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Recently, gamesTM has put online an interview with Obsidian CEO Feargus Urquhart, and while that per se wouldn't be news-worthy, it goes without saying that he'd tackle some Fallout-related subjects.
Here's what Feargus had to say on New Vegas' bugs and deadlines:<blockquote>Do you agree that maybe your end ship date was too ambitious for New Vegas, and that was the reason that it shipped with so many bugs?
You know, it’s hard to say. I think, as a developer, it’s not the end date that matters; it’s the dates prior to that. So, if we hit our vertical slice then it makes us really ready for production and then production goes more smoothly. If we then hit our alpha date, then everything after that is pretty much just bug polish, tuning and things like that, then it just guarantees that we hit our end dates and I think that is something that we as a developer, and others out there, all have to get better at. Because there are some dates that can’t be missed, you know.</blockquote>And on Fallout Online:<blockquote>Having previously worked at Interplay, and across the Fallout series, what’s your opinion of Interplay’s claim to the Fallout MMO?
To be honest, I have no idea. I had left Interplay before that deal and so I just don’t know anything. It was kind of one of those things where I wanted to stick my fingers in my ears and go ‘la-la-la’, just because I didn’t want to know.
How well suited do you think the series is to online play in general?
Actually, I think it’s really well suited, I mean that’s the biggest thing. Ultimately, if you think about it, when you’re playing Fallout, it’s like you are playing in a big open world where you are going after mobs, playing Player-Versus-Environment. So it’s almost like you’re playing a PVE game but by yourself, so I think that the game really lends itself to having this big world. And, of course, how the IP works, crazy is normal, so you can have crazy stuff. Like when there is just some weird-ass guy researching Mole Rats in some corner of the world and he’s made Mole Rat Land, so I think that helps it as well. It’s a world where people expect to find the unexpected around the corner and so it just fits.</blockquote>Feargus also goes on subjects like how it was to work on a new Fallout game, the dumbing down of RPGs in recent years and various Obsidian-related stuff in the full interview, making it a worthy read all around.
Here's what Feargus had to say on New Vegas' bugs and deadlines:<blockquote>Do you agree that maybe your end ship date was too ambitious for New Vegas, and that was the reason that it shipped with so many bugs?
You know, it’s hard to say. I think, as a developer, it’s not the end date that matters; it’s the dates prior to that. So, if we hit our vertical slice then it makes us really ready for production and then production goes more smoothly. If we then hit our alpha date, then everything after that is pretty much just bug polish, tuning and things like that, then it just guarantees that we hit our end dates and I think that is something that we as a developer, and others out there, all have to get better at. Because there are some dates that can’t be missed, you know.</blockquote>And on Fallout Online:<blockquote>Having previously worked at Interplay, and across the Fallout series, what’s your opinion of Interplay’s claim to the Fallout MMO?
To be honest, I have no idea. I had left Interplay before that deal and so I just don’t know anything. It was kind of one of those things where I wanted to stick my fingers in my ears and go ‘la-la-la’, just because I didn’t want to know.
How well suited do you think the series is to online play in general?
Actually, I think it’s really well suited, I mean that’s the biggest thing. Ultimately, if you think about it, when you’re playing Fallout, it’s like you are playing in a big open world where you are going after mobs, playing Player-Versus-Environment. So it’s almost like you’re playing a PVE game but by yourself, so I think that the game really lends itself to having this big world. And, of course, how the IP works, crazy is normal, so you can have crazy stuff. Like when there is just some weird-ass guy researching Mole Rats in some corner of the world and he’s made Mole Rat Land, so I think that helps it as well. It’s a world where people expect to find the unexpected around the corner and so it just fits.</blockquote>Feargus also goes on subjects like how it was to work on a new Fallout game, the dumbing down of RPGs in recent years and various Obsidian-related stuff in the full interview, making it a worthy read all around.