AtomicGamer and IncGamers interview Pete Hines

Brother None

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AtomicGamer is offering an interview with Pete Hines. If nothing else, they should get a cookie for an accurate intro.<blockquote>Hype levels for RPG veterans Bethesda Softworks' latest game, Fallout 3, are reaching peak levels. After an excellent showing at E3 this year and a promise of a significantly different game than anything Bethsoft has ever made before, both new players and the dedicated fans of their past games, the Elder Scrolls series, are really looking forward to this one. </blockquote>Notice who is conspicuously missing from the looking forward group? Anyway, on to the interview, which is of that special rambling topic-hopping quality we always enjoy. but doesn't offer much new material.<blockquote>Jeff: After playing Fallout 3 at E3, it seems to me like the V.A.T.S. "turn-based" system is really meant as a way to augment the real-time combat with extra attacks, as opposed to replacing it, since you can keep moving and shooting while your turn-based Action Points regenerate. Is that a fair assessment?

Pete: It's really designed to work however you want to use it. You can play the game entirely with VATS, use it in combination with real-time combat, or fight in real-time only. It's balanced so that when you use it in combination with real-time fighting, it doesn't become overly powerful. </blockquote>IncGamers offers an interview as well.<blockquote>Story telling in games has become a priority these days. How influential is the story line to the game itself?

It's very important. It's a very compelling and interesting story that takes you to a lot of different Fallout 3locations and introduces you to a lot of different creatures and there are some great plot moments. It plays a lot larger role in the game than the previous games where the main quest is only a small fraction of the story, whereas with Fallout 3 it plays a much more central role, it's a much bigger part of there is to do in the world and a lot of people will feel compelled to follow the story through. But again, it's up to the player. You could walk out of the vault and spend 50 hours playing the game never touching the main quest, so really, it's a player driven experience.
(...)
Is there any real-time time ratio. So what's the timescale, what's 24 hours?

I don't know exactly how long it is, but the 24 hour cycle is around the 40 minutes mark, if I had to guess, because I am! There is a dynamic day-night cycle and there is a dynamic weather conditions. And people do move around in this schedule. So if you go to a town at 3am, there won't be anyone at the shops, you'll have to wait till morning.</blockquote>IncGamers also offers a standard-format preview.
 
Re: AtomicGamer interviews Pete Hines

Brother None said:
Notice who is conspicuously missing from the looking forward group?
Maybe they think that previous Fallouts were made by Bethesda too?
 
Re: AtomicGamer interviews Pete Hines

13pm said:
Brother None said:
Notice who is conspicuously missing from the looking forward group?
Maybe they think that previous Fallouts were made by Bethesda too?

what?

I was pointing out he left out "fans of the previous games" from the excited list, something other journalists have outright lied about by just including them. Then again, it's hard for an AtomicGamer employee not to be aware of its biggest network site :P
 
Brother None said:
I don't know exactly how long it is, but the 24 hour cycle is around the 40 minutes mark, if I had to guess, because I am! There is a dynamic day-night cycle and there is a dynamic weather conditions. And people do move around in this schedule. So if you go to a town at 3am, there won't be anyone at the shops, you'll have to wait till morning.</blockquote>

Whoa, did they actually add in weather effects? Did they actually fix a design mistake? Consider me impressed :clap:
 
I was wondering about the "nobody at the shops" bit. In Oblivion the shop keepers seem to stay there past closing hours if you're still in the shop. I think they should tell you that you're going to have to leave so they can turn in for the night..

I'm not sure if I ever broke in after hours to see if they're still there.

I remember in the Fallout games you simply weren't allowed in certain town areas after dark, etc.. but it seems like shop keepers were open 24/7 x] So whatever they do with shop keepers, it doesn't really matter I guess. I think they should make them more realistic though, considering how adamant they are about their immersion/realism.

I just hope the game is interactive enough that I can pick up random objects and hit people with them, or build a trap of some sort using said objects. It would be cool if we could dig a hole, fill it full of spikey stuff, and then cover it up and lure a raider or deathclaw to it, but that's wayyyy beyond anything any of today's game designers are willing to implement. =P
 
entropyjesus said:
Whoa, did they actually add in weather effects? Did they actually fix a design mistake? Consider me impressed :clap:

I bet it greatly depends on your definition of 'dynamic'.
 
