Fallout 3 lead opens game design vault

Brother None

This ghoul has seen it all
Orderite
Emil Pagliarulo talks of his own background, how to get into the industry and Fallout 3's design process on GDC.<blockquote>Later, he gave some behind-the-scenes insight about the making of Fallout 3. Since Bethesda is just across the Potomac River from Washington, DC, he and the rest of the design team--which was led by Howard-- wanted to have the game set in the capital city. (The original Fallout games were set in Northern California.) Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.

Since Pagliarulo and Howard both had young kids, they wanted a father-son relationship to be central to Fallout 3's story. He found it particularly ironic that the script had just been completed when Cormac McCarthy's novel The Road was released in 2006. "It's basically the same story--a father escorting his son across post-apocalyptic America," he said.

In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay. Throughout, his top priority is player experience, from the moment they look at the game's cover to the time they finish the main quest.

"If you're like me, you're reading the game manual in the car coming back from the store," he explained. "We want the experience to start there."
(...)
Howard also vetoed a Fallout 3 level which would've been among the most ambitious of the game. It would've seen Enclave forces launch an all-out assault on Rivet City, the settlement inside a rusting aircraft carrier anchored in the Potomac. Players would've been tasked with escorting its inhabitants to the Citadel, the nearby Brotherhood of Steel stronghold in what used to be the Pentagon.</blockquote>Spotted on RPGWatch.
 
Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.

Then why is it so bloody crap and Christian morals focused?


"It's basically the same story--a father escorting his son across post-apocalyptic America," he said.

Is it?
Fallout 3 was more about a scavenger hunt to find a missing father who left the player without any explanation and who was forced to leave the Vault because the Overseer had gone nuts and was fearing some kind of conspiracy for which he was willing to kill people.

In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any.

Or were you (Emil) more worried that they could come up with better and original stuff instead of just copying bits of Fallout 1 and Fallout 2?

Edit:

Players would've been tasked with escorting its inhabitants to the Citadel, the nearby Brotherhood of Steel stronghold in what used to be the Pentagon.

Great, instead of just a handful of scientists the BOS would take in whole families, traders and who knows what else.

Gimme a break.
 
"If you're like me, you're reading the game manual in the car coming back from the store,"

"So you can dual-wield flaming katanas by hotlinking the secondary item overlay to the main inventory interface!" cried the game designer as, without looking up, he swerved deftly to avoid the tanker screeching madly across the junction. The light of a 14-car pile-up going up in a mushroom cloud flashed briefly off his rear view mirror as he flipped angrily to find the appendix on DPS optimization.
 
In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay.
The text count is irrelevant. It's what is conveyed through it that matters (personality, attitude, sense of connection/detachment etc etc). Yes tell the story through text & voice overs because I certainly would rather connect with NPCs than be some nomadic hobo aimlessly wandering & killing as I go and avoid quests/interactions because they are so un interesting/un inspiring that wandering is the preferable primary activity (which would be bearable if the wandering wasn't boring and repetitive beyond the point I can tolerate). If there is little to no connection with the NPCs then what is the fucking point?


Throughout, his top priority is player experience, from the moment they look at the game's cover to the time they finish the main quest.
Top priority is "player experience" huh? Which players? Just a certain group? Please be more specific so we can narrow down your target audience.
 
In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay.

So this guy is the root of all evil for dumbing good game like Fallout and potentially "good game" like Oblivion?
He is against text? Fallout had text everywhere! Each rock had its own description!
Gosh, I have nothing against a marketing guy doing his marketing job with whatever product, and I can pardon a team of writers not to acheive the same quality level of writing as the originals but him?
He did it on purpose?
But why? why? why???

One of the best game ever got dumbed because of his fucking ego?
 
Per said:
"So you can dual-wield flaming katanas by hotlinking the secondary item overlay to the main inventory interface!" cried the game designer as, without looking up, he swerved deftly to avoid the tanker screeching madly across the junction. The light of a 14-car pile-up going up in a mushroom cloud flashed briefly off his rear view mirror as he flipped angrily to find the appendix on DPS optimization.

I used to read the manuals on the way back home.

Back when I was 4 and I had just gotten my mitts on the newest Mega Man game.

Not to mention Fallout 3's manual wasn't really the epitome of interesting writing or information.
 
He disdains cutscenes and "too much text," preferring to tell the story through gameplay.

This would be useful if they at least knew how to convey points of interest. Hence why the birthday scene in the vault is so cluttered. If you're not going to use cut scenes, at least learn how to make sure the player doesn't trigger more than one conversation at once, and/or knows where to look.
 
Brother None said:
Emil Pagliarulo talks Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.
(...)
In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay.
(...)
Howard also vetoed a Fallout 3 level which would've been among the most ambitious of the game. It would've seen Enclave forces launch an all-out assault on Rivet City, the settlement inside a rusting aircraft carrier anchored in the Potomac. Players would've been tasked with escorting its inhabitants to the Citadel, the nearby Brotherhood of Steel stronghold in what used to be the Pentagon.</blockquote>Spotted on RPGWatch.

Bwahahahahahahahaha!!!!!
I get it, I finally get it. He has no idea how a goddammened game is supposed to be written or designed! It's not just a difference of tastes or style choices. It's just the plain fact that the man has no idea what makes a good game!
 
