Fallout 3 Interviews

Brother None

This ghoul has seen it all
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Two sites, two interviews. Gameindustry.biz:<blockquote> GamesIndustry.biz: How far are you going with the 'go anywhere' sense in this game?

Pete Hines: Very. If you want to see how many of the hours you can play without seeing an hour of the main quest, give it a shot - it will be lots. You could spend 50 hours, 70 hours, just doing stuff in the world and never once make an effort to figure out what happened to your dad. We want it to be a self-directed world, for players to just see what happens.

And the idea is that the main quest is not the only cool stuff going on - there are tonnes of miscellaneous free-form things out there for you to do that will be a lot of fun, that maybe you've got five or six quests at any time where you can figure out what to do next.</blockquote>And Gamasutra.<blockquote> How do you deal with the hardcore fanbase - that is, in development, how do you balance the need to be true to the series to the point where you are satisfying those people, but not to the exclusion of those who don't live and breathe Fallout?

PH: I think, ultimately, it comes from us having been in this space for a while, and kind of - you know, I mean, we hear this a lot with The Elder Scrolls. You know, with the folks that were around in 1994, when Arena came out, versus the folks that showed up in 2005 because they were interested in Oblivion. And it gets back to listening to what people have to say, and understanding not only what it is they want, but also sort of the root of what their concerns are.

I think that we do have a pretty good understanding what all of the different sections of our fan base are interested in, but it comes back to the thing of, you know, gotta make the game that we think is the best. Certainly, try and take those things into consideration, but there are people in the office who spend 14, 16, 18 hours a day making this game, and sometimes, if you're going to break a tie, you go with our instincts.

The people who know everything about it are the folks who know - you know, you can't make a game with a committee of three thousand, or three hundred thousand. Just, nothing would ever get done. Somebody has got to break the tie and say, "This is what's best for the game."

I think we've tried to make that our approach, and we've tried to do the best that we can to listen to all the segments of our fan base, and give them what they want, and I hope that all of them will give the game a shot, and it will be something that they'll enjoy.</blockquote>Spotted on GameBanshee and F3 APNB.
 
Pete Hines speaks English, right? The best I can see from what he said to Gamasutra is ".... Oblivion with guns in a post-apoc with Fallout window dressing."
 
The people who know everything about it are the folks who know - you know, you can't make a game with a committee of three thousand, or three hundred thousand. Just, nothing would ever get done. Somebody has got to break the tie and say, "This is what's best for the game."

There was no tie though.

Even in the beginning, the debate was between

"They are gonna make it RT and screw it up"

and the other side of the argument took the:

"We don't know that yet. No info has been released."

I am pretty sure that Bethesda didn't consider turn based combat for a second.
 
Q: GamesIndustry.biz: If Bethesda decided to remake Pac-Man, there would be a huge amount of attention, because of your track record, so with something like Fallout, with an existing fan base, was there a lot of additional pressure there to keep them happy?

Pete Hines: Well, we put a lot of pressure on ourselves. We don’t take on something like Fallout 3, and everything that it means – I don’t have to explain to most folks what Fallout is, it’s beloved and revered by a lot of people, and it’s a pretty big undertaking.

So we have a lot of pressure on ourselves not only doing the next Fallout game, but also we did pretty well on Oblivion, so the next follow-up to that, [ie Fallout 3], is always going to be under a pretty big microscope and have a lot to live up to.

So I don’t think that the size or fanaticism of the fanbase is a problem, I’d rather have that than have a bunch of people not care about what it is we’re doing. We’d much rather see the passion, it means a lot to us.

Is it wrong that I think it's funny that Pete Hines doesn't seem to realise that we don't care about Bethesda, and only about Fallout 3? He's pulling it too much towards themselves, but while there are a lot of people here who played Oblivion and a lot of old TES-fans as well, it's not like we intrinsically care about what Bethesda is doing.

I don't care what Bethesda does at all. As long as they leave Fallout alone :P
 
Brother None said:
How far are you going with the 'go anywhere' sense in this game?

Pete Hines: Very. If you want to see how many of the hours you can play without seeing an hour of the main quest, give it a shot - it will be lots. You could spend 50 hours, 70 hours, just doing stuff in the world and never once make an effort to figure out what happened to your dad. We want it to be a self-directed world, for players to just see what happens.

And the idea is that the main quest is not the only cool stuff going on - there are tonnes of miscellaneous free-form things out there for you to do that will be a lot of fun, that maybe you've got five or six quests at any time where you can figure out what to do next.

I could've sworn that i read an interview at one point in time in which they say that even though the game world will be enormous, you aren't really allowed the time to explore every last bit of it on one run through the game. There's no arbitrary time limit or anything, but rather that areas and towns are unavailable until certain quests are completed, and that finishing one quest opens others as well as closes previously available quests and their branches. I remember them specifically stating that they wanted to focus on the narrative more than they have in their previous games.

That'd be a nice break, considering that Oblivion was little more than one vast wonderland of nothingness.
 
conflictingideas said:
I could've sworn that i read an interview at one point in time in which they say that even though the game world will be enormous, you aren't really allowed the time to explore every last bit of it on one run through the game. There's no arbitrary time limit or anything, but rather that areas and towns are unavailable until certain quests are completed, and that finishing one quest opens others as well as closes previously available quests and their branches. I remember them specifically stating that they wanted to focus on the narrative more than they have in their previous games.

That'd be a nice break, considering that Oblivion was little more than one vast wonderland of nothingness.

That is probably still part of their approach. I think it will definitely have more brancing questlines than previous Bethesda games. The question here is how much more depth they will add to the quests, especially those connected to the main storyline. An improvement upon Oblivion is not enough; huge improvements are needed. We shall see how they fare in this regard.

No matter how good or bad the result, I think we can expect many "dungeons" scattered around the game world, just like in the Elder Scrolls games. I do not personally like that, because it does take away time and effort that should be focused on more important gameplay issues like complex quests that offer multiple choices to the player.
 
Surprised nobody is upset over the "PH: Yeah! Yeah, and that's our other big thing: make sure that, God willing, the guys that do 4 are the guys that do 3." line. I'm so proud of you guys that I'm giving you this complementary fruit basket and straw man. Enjoy!
 
daudeskald said:
No matter how good or bad the result, I think we can expect many "dungeons" scattered around the game world, just like in the Elder Scrolls games. I do not personally like that, because it does take away time and effort that should be focused on more important gameplay issues like complex quests that offer multiple choices to the player.

speaking of dungeons, i've read in this article here about a "Metro" dungeon, an abandoned subway system that is full of monsters. It basically acts as a dungeon that is connected to various parts throughout the city, allowing for quicker travel. You're probably going to be right on that one though, this dungeon won't be alone.

http://xbox360.ign.com/articles/800/800872p3.html
 
Jiggly McNerdington said:
Surprised nobody is upset over the "PH: Yeah! Yeah, and that's our other big thing: make sure that, God willing, the guys that do 4 are the guys that do 3." line.

What's there to be upset about?

This Bethesda hubris has been around since forever.
 
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