, good work NMA.


Fallout 10th Anniversary Contest: Chengs Ideas


So the Fallout 10th Anniversary Design a Perk Contest is still on, and it will be until the end of the month. Meanwhile Bethesda’s Ashley Cheng showed a few Perks of his own, that won’t be featured in the game:

Token Asian: If there aren’t any Asian people living there, I’m not living there either! With Token Asian, you can detect any near by Asians and be comforted by their presence. If your perception is high enough, you’ll see the nearest Pho, too!

The iPip
: This perk enhances your pip boy, allowing you to turn it sideways and flip through your inventory with the touch of your finger – complete with original album covers. Google maps optional (but highly recommended).

The (After) Life of the Party: Unlocks a new signal in your Pip Boy that plays Fall Out Boy’s The (After) Life of the Party over and over again – as if you had set it on repeat one afternoon when you needed to concentrate on putting some layouts and builds together so you shut the door to your office and this song came on and you became obsessed with it for some reason so you set it to play the rest of the day.

Hair Magnet: You are now specially tuned to the Earth’s electromagnetic field and are able to lift cat hairs off furniture, rugs and carpets without the use of the vacuum.

Don’t worry, they are on the cutting room floor 🙂

Vault13: Timeline


From The Vault:

The timeline is one of the oldest released Fallout design documents, written by Scott Campbell. It was released on October 6, 2007 at The Vault, as part of Fallout’s 10th anniversary celebration. You can also download the timeline as a PDF file.

If you are interested in the changes that took place later, or in some Fallout/Vault13 speculation like me this is a must read, one example:

2077: Armageddon

  • It is not known which country pressed the button first. On October 23, 2077, dozens of 20 kiloton warheads are on their way to their US targets.
  • The Shelter Drill sirens begin to wail. Many US citizens ignore the warning believing it to be just another false alarm. The few that heed, are sealed within their sheltering vaults.
  • The Americans, unable to stop all the incoming missiles with satellite defenses, launch a counterstrike at the offending country. Other countries, seeing the US’s missiles on their way, fire their warheads as well. What ensues is two hours of nuclear bombardment upon the earth’s surface.
  • The effects are far worse than most imagined. The earth’s faults shift violently. California is ripped from the mainland. Mountain ranges thrust themselves through the soil. Whole lands are submerged under floods of water.
  • A week after the initial blast, a black rain begins to fall. Plants and animals both go rapidly into extinction.
  • But, it is the unexpected that has the greatest effect upon the world. The military base where experiments on the FEV-1 were underway was all but obliterated. But the canisters holding the virus were still within, and they lie cracked and spilling their contents into the air.
  • As the virus is swept up upon the nuclear winds, the radiation causes the virus to thrive and multiply. Within a month, the virus is in every non sealed water supply around the world.
  • The secret military base housing FEV-2 remains intact. The base itself doubles as a Vault, and the Soldiers and Scientists sealed inside go about their pre-apocalypse duties.

This was released as part of the Fallout 10th Anniversary celebrations, as usual great work Ausir.

Inside the Vault, Fallout 10th Anniversary edition


From the Bethesda blog:

This week is a special Q&A for Inside the Vault in honor of the 10th anniversary of Fallout. One question. Lots of answers. We asked the team: What did you like best about the original Fallout games? This was a fun one to put together, a terrific read. Even a couple of developers from our sister studio, Zenimax Online Studios, chimed in.

A few examples of the answers:

Todd Howard, Executive Producer
It’s always been the initial opening for me. It’s one of the all-time great intros. From the opening strums of the Ink Spots, Vault Boy watering his plants while being locked in a Vault, Galaxy News, “our boys” in Canada executing someone and waving at the camera, a car that does 0 to 60 in .5 seconds with “no electronics”, the final pull-back to a destroyed world, to the opening line of “War. War never changes.” Within one minute, you’re completely sold.

Emil Pagliarulo, Designer
I loved the true open-endedness of the world, and the fact that I was this lone guy in a completely unknown world, and had the power to shape my own destiny in whatever way I saw fit. In Fallout, the Vault Dweller could be anything I wanted. So in a lot of ways Fallout was the progenitor of the “sandbox” game, and its principles have been replicated in everything from Oblivion to Grand Theft Auto.

Orin Tresnjak, Programmer
I loved the level of freedom—the way they dropped you into the world with little guidance and let you discover things for yourself, with multiple ways to handle most situations. The bleakness and moral ambiguity of the setting was another big one—rather than giving you a choice between mustache-twirling evil and total virtue, they let you develop an organic, complex character. They’re probably the only games that have made me stop to think about the moral implications of the choices I was making.

Gavin Carter, Producer
The best thing about Fallout was how singular it was, and even today, how singular it remains. While most RPGs were content with riffs on the swords-and-sorcery motif, Fallout rejected any notion of standard. The setting and basis for the game are so bizarrely unique that trying to sum it up in a few sentences is nearly futile. It’s Mad Max meets Leave It to Beaver, Flash Gordon meets Barefoot Gen, The Jetsons meets global thermonuclear war. Fallout managed to maintain a near-perfect atmosphere of gritty seriousness without losing its sense of humor. Combine that with the freedom, violence, depth of plot and characters, and it’s little wonder that people are still carrying the torch for the game, even ten years later.

