Fallout 3 Interviews
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3dz: OK, let's talk about the balance between role-playing and action elements in Fallout 3. It seems that RPG elements are a bit hardcore, while the action feels more like a FPS. Is this intended?Meristation ran a community interview.
BT: Well, we want people to feel like they can play the game however they like. If you'd rather play it like a story-driven FPS and not get into the stats and role-playing, feel free. If you really want to power game and get into the stats and numbers and how best to buff out your character, or spend all your time in dialog, or however you want to roleplay, you can do that too. We don't think it's up to us to tell you how you should play the game. We want to give you that freedom and let you go, and do, whatever you want, however you want.
Staff: Peter Molyneux rated Fable 2 with 9/10 and for the reviews so far, it seems he was pretty honest. What rate would you give to Fallout 3 if you have to write a review?And Evereye.it ran a similar community interview.
I would never even think of giving a score publically. Not my job. That's for the press and folks like you to decide and debate.
After all this time, I still enjoy playing it. I took a break from work and played for a couple hours last night and had a lot of fun. That's all that matters to me.
I think that's all the time I have for today. Thanks very much for the chat and for your interest in Fallout 3. Only a little over a week to go before it's here. Hope you have a chance to try it and enjoy playing it as much as we enjoyed making it.
leaving the decisive influence of Ultima Underworld apart, what were the reasons and the first ideas that you had back then that pushed you toward this direction?And if you're looking for more opinion on Fallout 3, Fallout 3 fansite Planet Fallout asked well-known Fallout fan/journalist Desslock about his impression of the game.
We don't think the things you're talking about are mutually exclusive. First of all, Fallout wasn't a game about precise party management. You could have companions, but the focus of the game was still on you and your character since you had limited controls over your companions. We felt the heart and soul of the game was about going where you wanted and being whatever kind of character you wanted to be in this world and having to make some tough choices.
Yes, we wanted to create a really amazing visual world, but that has nothing to do with characters or story. The people who make the art and graphics aren't the same people writing the dialog or stories. We wanted one to compliment the other, to have the visuals held immerse you in this world, to help you suspend belief and place yourself in the game. So we focused on keeping as much of the original games alive as possible, while adding some new ideas...1st or 3rd person to really put you in the world, a mix of real-time combat and a paused-mode that is similar to the turn-based combat of the originals, but which allows the player to choose when to pause the game instead of stopping the action every time you see a rat, etc.