Fallout Developers Profile - Brian Freyermuth

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In close cooperation with transhumanist avatar and dauntless paratrooper Ausir, No Mutants Allowed can present another Developer Profile: that of Brian Freyermuth, who may or may not be a dauntless paratrooper himself! What we do know is that he was one of the first people to work on the original Fallout, laying down quest and dialogue designs with the best. He also worked on some other Fallout title.<blockquote>5. Tell us a little about your role in the making of Fallout 1/2/3(Van Buren)/Tactics/Brotherhood of Steel?

Funny story there. Originally Fallout was supposed to be Wasteland 2, and my mentor Scott Campbell was the lead on it. I was a huge, huge fan of the original Wasteland, so I talked my way into a meeting of the core team. (At that time it was just Tim, Scott, Jason, Leonard and me.) I then spent the meeting throwing out ideas, and yes, even correcting some of the people on the facts from Wasteland. (Like I said, huge fan).

From there I spent a good year and a half coming up with the original quests and characters for many of the locations, including the Necropolis, Shady Sands, the LA Boneyard, the Glow and one of my favorites, the Hub. I also wrote the first drafts for about 80% of the main "talking head" characters before they were sent off to the script doctor to edit. My favorite character, and the one that stayed closest to my original draft, was Harold. That old ghoul holds a place in my heart.

10. Were there things that you wished you had added to either of the Fallouts?

One of things that were cut from the original Fallout was the three Raider factions. Originally I came up with three tribes, the Vipers, the Jackals and the Khans. The Vipers were your crazy mystics that worshipped the cobra. Lots of human sacrifices and such. The Jackals were the scavengers of the group, always coming in after things had died and picking the carcass. The Khans were straight out of the Road Warrior, all metal armor and screaming battlecries. In the original design you could actually befriend each, but because each was warring with the other, if you befriended one who would alienate the others. All three tribes were collapsed down into one for budget reasons, but I still think fondly of them.

15. Where do you see computer RPGs going?

I think we’re going to see more and more RPGs having more choice in their games. A lot of RPGs are all about “go up, kill creature”, rinse and repeat. But what if you don’t want to kill it? What if you want to sneak around it? Or find some way to trap it and run past? Fallout was amazing because we had one stipulation from Tim. Every quest had to have three solutions: Fight, Sneak or Talk. Every one. And no RPG has done it since to that extent.</blockquote>
 
Seems like a cool dude. I had never really heard of him much, and he seems to be responsible for coming up with a lot of cool stuff for Fallout.

I might have to install Oblivion just to check out that mod he made for it, it looks really good.
 
Very cool interview/guy. Some of his quotes I'd like to comment on:

I really like the way Fallout 3 went. I liked the story they had, but even more than that, I liked that they kept the desolate and bleakness of the original. I think there are many, many years worth of stories left to tell, in all regions of the mythos.
Well so far from what I've played I can't really agree fully. Sure it is desolate but the locations are extremely repetitive + the soaring 'wonderous journey' ORCHESTRAL music DOES NOT make me happy. Apocalypses need dire grim music not oblivion-esq orchestra music. I had to DL a classic music mod plus change F3 menu music to "vats of goo" from F1.

RPGs are nothing without player progression and without motivation.
True. I have very little motivation to continue in F3 though.....So that''s a major issue with me.

When I first start a story, I never think about software or hardware constraints.
I like the way he writes. If only more games were made for PC instead of console this might actually be more do-able than it is currently with the limitations of consoles dragging down PC users.


These days the core idea of the game tends to come from management. For the story of “Run Like Hell”, management told me that “we want a survival horror game set in space.” And I went from there.
Oh great "management" coming up with game ideas. Way to get off on the right foot.....nah.


Thanks for your passion in keeping Fallout alive! And make sure to keep an open mind. If a new Fallout game is good, support it, because if you don’t, then the universe will go away. Remember that while you might not like the changes designers make, you have to respect them for trying something new.

For me it isn't about the devs "trying something new". I guess he's largely talking about the FPP aspect. I am fine with a FPP RPG that is not one of the issues I have with F3. It's not the "new" stuff I can't handle it's the "same ol bethesda" that I can't.
 
Wow, another Fallout dev who likes Fallout 3.Surely that is not possible, they must have paid him!

Sorry, could not resist.

Anyway, nice interview, I had almost no idea about this man and it seems like he came up with a lot of good stuff in Fallout...I would like to see all 3 gangs and some dynamic between them in the game.
 
Sounds like a nice guy but I don't share his opinion on Fallout 3's storyline.

