Fallout 3 Interview
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IGN AU: What did you learn from making Oblivion? What didn't work?Spotted on F3:APNB.
Pete Hines: There's no giant 'we can't ever do that again' stuff. It's more how do we design quests, what kind of choices do we let the player make, how do we account for things we think the player might try and do and anticipate those? So that they're like 'Oh, I wonder what happens when I do this?' And then there's actually something in the game that acknowledges it and takes it into account. And they go 'that's really cool that I got to finish this quest in a really unique way and the game recognised that and gave me a satisfying response.'
In Oblivion the most extreme example is the bandits, who's armour keeps going up and up as you're playing through the game. Suddenly they've got glass armour and amazing weapons. It was an obvious thing that didn't feel right. So we've spent a lot of time on making sure that the player has the ability to go where they want and do what they want, but to also provide them with situations where they're getting in over their head so they've got to leave and come back. Or they're getting into situations where they're further through the game and their character is really tough and they get in there and they kick ass and feel like a bad ass for a while because they've spent a lot of time buffing up their character.
We've certainly tried to put more stuff on the screen in front of the player to make the world more believable. The dialogue is much more specific to those characters, as opposed to generic lists of things they can talk about. A lot of it is just tweaking and refining stuff that the player won't even notice. Stuff that we're doing behind the scenes to improve the way the game performs. A lot of it is taking those lessons and learning how to apply them better.
You know, Fallout is a very different game [to Oblivion]. You've gone from swords and melee weapons and one ranged weapon to now where you've got lots and lots of ranged weapons. It almost flips the gameplay balance stuff.
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IGN AU: How do the choices you make about whether you play as a good guy or a bad guy affect the game?
Pete Hines: I don't think there are enormous differences. It's more the choices you make on a quest by quest basis. Whether or not you want to play them as a good guy or a bad guy and what the end result of that choice is. So it's not so much about people not talking to you because you're a bad guy with bad karma, as much as it is about using the karma to keep track and keep score on the kind of character you're playing. We want that reward and that payoff to be more in the choices you make and have it be more immediate. 'I'm playing this quest. I chose this path to try and finish the quest this way and how fun or interesting or rewarding was that experience based on the choices I made.' Or if you're playing as an evil bastard we want you to feel like the quest played out in a really satisfying way for me trying to be an evil bastard.
IGN AU: Tell us a little about how health system being tied to water levels has evolved in Fallout 3.
Pete Hines: It certainly plays off the original games where water was a big focal point - a theme. We've continued on that legacy. Water is a big, important resource in this world. Where you get it and what kind of radiation you take from it and what kind of health you draw from it.
We're playing up this idea that you're in this post apocalyptic world with all this radiation around and how it is affecting you as a player and what sort of impact is it having on you and what you're able to do. It gives you something else to manage and keep an eye on as you move through the world.
IGN AU: On the radiation point, if you're choosing to carry the Fatman gun (a mini nuclear bomb slingshot) and use it heavily, will that add to your radiation level?
Pete Hines: The Fatman itself doesn't but if you go into any of the locations where one of its nukes has gone off then that will give you radiation. So if you shoot an enemy over there and an explosion goes off and you wander into it, then there will be radiation in that area for a period of time that you will take damage from.
IGN AU: Was it tough balancing the RPG and FPS elements so that both felt right?
Pete Hines: We certainly spent a lot of time on that because we felt that the shooter element, what you're doing minute-to-minute, has to look good and feel fun. If that's all you do for ten minutes it has to feel good. There is all this other stuff you can do behind the scenes. It's not just a shooter. It's not that limited. But the shooting has to be good. Because 99 per cent of people at some point are going to pick up a gun and start shooting stuff and if it doesn't feel right and doesn't look right then we have a big problem. We did spend a lot of time on that because we felt it was important to get it right.
I think from our internal play-testing, and from some folks who've been able to play it recently, the feedback is that it feels pretty good. It's clearly not just a shooter but it holds up well when you're just running around shooting stuff.