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Puuk interview part 2
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Odin
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PostPosted: Fri Feb 04, 2005 22:51    Post subject: Puuk interview part 2 Reply with quote

Josan of Winterwind Productions informed me that he had posted the part 2 of his interviews with Damien 'Puuk' Foletto (former Bis employee), here's a bit about Van Buren/Fallout 3 from that interview:
WW: As every Fallout fan knows, the story of Van Buren has the player falling asleep in one prison cell and awaking in another, not knowing how or why they're there, and managing to escape into the desert being pursued by robots. There was also a mad goddess with a cult of worshippers. Can you tell us any more of the story line?

DF: I’m sure I’ll miss a lot, but I’ll try. The overall story involves the player discovering he is a carrier of a nasty virus that if it does not kill you, it makes you sterile. After “escaping” the prison because of a strange assault by what looks like NCR soldiers, the player immediately has the freedom to go where they want. During the course of his adventures, the player discovers that in order to get the prison robots to cease their pursuit, the player must hunt down and retrieve several escaped prisoners and return them to their cell, where the prison computer checks off the prisoners from its list. The player later discovers that returning the prisoners conveys to the computer where the prisoners went to and how far the virus has been spread throughout the wasteland. Once enough prisoners have been tallied, the computer unlocks an orbiting nuclear missile station and begins a countdown to “cleansing” the land. As it turns out, this is the situation the main bad guy wants, because he wants to “cleanse” the earth’s surface (at least the American portion) so he can start the human race anew. The player is then tasked with finding a way to the orbiting station to stop the bad guy – or help him, if he so chooses. I’m sure I forgot quite a few things. Oh, and the orbiting station looks like the round, spinning 50’s conception of orbiting stations and the rocket that takes the player there looks like a cone-shaped rocket with fins; very 50’s as well. In fact, the concept art was based on 50’s illustrations from pulp sci-fi publications from the time. No space shuttles, to quell the sceptics.
There are some more goodies in that interview, so get on over and read it.
Link: Damien Foletto interview part 2
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Dove
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PostPosted: Fri Feb 04, 2005 22:55    Post subject: Reply with quote

Damn, I sure would have liked to play it.

The virus thing has been done to death, but it would have worked well in this situation, and I was glad to hear about fifties style rockets instead of a space shuttle.
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PostPosted: Fri Feb 04, 2005 23:16    Post subject: Reply with quote

Dove wrote:
Damn, I sure would have liked to play it.

The virus thing has been done to death, but it would have worked well in this situation, and I was glad to hear about fifties style rockets instead of a space shuttle.


At least its not a repeat fallout 1 storyline like fallout 2 did so well. I like the sounds of it though of course, a game is just about its fun factor as it is the overall storyline. Sigh, I wish it woulda been finished.
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Josan
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PostPosted: Fri Feb 04, 2005 23:20    Post subject: Reply with quote

We all do. I was almost seriously depressed writing the interview. We had about 10 questions we didn't ask because it was just sad.

I still cackle over his answer to my question about Herve though. Good fun.
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PostPosted: Sat Feb 05, 2005 0:15    Post subject: Reply with quote

Quote:
WW: You're a known fan of MMORPGs (see the article Damien wrote for Winterwind on MMORPGs ). Herve Caen (having refused to let IPLY die with dignity) claims that IPLY will survive and develop/release Fallout Online (known affectionately as FOOL in fandom). What would your response be if Herve knocked on your door tomorrow and asked you to be the Lead Designer of FOOL?

DF: A swift punch to his face followed by hysterical laughter and letting my kitties use his face as a litter box – not that I’m bitter, or anything…



Get into the line Very Happy


Quote:
WW: In your opinion, what was Interplay's "biggest mistake" and what could/should the company have done differently?

DF: Not having been in upper management, again it’s hard to say what I would have done differently. I’m sure the management thought they were doing the right things, but the current state of the company I think tells a different story. But, to be blunt and honest in the short term, and if I had omnipotent power, I would have canned FOBOS, continued F3 and seen it ship. If I went back even further, I would have done F3 instead of “Fallout: Tactics” and found some way to save BG3 – if I were omnipotent. There’s nothing wrong with a company trying their hand in the console business, but IPLY struggled with making good console games, the exception being BGDA (which was actually done by Snowblind with Chris Avellone as lead designer). IPLY’s strength was in PCRPG’s and they should have stayed focused in that direction until they had the actual revenue to experiment with console games and do them well. But what do I know; I’m just a designer.



This is my stand on this too, but it`s debatable. Any thoughts?


Quote:
WW: During the development of both Jefferson and Van Buren, the mass exodus began. Feargus Urquhart, Chris Avellone and several others left BIS to form Obsidian. J.E. Sawyer left shortly before the demise of BIS yet you, Chad Nicolas and Jeff Husges kept the faith and continued regularly posting on the forums, interacting with the fans, answering questions, dropping hints right until the end. How damaging were these departures to the morale of the team and how hard was it to put on a "brave face" when going into work each day and posting on the forums considering IPLY’s financial difficulty?