PaladinHeart said:
but it seems like shop keepers were open 24/7 x] So whatever they do with shop keepers, it doesn't really matter I guess.

In NCR the weapons trader next to the guano shop would get mighty pissed off if you entered the shop after dark and all his guards attacked. Same thing in new reno if i remember well with the other arms dealer. The only thing is they just stayed in the shops through the night.
 
Junktown, the pit is open only at evenings.

Difference is, time goes by in real-time. I hate that shit about making days pass in an hour or something. It's just silly.
 
entropyjesus said:
Whoa, did they actually add in weather effects? Did they actually fix a design mistake? Consider me impressed :clap:

Well, it never rains, so I'm not sure how expansive the weather conditions will be.
 
The arms dealer in new reno actually had a more realistic day/night schedule than most npcs in the game.

If you spent some time watching him you'd see that at the end of the night, he walks back to his bedroom where the dogs are hanging out. In the morning he'd slowly come back out and take up his position in the cage at the front of the store.

I found this out the hard way a few times, when I had algernon in the basement working on a bunch of weapons until the wee hours of the night, and unwittingly walked right into the shopkeeper in his bedroom as I snuck out.

needless to say, he doesn't like theives and I shot him and his dogs on a couple playthroughs.
 
Brother None said:
Well, it never rains, so I'm not sure how expansive the weather conditions will be.

10 different shades of bright sunlight maybe?

I sort of hope they have overcast or high-wind dust storms. The weather in Morrowind was really well done in that regard, so maybe they'll get that right. Of course not having rain is pretty stupid. I know they want to convey a sense of not having enough water, but it's just stupid to alter the weather patterns of the geography to aid the logically flawed setting of the game. If anything they should just make the water somewhat toxic so that everytime there is inclimate weather shelter should be seeked out immediately. It would make for some interesting moments to see everyone in a town run for cover when an incoming rain storm is on the horizon, but I can't see Bethesda doing something that cool anyway.
 
Rain would be huge (mistake) to add.

Oh boy it's raining!
-Okay, so where is the wet looking stuff and water running off of stuff?
Oh boy everything looks wet!
-Where is the mud that would be created?
Oh boy there's mud!
-Why aren't movements hindered in mud?
Oh boy I'm walking slow now that I'm in the mud!
-Why haven't any of moving models aquired any of the mud textures?
Oh boy my pants and shoes are muddy!
-Why then hasn't the dried mud left stains on the clothing?
...

The immersion police would create a field day of it. And I mean both the fanbois and you here at NMA.
 
ArmorB said:
The immersion police would create a field day of it. And I mean both the fanbois and you here at NMA.
you seem to have wrong impression about how the 'immersion' factor is treated here
i for one dont care about it at all, but when its possible i try to point out failures by bethesda on this 'immersion' thing, because they took so much pride in hyping with it - i feel its the only reason most people here make fun of it
 
So if you go to a town at 3am, there won't be anyone at the shops, you'll have to wait till morning.

Can't I just break in and steal whatever the shopkeeper was silly enough to leave out?
 
Don't you know anything?

All shopkeepers carry all of their stealable loot on their persons in a magical pocket that cannot be stolen from.

It's a well established scientific fact.
 
Pete Hines said:
It plays a lot larger role in the game than the previous games where the main quest is only a small fraction of the story

What?
 
ArmorB said:
Rain would be huge (mistake) to add.

Oh boy it's raining!
-Okay, so where is the wet looking stuff and water running off of stuff?
Oh boy everything looks wet!
-Where is the mud that would be created?
Oh boy there's mud!
-Why aren't movements hindered in mud?
Oh boy I'm walking slow now that I'm in the mud!
-Why haven't any of moving models aquired any of the mud textures?
Oh boy my pants and shoes are muddy!
-Why then hasn't the dried mud left stains on the clothing?
...

The immersion police would create a field day of it. And I mean both the fanbois and you here at NMA.

Umm...I seriously doubt that. Of course, adding mud shouldn't be very difficult. It was done in the Metal Gear games and it's a fairly simple texturing method, but I doubt anyone would nitpick them on that. I think the idea of a radio blaring out in the middle of a wasteland is pretty stupid however and it takes away from the in-game music, which was a huge part of the original games.
 
ArmorB said:
Rain would be huge (mistake) to add.
If it never rains, how the hell do all those toilets you're supposed to be drinking out of in the game still have water in them?
 
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