Ed Orman do Fo Dev Profile

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Finally the wait is over, we have a new Fallout Developers Profile for you guys to read. This time around it's the talented Ed Orman (Fallout Tactics) who puts down his thoughts and dreams..err..well.. Here's snibblet:<blockquote>In your opinion, what are the key ingredients that every RPG should have?

Fishing. And baking. I don't know. It depends. There are different styles of RPGs. The key ingredient of Fallout 1 (for me) was the ability to have your choices in character creation and actions in the game affect the end outcome. A good RPG can present the player with a believable world, but it then has to allow the player to have an impact on that world.</blockquote>There are also some sekrets in there, so get on over and read it.
Link: Fallout Developers Profile - Ed Orman
 
Who would you bring with you in a future Fallout team and why?

I worked with a talented team on Tactics, but I've also worked with many other talented people since then. I'd be happy to work with any of them again.

With that said, if it was an RPG, I'd want to bring in people with experience in that style of game development.

Ah good, he admits Craptics isnt a RPG.


The missions in Tactics are essentially based on the Brotherhood encountering other factions, and seeing how they react to each one - are they saviors or slavers? It's a solid theme; I just wish we'd executed it better.

So do we all, so do we all.
 
Ive had a few jerkoffs occasionly tell me it was, course I went Rosh on em and made them cry with that lil thing called facts, this just adds ammo I mean.
 
PsychoSniper said:
Ive had a few jerkoffs occasionly tell me it was, course I went Rosh on em and made them cry with that lil thing called facts, this just adds ammo I mean.

But by your own statement it seemed like you ment that he once said it, which he never did. Psycho going Rosh?! :rofl:
 
Hey, Rosh has flamed enough pple to warnt a phrase.


And I admit to being vague unnessacarily there, my fuck-up.
 
Nah, it will always be too early for them to give info.

-"What was your part in F3?"
-"It is too early to tell but once we have enough material and the CEOs give the green light we will tell you"
 
Grey_Ghost said:
So this was the guy responsible for the overall un-Fallout feel to Craptactics?

Now don't quote me on this but I believe that MCA was the one who wrote the story behind Tactics. Not entirely sure though and have never played the game so dunno.
 
MCA was not involved in FOT. IIRC, we copied him on the design docs at various points and I think he played a beta version (but my memory is sieve like on some things).

The story was a team effort, and like Ed said, it underwent many, many changes over time. There was an initial story done by MF that was used in the initial pre-production meetings as a launching pad. That story was used for a bit and then underwent more changes as we developed the various areas, missions and factions. The story underwent even more changes as the dialogue was written, which was modified heavily based on the inclusion and then explusion of the Speech skill. We also had to cut some missions from the game in the last quarter of development and that meant revising some story elements.

And, no, FOT was never designed to be an RPG, nor did we ever claim it was. It was a squad-based tactical combat game with RPG elements.

BTW, Ed Orman is one of the people I'd like to go drinking with again sometime. He can be described as "good people".

pax,
-Chris
 
I'm still upset about the many little changes that made absolutely no sense. Like combining EMP and Electrical resists into one resist (wtf?). Removing plasma resist in an attempt (attempt cause your ammo system didn't allow it) to combine it with Fire. Adding a Gas resist that you barely make any use of at all. The stupid ammo system that made YK-Pulse weapons into a better laser, hell even the Prototype Pulse Rifle that was supposed to do EMP damage also just used Normal resist like every weapon that used a Fuel Cell. Would have been nice if ammo set to NONE on damage type then used the weapons setting, which it didn't. Wasn't real happy with the patch that added code to half EMP damage to humanoids either, since that prevented modding the YK-Pulse weapons to act properly.

Speaking of energy weapons lets not forget the Super Mutants were a major user of such weapons in FO1&2, but couldn't even equip them in FOT (forget the whole rifle issue, it's easily solved).

All of the Real World weapons added into the game was also a let down. Especially when Fallout already had Futuristic version of them!
Some examples:
FOT=H&K MP5 9mm/ FO1&2=H&K MP9 10mm
FOT=Colt1911 .45cal/ FO1&2=Colt 6520 10mm
FOT=P220 Sig Sauer 9mm/ FO1&2=Sig-Sauer 14mm Auto Pistol
FOT=AK-47 Assault Rifle 7.62mm/ FO1&2=AK-112 Assault Rifle 5mm
Oddly the older versions are all superior in FOT to FO's futuristic one's.

Then there is the ammo inaccuracies between FO and FOT. 9mm and 7.62mm are very rare in FO, but bountiful in FOT. .223 FMJ and 10mm common in FO, but nowhere to be found in FOT. Weapons that used 4.7mm Caseless ammo in FO use 7.62mm in FOT.

The point of all this is that I didn't dislike FOT for removing the CORE stuff that made Fallout a great CRPG. I knew FOT was not supposed to be an RPG, but a tactical squad game. The problem I have is all the little changes detracted from the Fallout Universe which the game was supposed to be set in. Which really seems to have been a Half-Assed attempt to do so.

Having said all that...Graphically the game was very good, there was a lot of detail in the maps, though it was sluggish at times. I commend you on the job you did to the interface and engine. The sprites were all very well done (except the Super Mutant armor which needed the simplest of fixes). However I think some of the Vehicles didn't fit, and I just don't understand why the Power Armor looks like it does in FOT.

Grey_Ghost :?
 
The interface was greatly imprived, especily inventory.

However, many of the setting issues were plain crap.

like Grey_Ghost said, they fucked up with gun types, and what ammos guns used as well as making the regular power armor look like something from a predator movie. Essently, the fucked up the 'retro' aspect of the game.

And what was the point of even bothering to have a story or RPG elements ?

All you ever do is go to new town, kill most everything, recover item, return to base, then repeat.

Fact is, Craptics doesnt deserve the Fallout name, though it's better than POS.

In closing, I wish I could get a refund for my copy of craptics.
 
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