DF: It was very tough. Losing those people hurt the project and they were missed, but we pulled together and were able to continue work. It was our trust in being able to complete this project and believing in the project that kept the rest of us going. What made it even harder was when assets – artists, programmers, designers – were pulled off F3 to work on either FOBOS or BGDA2. We were continually promised those assets would be replaced, but obviously they never were. We were also able to keep our hopes up since upper management kept saying that they were 100% behind F3 and wanted to see it through to the end, right up until the weekend that would be our last at BIS, we got this message. Needless to say, I was pretty pissed when we got laid off. Being lied to and deceived does not sit well with me, and I let them know it during my exit interview.



Molitor probably pissed his pants, Puuk is huge


Quote:
WW: Of Jefferson and Van Buren, did you have more of an attachment to one over the other. In other words; which game was more "painful" to lose?

DF: Fallout 3 was definitely more painful to lose. We designers had a lot of creative freedom in this game and the areas showed it. Each area probably could have been its own game; there was so much to do. I know some of my best work went into F3. I have a particular fondness for an area I created called, “The Reservation.” It involved ghouls, a nuclear research facility, drug trafficking, trade, deceit, coup-de-tat, and all kinds of other wonderful ways to throw a wrench into the works. *Sigh*



From what i know from the game that particular area is my favorite, even more than Junktown.

Great interview Winterwind crew, you rule Puuk.
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Josan
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PostPosted: Sat Feb 05, 2005 0:23    Post subject: Reply with quote

Thanks Briosa and yeah, from what I've heard, Molitor did.
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PostPosted: Sat Feb 05, 2005 0:37    Post subject: Reply with quote

A very interesting interview. I like it how with every new interview Puuk spills a bit more info about Van Buren. Judging by what he divulged so far, I would say the team really listened to 'hardcore' fans and strived to make Fallout 3 more like the first game than the second. How unfortunate that it was canned.

The comment about Herve and FOOL was priceless. I like a developer with an attitude, so I hereby officially proclaim Puuk my role model. May his statements and actions continue to inspire me for years to come.

By the way, Brios, that link doesn't work.
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Briosafreak
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PostPosted: Sat Feb 05, 2005 1:15    Post subject: Reply with quote

I just asked someone to try it and it works, are you sure Ratty?
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PostPosted: Sat Feb 05, 2005 1:30    Post subject: Reply with quote

I fixed it. You had an extraneous letter at the end of the URL, which was sending the link to a 404 page.
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Brother None
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PostPosted: Sat Feb 05, 2005 1:44    Post subject: Reply with quote

Link works for me.

Briosafreak wrote:
This is my stand on this too, but it`s debatable. Any thoughts?


Oh c'mon, you know damn well it is far deeper and more complex than that. Sure, Interplay under proper management might've survived for some time on PCRPGs, if it shrinked significantly as a company (basically shrinked INTO Black Isle, in fact, kind of redic)

Look, let's face facts here, hindsight has 20/20 vision and hindsight says Interplay was doomed from the moment Titus stepped in (and the fuck-ups leading up to the Titus takeover, too). Now I'm still completely unclear on what exactly the long-term plans were for Interplay from the Titus point of view, but money-whoring comes into view. Titus from the get-go showed about as much dedication to gaming as the Bushes does to world-peace.

And then there's the whole shady dealings and pumping money into Titus thing. It's a bit of a get-rich-quick scheme and I supposed it worked for the Caen brothers (WHY those guys are not in prison is beyond me).

Your economics knowledge is greater than mine, though, Briosa, and you also know of the mysterious trades changing hands way below stock price etc. It all smells of dirty bussiness to me and not the kind of bussiness Interplay ever had much hope of surviving.

The French, ey?

Puuk wrote:
DF: Fallout 3 was definitely more painful to lose. We designers had a lot of creative freedom in this game and the areas showed it. Each area probably could have been its own game; there was so much to do. I know some of my best work went into F3. I have a particular fondness for an area I created called, “The Reservation.” It involved ghouls, a nuclear research facility, drug trafficking, trade, deceit, coup-de-tat, and all kinds of other wonderful ways to throw a wrench into the works. *Sigh*


I can imagine that for Puuk, having a greater attachement to Fallout 3, but I'm not losing the fact out of sight that Baldur's Gate 3's loss is a far greater wound to CRPG gaming, not just because of popularity either.
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PostPosted: Sat Feb 05, 2005 1:45    Post subject: Reply with quote

Oh thanks Koty baby
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PostPosted: Sat Feb 05, 2005 3:05    Post subject: Reply with quote

Quote:
Each area probably could have been its own game; there was so much to do. I know some of my best work went into F3. I have a particular fondness for an area I created called, “The Reservation.” It involved ghouls, a nuclear research facility, drug trafficking, trade, deceit, coup-de-tat, and all kinds of other wonderful ways to throw a wrench into the works. *Sigh*


Damn it, that was torture. That area sounds perfect.

