Eurogamer interviews Pete Hines

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Eurogamer interviewed Pete Hines and the result is, well, stuff like this:<blockquote>Eurogamer: How much of the design for Fallout 3 is a reaction to your work on Oblivion as much as your ambitions for the Fallout series?

Pete Hines: The reaction to Oblivion is very much a case of, "How do we do this better when we do it in Fallout?" opposed to, "Oh we always wanted to do this in the Elder Scrolls, but now we're doing Fallout we'll just put it in Fallout." There's none of that. Fallout's already such a rich series, such a great playground to work in, with the vibe and the tone and the moral choices.

What we really brought from Oblivion is just stuff like feedback on levelling. People didn't like the way the world levelled with the player, so we're going to do this differently. It's things like working out how to sculpt the experience for the player in terms of quests and giving you choices. We want to give you more choices in how to finish a quest rather than fewer choices and a lot more quests.</blockquote>What they "really" brought from Oblivion is not to do stuff that had nothing to do with Fallout in the first place?<blockquote>Eurogamer: You've gone for a very traditional dialogue system. Did you consider trying something new?

Pete Hines: It's old school. After a certain point, when you're taking on a project of this magnitude, you've got to pick your battles, and you can't pick them all because you just end up trying to be everything and not being anything. Dialogue wasn't a battle we wanted to pick. It is a bit old-school, but it works well for what we're trying to do, and there were other things that were more important for us to spend time and energy on, like trying to incorporate VATS into a real world combat system and still incorporate the stats and not unbalance the game. That's a big undertaking, and spending time from a development standpoint on the actual dialogue and the camera angle it's being presented on - we just don't have unlimited monkeys and typewriters.</blockquote>Departing from Fallout-style dialogue wasn't a battle they wanted to pick?<blockquote>Eurogamer: Talking of balance, with a game as wide as this, how do you balance the main narrative and the side-quests?

Pete Hines: It's just always been our approach to make big, open, go-where-you-want games. This is just another version of that. We like to try to do big epic scope, big world stuff. But I think with Fallout it's adjusted differently to how it was with Oblivion, because Oblivion had so much extra content.

Fallout doesn't have quite the same amount - it's not eight cities filled with guilds and all that stuff. It's more sparse, there's fewer locations, fewer people. You have a smaller scope of stuff, with more ways to do it, and as part of the overall, the main quest is much more or a presence than it was in Oblivion, because you don't have two hundred hours of stuff - you have seventy or eighty hours, which is still a stupid amount, but it's not in the same proportion.

I think the main story's going to be a lot stronger, and a lot more people are going to want to play it this time around.</blockquote>Thanks to Ausir.
 
You could get the impression from some previews that what they really brought from Oblivion was Oblivion.
 
Pete Hines: One of the things we really tried to avoid is surprising the player with whether they’ve been good or bad.

Actually, bad consequences to seemingly good choices would be nice, like the original ending for Junktown that was cut by marketing people like Pete.

Hell, the Megaton quest would be much better if you didn't know (or if you had to find out somehow) that the job Burke wants you to do involves blowing up the town - e.g. he'd lead you to believe that he's giving you a gadget that would defuse the bomb, but you'd have to do it remotely and covertly in order not to piss off the local cult, and only with a high Explosives or Science skill you could see that it's in fact a detonator.
 
Swearing can be funny. Like take a bible thumper and have her walking home after church on Sunday and see her sneer at some kids swearing...build the scene a little more where as she shows her disdain for swearing and what not...and then a space ship rises out of the bunch of trees and she looks up and says "Holy Shit." Swearing can be funny in that way. But how Beth would intend to implement it I have no idea.
 
Pete Hines said:
we just don't have unlimited monkeys and typewriters.

Maybe not unlimited, but Bethesda is certainly not understaffed in the "writing monkeys" department.

Pete Hines said:
I'll use an extreme example: swearing, when used appropriately, is really funny. If it's in every sentence you read it's just annoying; you're just trying to hard to be edgy. You have to ask, "How much are we using this, and is it appropriate for the person who's saying it?"

It's amazing that they seem to be aware of this pitfall and still manage to walk right into it. Judging only from the previews, there might already be more "fucks" being thrown around in Fallout 3 than in the entire original game, so I'd say Emil isn't doing a very good job with this so-called balance.
 
ArmorB said:
Swearing can be funny. Like take a bible thumper and have her walking home after church on Sunday and see her sneer at some kids swearing...build the scene a little more where as she shows her disdain for swearing and what not...and then a space ship rises out of the bunch of trees and she looks up and says "Holy Shit." Swearing can be funny in that way. But how Beth would intend to implement it I have no idea.

Did you think your example was funny?
 
ArmorB said:
Swearing can be funny. Like take a bible thumper and have her walking home after church on Sunday and see her sneer at some kids swearing...build the scene a little more where as she shows her disdain for swearing and what not...and then a space ship rises out of the bunch of trees and she looks up and says "Holy Shit." Swearing can be funny in that way. But how Beth would intend to implement it I have no idea.
What a side stitcher *rolls eyes*

Swearing is no more funny than any other word, it's all about construction. Swearing can be part of the joke and, because it's the word to use, add to the humour but saying that "fuck" is funny is as stupid as saying that "table" is funny.
I'll use an extreme example: swearing, when used appropriately, is really funny. If it's in every sentence you read it's just annoying; you're just trying to hard to be edgy. You have to ask, "How much are we using this, and is it appropriate for the person who's saying it?"
...
Nothing sucks the soul out of an experience than somebody who's clearly trying to be funny but is not. So I hope we've done a great job of balancing that and not going over that line.
Too bad he fails to realize that all of their examples have been those of someone trying too hard and failing miserably. Also he fails to realize that in most of their examples of humour, there's swearing so by his own logic, they're trying too hard to be edgy.

