1UP interview with Emil

Discussion in 'NMA News and Information' started by Per, Dec 29, 2008.

  1. Per

    Per Vault Consort Staff Member Admin

    Apr 1, 2004
    1UP posted an interview with Emil Pagliarulo called "Fallout 3 Afterthoughts".<blockquote>1UP: This could easily be a case of not being quite observant enough, but it seems like there are references to previous Fallouts, but not quite direct connections. For example, the Chosen One in Fallout 2 was supposedly a direct descendent of the Vault Dweller in Fallout. Is there a familial thread in Fallout 3 that I just didn't notice? And if so, was there a particular reason to not tie the Fallout 3 Vault Dweller to the previous games?

    Emil Pagliarulo: Looks like your observations were pretty dead-on, actually. It's true there are a few references to the characters, events, and locations of Fallout and Fallout 2, but they're mostly there as cool nods for fans that played those earlier PC games. And, yeah, there's no familial thread -- your character in Fallout 3 is not a descendent of the Vault Dweller in any way, shape, or form. It just didn't seem necessary. We wanted to tell our own story, without too many direct ties to what had come before.

    1UP: Fallout had the Master and the Supermutant army as the main antagonists, and then Fallout 2 featured the Enclave. Why did you decide to feature the Enclave again, rather than introduce a new faction/antagonist? Was there ever a story draft that featured a different faction?

    EP: No, actually, there was never a draft of the story that featured a different faction -- it was always the Enclave. Why? For us, it just made so much sense. I mean, Fallout 2 established the Enclave as the remnant of the U.S. government, yet they'd set up shop on an oil rig off the coast of California. Wouldn't they eventually want to get back to Washington D.C. -- the nation's capital -- and set up shop again? Our game's set in D.C., so they were the perfect antagonists for us.</blockquote>There are a number of spoilers so I won't quote anything juicy, but there are among other things talk about the logic of the endgame, why there were so few Behemoths, and where you can find a special ghoul.

    Thanks to sonicblastoise.
     
  2. Gentlemen

    Gentlemen Look, Ma! Two Heads!

    384
    Sep 24, 2008
    Lawlz. They screwed up the ending because they didn't think it through. I would have put up with a one month delay just to not have such a god awfully stupid ending.
     
  3. FeelTheRads

    FeelTheRads Vault Senior Citizen

    Sep 15, 2004
    Of course, it doesn't matter that Washington was flattened, it's still a good place because OMG IT WAS TEH CAPITOAL!!11

    Emil, you suck.
     
  4. sonicblastoise

    sonicblastoise First time out of the vault

    62
    Apr 28, 2008
    just one more thing, i thought when i found this article:

    this is EMIL guys. not anymore of those "meet the bethsoft team" lackeys or even art designers. this is the GAME DESIGN LEAD. and his philosophy is still "coolness" = "quality"

    !FRUSTRATION! but it explains so much! as much as it allows me to stop blaming pete hines (which i still do), it makes SO MUCH MORE SENSE NOW
     
  5. respatex

    respatex First time out of the vault

    28
    Sep 23, 2008


    wtf? wtf? wtf? is this guy a total retard? thats the lamest excuse ever... :freak:
     
  6. Per

    Per Vault Consort Staff Member Admin

    Apr 1, 2004
    Stop the personal attacks.
     
  7. sonicblastoise

    sonicblastoise First time out of the vault

    62
    Apr 28, 2008
    personal attacks aside, this interview really reveals the overarching design philosophy that bethesda had going into the project.

    it's just upsetting to see the truth so baldly. sorry.
     
  8. respatex

    respatex First time out of the vault

    28
    Sep 23, 2008
    bet they made that awful ending in order to make people buy the dlc and change it :confused:
     
  9. sonicblastoise

    sonicblastoise First time out of the vault

    62
    Apr 28, 2008
    see, but they didn't. the interview gives me the impression that they didn't really have much of a structure to begin with.

    essentially, the whole game was created with the idea that "don't worry, we can retconn everything through dialogue and holotapes"

    and the saddest part is, they even now admit that their explanation through dialogue was still inadequate! which recalls the whole "we didn't have money to spend on infinite monkeys and typewriters" (pete hines)

    you reap what you sow. unless you have a giant advertising campaign behind you and thousands of magazine reviewers on your payroll.
     
  10. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    I always suspected a combination of incompetence and lack of original thinking on Emil's side, to me its pretty much confirmed.

    Emil lacks any ability to come up with original ideas and rather reuses old ones, sort of how I felt about the producers of Enterprise during its first two godawful seasons.