Puuk, if you read this thread, what were some of the history tibits you guys included in FO3? There must have been some interesting things. Stuff about the vaults... etc.
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PostPosted: Sat Feb 05, 2005 3:05    Post subject: Reply with quote

Briosafreak wrote:
I just asked someone to try it and it works, are you sure Ratty?

It works now. Sorry for the fuss.
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PostPosted: Sat Feb 05, 2005 4:38    Post subject: Reply with quote

Damn it, every word just adds tears to my eyes. This morning driving to school, I thought about what it would've been like if FOBOS had never been developed and instead, those resources went to FO3. Can you imagine a world with fallout 3? I can... It has pixies dancing around and mermaids swimming in the seas. Sigh, I want my pixies Sad.
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PostPosted: Sat Feb 05, 2005 4:50    Post subject: Reply with quote

Our pixies were grabbed, their wings ripped off, and had two evil Frenchmen pissing in their eyes.

Damn you, pissing Frenchmen.

Damn you to hell.
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kumquatq3
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PostPosted: Sat Feb 05, 2005 7:19    Post subject: Reply with quote

NCR_Ranger wrote:
Quote:
Each area probably could have been its own game; there was so much to do. I know some of my best work went into F3. I have a particular fondness for an area I created called, “The Reservation.” It involved ghouls, a nuclear research facility, drug trafficking, trade, deceit, coup-de-tat, and all kinds of other wonderful ways to throw a wrench into the works. *Sigh*


Damn it, that was torture. That area sounds perfect.

Puuk, if you read this thread, what were some of the history tibits you guys included in FO3? There must have been some interesting things. Stuff about the vaults... etc.


Like throw backs to the last two games?

Well, the prison cell the PC awakes in is cell 13 Smile

Harold the Ghoul is found in a place called The Nursery , but thanks to the tree in his head, has been marked as an "interesting
specimen" and has been prevented from leaving by the
Nursery's security bots.

You meet suliks sister

currency went back to bottle caps

they referenced the events of Fo1/2, but in vague ways, like a npc talking about how some crazy tribal was stirring things up back west and stuff like that.


Last edited by kumquatq3 on Sat Feb 05, 2005 7:29; edited 1 time in total
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kumquatq3
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PostPosted: Sat Feb 05, 2005 7:29    Post subject: Reply with quote

O, more on the ending puuk talked about, because it sounded just so fuckin great:

After Presper (bad guy) and his crew are dealt with in the usual Fallout way (combat, diplomacy, stealth, or science), the Prisoner is still left with a countdown to launch. Unfortunately, he can only do so much. There are two certainties on the BOMB-001: missiles *will* launch, and a lot of people *will* die. The Prisoner will face the difficult choice of determining which part of the wasteland gets blasted. He can't cheat by blowing up empty land; the BOMB-001's computer is too smart for that, and won't fire on invalid targets (Note: the "targets" are towns supplied to the computer by another computer, kind of a long story). A high Repair skill will allow the PC to disarm some of the bombs, but there's not enough time for them all. Same for the Science skill and hacking the computer.

I just think it's a great ending for a FO. Even if your good, someone is going to lose, and you have to decide who.

Apparently, tho I'm not sure on this, the evil option is to target extra places to get nuked.

The bombs drop, the satellite blows up (either self-destructing or just falls apart from being in orbit so long), and the Prisoner and companions escape in an emergency pod.

Cue movie, maybe "I Don't Want to Set the World on Fire" is playing as the pod arcs over the Earth. Large nuclear blasts can be seen dotting the lands beneath the clouds.

End slideshow presentation fires. Of course, there's not complete destruction, or there wouldn't be much of a slideshow. Just enough to give an emotional kick to events, especially if the player spent time making a place better and than had no choice but to nuke it in order to save some other place.
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PostPosted: Sat Feb 05, 2005 9:39    Post subject: Reply with quote

Wow.

If there ever was a Fallout ending, that's it. Crying or Very sad
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PostPosted: Sat Feb 05, 2005 11:13    Post subject: Reply with quote

I... I don't know what to say.

That ending would've rocked on so many levels.
Damn, I'm half in tears here
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PostPosted: Sat Feb 05, 2005 14:51    Post subject: Reply with quote

kumquatq3 wrote:
The bombs drop, the satellite blows up (either self-destructing or just falls apart from being in orbit so long), and the Prisoner and companions escape in an emergency pod.

Cue movie, maybe "I Don't Want to Set the World on Fire" is playing as the pod arcs over the Earth. Large nuclear blasts can be seen dotting the lands beneath the clouds.

End slideshow presentation fires. Of course, there's not complete destruction, or there wouldn't be much of a slideshow. Just enough to give an emotional kick to events, especially if the player spent time making a place better and than had no choice but to nuke it in order to save some other place.


Reminds me of the ending straight out of Dr. Strangelove there. Awesome idea, and keeps the dark theme of Fallout if even when you win, you still sorta lose Smile.
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