As a side note, journalists shouldn't make mistakes like using the wrong "too" or "there" and editors should not miss such mistakes, it just makes the source look sloppy. Simple editing mistakes from professionals really bugs me.
 
First the Eurogamer preview with all the nonsense about the game being too old-school, and now by coincidence a Eurogamer interview in which Pete Hines can sell the ridiculous line that their dialogue system is "old-school".

"Old-school" is not the term I'd use for branching, full-line dialogue compared to BioWare's ridiculous key-word linear system. "Inherently superior" would be more like it.

What's with Eurogamer reaching to sell the "Fallout 3 is old-school" nonsense, tho'?
 
EnglishMuffin said:
ArmorB said:
Swearing can be funny. Like take a bible thumper and have her walking home after church on Sunday and see her sneer at some kids swearing...build the scene a little more where as she shows her disdain for swearing and what not...and then a space ship rises out of the bunch of trees and she looks up and says "Holy Shit." Swearing can be funny in that way. But how Beth would intend to implement it I have no idea.

Did you think your example was funny?

I think that had it been presented by a better writer or in a visual format it would have gone over better, but as it stands it is an example of how I think swearing can be used in a humorous way.

But then again not all people share the same humor.
 
Brother None said:
First the Eurogamer preview with all the nonsense about the game being too old-school, and now by coincidence a Eurogamer interview in which Pete Hines can sell the ridiculous line that their dialogue system is "old-school".

"Old-school" is not the term I'd use for branching, full-line dialogue compared to BioWare's ridiculous key-word linear system. "Inherently superior" would be more like it.

What's with Eurogamer reaching to sell the "Fallout 3 is old-school" nonsense, tho'?
Game design is currently undergoing a Dadaist period of sorts (with dialogue being the bluntest exponent). Please God, let it spark Surrealism and not Pop Art.

Or are we too late already?
 
UncannyGarlic said:
Simple editing mistakes from professionals really bugs me.

You really need to find something else to get "bugged" about, maybe something more important?

It's old school. After a certain point, when you're taking on a project of this magnitude, you've got to pick your battles, and you can't pick them all because you just end up trying to be everything and not being anything

First of all "old school" to me just means old and outdated. However I wont complain if its done good and works well with the style of play.

The stuff about the "trying to be everything and not being anything" thing is a good idea, i hated in oblivion that you could be everything by the end of the game. It was quite stupid.
 
shorrtybearr said:
You really need to find something else to get "bugged" about, maybe something more important?

You need to stop telling other people what they should or should not care about. It's no business of yours (or anyone else) whether or not what other people care about is "important", and you have no right to judge if it is. To keep posting "That's not important" is simple trolling.

Next time you do so will cost you a strike, and thus a ban. Fair warning.
 
It's things like this that starts having the public believe that mechanics become "outdated" - when some single plebe who has thousands of people reading his writings makes an irrelevant and incredibly pointless comment such as "dialog trees are oldschool" the definition of oldschool is something that is generally a throwback to its roots and implements the stylings of its predecessors, it does not mean that something has been used forever.

TBS is not oldschool, nor is the isometric view, if that were true then we would be calling the FP view oldschool as well since it's been in use since Akalabeth was released in the late 70s. These things are utterly baffling. I bet if someone introduced an indepth text parser for an RPG that allowed you to actually speak to NPCs people would find it revolutionary - and would hardly use the word "oldschool".

That would be oldschool, text parser dialog is simply outdated because developers are no longer restricted by the byte, if someone decided to update it to modern standards then it would be oldschool - then it would be a throwback, not if someone merely utilized a gaming staple that has been proven to be a reliable and easily complex tool in the right hands.

In fact, saying that word so many times is making me want to kill myself.
 
Nothing sucks the soul out of an experience than somebody who's clearly trying to be funny but is not. So I hope we've done a great job of balancing that and not going over that line.
Picture John Goodman threatening Pete with a teddy bear while screaming "Over the line!"
 
Cheers for the link. Liking the new dialogue (from the pictures too), nice to see they responded to the level scaling and fixed this.

I just want to know the release date now, no games left to play, just waiting =/
 
shorrtybearr said:
First of all "old school" to me just means old and outdated.

Really? When I hear old school I usually think of old school hip hop which is generally my favorite stuff. Old school to me just means "of a style that was popular in the past/instrumental in the origins of" and doesn't carry any negative connotations. Contrast with outdated which is definitely negative. IMO isometric graphics (note I don't mean sorta looking down from the top) are outdated, but dialogue trees are not. Shit, now I really want to listen to some "Low End Theory".
 
Yeah to me "old school" is doing something in a way that just isn't done anymore and deserves respect.
 
So what's it called when you take something "old school", and rape it into "Oblivion"?

(I kill me)
 
HoKa said:
Game design is currently undergoing a Dadaist period of sorts (with dialogue being the bluntest exponent). Please God, let it spark Surrealism and not Pop Art.

Or are we too late already?

I wonder if we truly a dodged a bullet considering that Andy Warhol never made video games...
 
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