Interesting read, you can check the rest here, and I’ve snatched it to the articles section, where you can find it here.

Fallout 10th Anniversary Contest Official Rules


Here are the rules:

  1. The Fallout 10th Anniversary Contest presented by Bethesda Softworks LLC (the “Contest”) begins at 12:00 a.m. Eastern Time (“ET”) on October 1, 2007 and ends at 11:59 p.m. ET on October 31, 2007 (“Contest Period”).
  2. Eligibility. Contest is offered to individuals who are at least eighteen (18) years old at the time of entry and have Internet access. Employees, producers and directors of Bethesda Softworks LLC (the “Sponsor”), ZeniMax Media Inc., their respective affiliated and subsidiary companies, advertising and promotional agencies, and the immediate family members (spouse, mother, father, sister, brother, ward, daughter or son) or members of the households of such employees or directors or family members (whether or not related) are not eligible to enter or win a prize. By entering, you agree to be bound by these Official Rules and the decisions of Sponsor, which are final and binding in all respects.
  3. To Enter:
    1. All submissions must be submitted via the official Contest page and received during the Contest Period, and must be in English. Entries must be submitted in jpg, gif, or png format only. Maximum size: 90 kb. Maximum dimensions: 100 pixels x 100 pixels. Submit your entry using the official entry form found upon acceptance of these Official Rules (see bottom of page) . No other method of entry will be accepted.
    2. Your entry may not include copyrighted or trademarked materials, including but not limited to logos, artwork and images, other than that which has been permitted for use by the Sponsor. The use of copyrighted or trademarked material NOT owned by Sponsor or yourself is STRICTLY PROHIBITED. Your entry may not include inappropriate language or sexually explicit content.
    3. Entries received after 11:59 p.m. Eastern Time on October 31, 2007 will be deemed ineligible for participation in the Contest. Any attempt at entry except as above stated shall be void.
  4. Judging. The winning submission will be determined by Sponsor in its sole discretion. The winner will be notified via e-mail or telephone and announced on the Fallout website. Entrants agree to be bound by the Official Rules and any and all decisions of the Sponsor, which are final and binding in all respects.
  5. Grand Prize: PC Grand Prize:
    Your choice of an ATI or NVIDIA video card
    Logitech G15 keyboard
    Logitech G9 mouse
    Logitech G51 Gaming Speakers
    Vault Boy bobblehead
    Vault Tec lunchbox
    Fallout 3 t-shirt
    Vault Boy decal OR Console Grand Prize:
    Xbox 360 Pro
    Logitech G51 Gaming Speakers
    Vault Boy bobblehead
    Vault Tec lunchbox
    Fallout 3 t-shirt
    Vault Boy decalIn addition, the winning entry will be included in Fallout 3 and the winner will receive in-game credit. Continue reading

Fallout 3 Forum State of the Art


Things have been slow on the Bethesda Forum Fallout 3 forum, still a few highlights for you, starting with the discussion about the Morbus Gameplay Rant article that you can read in this blog article section. The reactions went from forum member JFiresom excited “Great great read! Made back in early July and still so true even after so much info has been released” to skeptical Bethesda Dev Jay “RadHamster” Woodward:

I moused over that post, but the all-important snark box just said, “An angry post.”

So I click-dragged to look at it, and got this lovingly crafted description: “You see nothing out of the ordinary.”

I am kidding. evillol.sml.gif Remain seated, please.

Well moving on, the Create a Perk topic is proving to be quite entertaining, with Matt “Gstaff” Grandstaff posting this:

I hope you guys are submitting some of these. We’re definitely looking at funny/creative ones for prizing. Will that be the key to winning…I don’t know, but I’m sure whichever one cracks up the most people at the office is going to get some sort of prize.
A bit earlier, someone asked if I had any favorites. Cant get into that, but right now we’ve implemented a system that lets folks in the office tag some as “favorites.”

Still with Gstaff answering this statement:

Ninja Elf: I wish they wouldn’t be so insulting, saying they want to simplify it so the common console user can understand. No offense, but it’s not like a select group of geniuses were the only ones playing the original fallout series. If they could grasp the rules and system and enjoy them, anyone can.

Gstaff: I don’t think we’re trying to insult anyone…it’s really just the way we wanted to make the game.

Intense. Well finally the question if Bethesda devs actually listen to the fans got this reply again from Gstaff:

They definitely are reading and listening to what folks have to say. When I go downstairs to get lunch (today’s chicken and mashed potatoes were fantastic), I’ll usually see at least 3 or 4 screens with the forums open while they’re on their lunch break, and that’s just from going through one row of devs.

Of course, those guys are lucky enough to have 2-3 monitors at their desk, so why wouldn’t you be reading the forums?