Fallout 3 Interview
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Q: Fallout 3 shows a joy for violence, but that seems almost in conflict with the good/neutral/evil divide. If you choose to play good, do you play a less violent game, or is it righteous violence?
Emil Pagliarulo: You know, that's something else as a developer you also have to come to terms with. What does karma mean? In the real world, it's bad to kill anyone. You could argue to kill even the bad guys. In a videogame setting, it's good to kill the bad guys. So you can still get your jollies so long as you're killing the baddies. But it's tough - that's a place where a lot of the fans disagree - you end up handing out karma inconsistently. It's something we're still trying to balance.
Gavin Carter: What we can do is provide different avenues for the player. A big thing with the original Fallout is you could talk your way out of certain situations. You could got to the Master and talk him to death. We wanted to provide a lot of different avenues. You have to decide for yourself. Is shooting mutants something my character is going to do? In some ways we'll provide non-lethal combat options, but a big part of this game is the incredible level of violence. It's something people find a lot of fun, so it's not something we're going to back off from. The old Fallout had a slider for violence, you could turn it down if you wanted. We joked that on our options we were going to have one, but it would be taped in place at the max.