    They claimed they did that to build up some kind of continuity, it felt more as if they were unable to come up with something new.
     
  11. Blazerfrost

    Blazerfrost First time out of the vault

    70
    May 30, 2007
    Ah, but wait! This time round they'll do it right:

    ... we wish!

    Oooh, I dunno... maxbe because they were blown to bits at the end of Fallout 2? This doesn't just show unoriginal thought to me but lack of logical thought as well.
     
  12. Dabrinko

    Dabrinko First time out of the vault

    33
    Nov 25, 2008
    They first designed the story without any companions. Then they realized that several of the potential companions are immune to radiation.

    Didn't work that well in the end, I suppose.
     
  13. TychoXI

    TychoXI Still Mildly Glowing

    246
    Oct 20, 2008
    nitpikin' time!

    Ermm... so Tenpenny arrived from the UK funkin' post war???? Whatsmore it never catalyzed nothing on me because I never found out he was from there!

    And still killin' children in wrong....

    FO2 allowed you to go on after the enclave... they even made the world acknowledge what you had accomplished or add those thingies that gave you lotsa xp...

    also how long has lil' lamplight been in existence? Unless they kidnap babies it should be deserted in a few decades....
     
  14. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    They could've been praised even by NMA, but no, COOLINESSE IS EVERYTHUNG!!! AAAAARCK!!11

    Man, Bethesda sucks at history and planning.

    SPOILER:

    Frankly, I think the ending could've been much better if, instead of deciding who dies, you would decide what to do with something like Project Purity. Give free, clean water to anyone? Take control of the purifier and exchange water for all the other cities in the wastes joining you in a new governament decided to rebuild the world? Give control for the BOS? Help Colonel Autuum and his Enclave to rebuild the USA? Kill non-pure humans of DC?
     
  15. yester64

    yester64 First time out of the vault

    37
    Dec 14, 2008
    After playing Fallout 1 for awhile, it comes apparent that Fallout 3 is 'just' a RPG for the mass and so it behaves.
    If you played just Fallout 3 it is not bad at all. But if you expect a continuation of the previous story, its getting bad.
    I suppose thats what happens if an IP goes to a different company and get partly stripped of his soul.
     
  16. generalissimofurioso

    generalissimofurioso The Hole Time Orderite

    Jun 17, 2007
    Huh, so the Commonwealth is Massachusetts.

    That answers one question, while completely failing to raise any sort of interest in me.
     
  17. TheWesDude

    TheWesDude Sonny, I Watched the Vault Bein' Built!

    Feb 25, 2005
    slaughter:

    dont ruin FO2 for Emil...

    oh wait, he wont ever play it. i guess its ok for you to tell Emil that FO2 didnt end.


    EDIT:

    and that some quests could only be completed AFTER you killed horrigan.
     
  18. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    ugh what a lazy, confused design philosophy.

    I'd take, you know, COHERENCE over a super huge world any day
     
  19. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    From what I remember Emil or Todd once said themselves that they do very little on preparations, they more jump into game development right away without thinking to much what they are making.
     
  20. TyloniusFunk

    TyloniusFunk It Wandered In From the Wastes

    130
    Nov 19, 2008
    You say "mostly", who else are they there for? Why didn't your "nods" come in the form of design elements instead of mutilated ephemera?

    Singular Behemoths:
    Yeah... like those terrible games where you just run down the same dark subway tunnel.

    Enclave:
    "Provided you ignore all but the most superficial details about the lore."

    Grand Canyon Plot Hole:
    Out of context like this, the statement seems to refer to Bethesda's inability to make an adequate Fallout sequel. Interesting.

    Wandering into design philosophy:
    Deep. On the other hand, Grand Canyon plot holes seem more like random acts of god when you let yourself believe things like this.

    Little Lamplight:
    The kind of survival that farms or a proper city would only imply? Because a society based on banishing the strongest, most skilled and knowledgeable is geared towards survival? Oh, no, because you had to come up with SOMETHING quick or else look like a hack.

    Optimus Prime:
    I'm going to go out on a limb here and guess that Emil isn't this stupid, missing his own Optimus Prime reference, and just assume that it's a legal issue. That being said, Emil, you nerd-swag whore.

    What simple guy knows what a republic is?

    Brahmin-shit. A British person lent sophistication to your most Fallout-y quest so you made up this weak excuse to justify it. Tenpenny is an icon of the writing weakness in this game.

    The whole game is set up in black and white terms except this one part of this one quest where we should look to see the essence of Fallout. Fuck you.

    This interview is a sad moment for video game legitimacy.

    [Edit] Removing general bitching, the more offensive language.