I think the storyline is shit and a rip off of Fallout 1 and 2.
 
Kashrlyyk said:
b) Why wasn´t he asked what he liked about Fallout 3??

Because the questions are always the same and "What did you like about Fallout 3?" isn't important enough to be among them. It's a profile, not an interview.
 
The original story session for Wasteland 2 was just the original five of us sitting in a Carl's Jr. until late at night. It was a wonderful brainstorming session, and we basically hammered out the story from there. It was a great creative atmosphere.
I've always known that this sort of almost amateuristic (and I mean that in a good way) freedom and creativity was at the root of Fallout. You can just feel it. Can you imagine Todd sitting in a fastfood joint with the whole crew, brainstorming over what FO4, 5, 6 ... should be like? Nah, me neither.

Originally I came up with three tribes, the Vipers, the Jackals and the Khans. *snip*
A lost opportunity, I reckon. It would have added so much to the game.

Great interview. Seems to be one of the lesser known developers, but certainly not the least.
 
Paul_cz said:
Wow, another Fallout dev who likes Fallout 3.Surely that is not possible, they must have paid him!

Sorry, could not resist.

Anyway, nice interview, I had almost no idea about this man and it seems like he came up with a lot of good stuff in Fallout...I would like to see all 3 gangs and some dynamic between them in the game.
Bethesdas Fallout is a enjoyable game. For sure. Its not a surprise that original Fallout devs like it actualy. What I would really like to hear from them is if they see it as "true" continuation to Fallout, and if yes if its a good one.

But I doubt that anyone of them would say anything negative as that is not seen as very "professional"
 
alec said:
The original story session for Wasteland 2 was just the original five of us sitting in a Carl's Jr. until late at night. It was a wonderful brainstorming session, and we basically hammered out the story from there. It was a great creative atmosphere.
I've always known that this sort of almost amateuristic (and I mean that in a good way) freedom and creativity was at the root of Fallout. You can just feel it. Can you imagine Todd sitting in a fastfood joint with the whole crew, brainstorming over what FO4, 5, 6 ... should be like? Nah, me neither.
Physcists have long knonw about the benefits of relaxed evironment. It also seems to point to the Fallout developers saying "Let's make a really cool game; a game we'd all want to play."
 
It's funny, this is the second time I've read a developer's profile and thought, wait a second - this man, this genius - was part of the Fallout 3 team? Then I go back and read the first paragraph more closely, and realise that it's a developer from Fallout 1 or 2.

Ah. That makes sense.
 
alec said:
Can you imagine Todd sitting in a fastfood joint with the whole crew, brainstorming over what FO4, 5, 6 ... should be like? Nah, me neither.

Yeah, they probably don't brainstorm over their games in fastfood joints...they probably do it around the large table down there in their Bethesda building.
 
I wish Todd would have such a passion for making games for gamers like the person interviewed.

But now he can only try to atone his sins 8-)
 
15. Where do you see computer RPGs going?

I think we’re going to see more and more RPGs having more choice in their games. A lot of RPGs are all about “go up, kill creature”, rinse and repeat. But what if you don’t want to kill it? What if you want to sneak around it? Or find some way to trap it and run past?
This looks like he was imprisoned in the time right after publishing Fallout.

There are only few Fallout 1 and one Van Buren developer left. Are we going to see Fo3 developers interviewed in the future?
 
Brian Freyermuth said:
I think we’re going to see more and more RPGs having more choice in their games. A lot of RPGs are all about “go up, kill creature”, rinse and repeat. But what if you don’t want to kill it? What if you want to sneak around it? Or find some way to trap it and run past? Fallout was amazing because we had one stipulation from Tim. Every quest had to have three solutions: Fight, Sneak or Talk. Every one. And no RPG has done it since to that extent.</blockquote>
I don't think FO really did that. But I do agree with the point. FO was special because of the multiple quest solutions, and that has influenced western RPGs in general.

alec said:
Can you imagine Todd sitting in a fastfood joint with the whole crew, brainstorming over what FO4, 5, 6 ... should be like? Nah, me neither.
To be honest, I suspect that there's too much branstorming going on, and not enough development/culling of the ideas produced by the brainstorming.
 
From the main interview article:

"Every quest had to have three solutions: Fight, Sneak or Talk. Every one. "

Is this true in Fallout 1 & 2? I mean, in my experience, every quest has a fight option, most have a talk option but few have a sneak option.
Has anyone finished either game using only 'sneak options'?
 
I really liked it how they wanted to expand solutions in Van Buren; Fight, Sneak, Talk or Science.
That would really have added even more re-playability.
 
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