Good Old Games Launches Fallout Week
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Tim Cain recalls one particularly difficult quest in which players are assigned to find an orphan's lost dog. "You go looking for an orphan's puppy, only to find that it's gone rabid and you have to put it down. Then when you try to explain it to the boy, he attacks you. What do you do in that situation? Fight? Run? Disable the boy somehow? That kind of moral ambiguity was the inspiration for many of Fallout's quests."Good stuff.
Players quickly realized and embraced their role as co-authors of Fallout's dynamic story. Such flexibility added flair to standard RPG quest fare such as rescue missions. "I loved going to rescue Tandi from the raiders, but I never took her home to her father," says Cain. "Instead I gave her a weapon and dragged her all over the wasteland as an involuntary recruit. She was a pretty good shot too. I took her anywhere but back to Shady Sands, even though she complained a lot, and I think she died somewhere in the mutant base, trying to run through an electrified field. Good times, Tandi," he sighs, "good times."
Shady Sands prompted Chris Taylor to recall similarly bittersweet memories. "I accidentally started a fight in Shady Sands and ended up killing the entire town over a pretty minor reason--which I can't actually remember--but I was shouting to Aradesh to try and settle things peacefully. I felt bad about gunning down the inhabitants of Shady Sands. It didn't stop me from looting their corpses, but at least I felt bad about it."