Brother None said:
The Road was released in 2006. "It's basically the same story--a father escorting his son across post-apocalyptic America," he said.

There are some basic similarities - it departs pretty drastically in every single other way, though. Emil's not a bad guy, it's interesting to hear how family influence their story writing. But seriously... Beth people have no shame. Maybe it's in the water in MD or something. You pick this one abstract aspect and compare FO3 to The Road? My mother would guilt me no end if I pulled that shit.

Take yesterday - I walked around the town where I live, chatted with people, and thought about stuff. So my day was "basically" like James Joyce's Ulysses. Bah.
 
Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.

.. And it still sucks. :lol:

But that's not your fault. No one could re-create that epic intro. Not even us.

... In terms of writing, Pagliarulo said he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay. Throughout, his top priority is player experience, from the moment they look at the game's cover to the time they finish the main quest.

Morrowind had tons of writing. In fact, I remember some pieces of backstory being thrown at you in great gobs, and I sat for at least thirty minutes in Vivec's lair reading through the history of the Almter and Morrowind. Don't feed us this. You know better than that. Tell me that you could've told the story through gameplay in Morrowind. Video games didn't look 'shiny' enough back then to keep the gamers distracted, and even so - you're still terrible at animation.

... "If you're like me, you're reading the game manual in the car coming back from the store," he explained. "We want the experience to start there."

Or, if you're like me, you bought it on Steam.

... Howard also vetoed a Fallout 3 level which would've been among the most ambitious of the game. It would've seen Enclave forces launch an all-out assault on Rivet City, the settlement inside a rusting aircraft carrier anchored in the Potomac. Players would've been tasked with escorting its inhabitants to the Citadel, the nearby Brotherhood of Steel stronghold in what used to be the Pentagon.

That might've actually been pretty good if you didn't make out the Enclave to be a series of impotent, braindead, faceless, generic soldiers led by a man with a Napoleon complex and the most god awful dialogue ever seen, who has his leash held by an AI that he resents and was two steps away from shutting off. I'm amazed that the FO3 Enclave didn't crumble and succumb to internal conflict a decade before the game takes place.
 
Time Marches On!

Time Marches On!




The RPGWatch snip cites GameSpot GDC 2009 talk / dev profile.


http://www.gamespot.com/news/6206965.html?part=rss&tag=gs_news&subj=6206965


GameSpot said:
... He said that the best way to get a job at Bethesda was to use the toolsets that it released to make something really interesting. He said that they tasked one applicant to create something with the Fallout 3 level editor in a short time span--and the results got him hired on the spot. He also praised the modding community and predicted that "someone will re-create the original Fallout" with the Fallout 3 toolset within a year.
...

Some one else will 'recreate' Fallout because B-Soft did/could not? :o;):)

Now that the one true technology is in the sticky hands of aspiring B-Soft dev's,
we may see a rewrite of "The Road" to conform with the prevailing 'game industrial complex' world view of B-Soft triumphalism.

Live large!

March on!



4too
 
That cut-out quest of the Enclave attack could have been good. If at the end, after going through all that trouble rescuing people, the BoS turns them all away.

Because goddamnit, the BoS is not a bunch of white knights slaying ogres.
 
Save_the_Mutos said:
That cut-out quest of the Enclave attack could have been good. If at the end, after going through all that trouble rescuing people, the BoS turns them all away.

Because goddamnit, the BoS is not a bunch of white knights slaying ogres.
Now that would have been reall FALLOUTISH. :mrgreen:

And even with a choice in the end to either leave those people alone or help them to find a "new" place and build a new town.
 
Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.
Ron Perlman must a bit pissed off now when people compare him everywhere to Hellboy...
 
Public said:
Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.
Ron Perlman must a bit pissed off now when people compare him everywhere to Hellboy...

He was also pissed of they made him do so many takes of the crappy intro.

A writer who doesen't like words and a lead designer who doesen't like RPGs. It's a surprise that Fallout 3 was actually released.
 
It's not at all hard to see why Fallout 3 is what it is after reading this mess. A game designer who shuns game design, and a writer that shuns writing. No wonder Fallout 3 was a lifeless heap of pixels that had no connecting story or theme.

And Emil, usually I read the game manual when I get home, because I actually drive a car, and mommy hasn't taken me to buy video games in over 2 decades.
 
Alphadrop said:
Public said:
Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.
Ron Perlman must a bit pissed off now when people compare him everywhere to Hellboy...

He was also pissed of they made him do so many takes of the crappy intro.

A writer who doesen't like words and a lead designer who doesen't like RPGs. It's a surprise that Fallout 3 was actually released.

You know thats so bad ... thats its already funny again ... and very sad ... well for Fallout. Fallout could not be in worse hands then Bethesdas :|
 
kikomiko said:
Still going, bashing away, aren't you guys?

Sure, the fun part of facepalming is when you discuss it, not when you do it. in front of a console.

On topic:

4too said:
Now that the one true technology is in the sticky hands of aspiring B-Soft dev's,
we may see a rewrite of "The Road" to conform with the prevailing 'game industrial complex' world view of B-Soft triumphalism.
i bet the child will be immortal.

Emil said:
I love what I do. In fact, I hope I die in my cube working on Fallout 20

Kind of like Beethoven, leaving behind his unfinished masterpiece.
 
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