GameSpy & Gaming Nexus Fallout 3 interviews

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Two more in the pre-release interview wave of Fallout 3. GameSpy interviews Emil Pagliarulo.<blockquote>GameSpy: The Fallout franchise is known for its use of dark humor, and we're assuming that we'll see more of that in Fallout 3. How hard is it to write humor, both the situational and dialogue-driven varieties?

Emil Pagliarulo: It's incredibly difficult. The biggest problem is trying too hard. You do that, and any jokes fall flat. So a lot of times it's best to just play it straight. With Fallout, the jokes are very situational. The humor comes naturally from the environment, and the violence, and the situations these people find themselves in. So a lot of times, we can simply create a unique character, maybe an eccentric character, and dark humor comes from seeing how he or see is coping with the world around them. I think one of my favorite examples of this is Andy, the Mister Handy robot you meet at the beginning of the game, in Vault 101. You have an opportunity to catch up with him later in the game (I won't say where or how!), and you can sort of see the predicament he's gotten himself in.

GameSpy: As the writer, what do you personally think is the most entertaining path to take the first time you play through the game: Good, Neutral, or Evil?

Emil Pagliarulo: I think taking the evil route is always a lot of fun, simply because you can let your inhibitions go and do whatever the hell you want. Be a murderer, be a thief... just go nuts and have fun with it. Of course, I say that, and then when I go to play the game myself, I take on the role of a complete goody two-shoes.

I think for a lot of people it all comes down to how they feel about Mister Burke. You meet him really early in the game, in Megaton, and he wants you to destroy a whole town. So he sort of sets the tone of true evil for the entire game. Burke makes a pretty convincing pitch, so if you hear him out, and take him up on his offer -- and it's kind of hard not to -- then I think you'll stay on that dark road through the entire game.</blockquote>As does Gaming Nexus.<blockquote>Like Oblivion the game has a moral choices though out the game, based on customer feedback/your own stats do most people tend to play it good, evil, or somewhere down the middle? Does that impact your design decisions at all?

I don’t know what it is, but for some reason, I love designing “evil” gameplay. I love letting the player get into that really dark place, and experience something really sinister. I always have a sense of humor about it, but it’s something I can’t resist. That sort of started with some of the work I did in Thief 2, and definitely carried over into the Dark Brotherhood questline in Oblivion, and boy of boy is there some of that stuff in Fallout. I mean, even beyond the gameplay videos that have been released. You have no idea! But part of this – and this is the interesting thing – I have real difficulty playing an “evil” character in a game. So I love designing that stuff, but when it comes time to playing it, I just can’t do it. I think I have a serious Catholic guilt complex, to be honest.

Fortunately, most people don’t seem to share my aversion, and love to play the evil characters, so at least I know it’s not wasted work! Bottom line, it’s just really fun to let loose and be evil and do whatever the hell you want – which is to say, everything you can’t do in the real world.</blockquote>
 
The gaming nexus was kind of a good read. Nice to see Emil didn't talk about killing old ladies:)

Am trying to read the gamespy one, but having trouble loading the 2nd page. The first page was a good read.
 
I liked both of them.

"Oblivion is about being all things to all people – after 200 hundred hours, you look back and find that you’ve created a sort of super character. You’re the head of the Fighter’s Guild, and the head of the Dark Brotherhood, and you’ve closed all the Oblivion gates… In Fallout 3, we knew we wanted the player to have an experience that was at the same time more intimate, and more meaningful. Call it old school RPG if you’d like, but in Fallout 3, you create a more specific type of character, and part of that is making some hard choices, and having to stand by them."

Yup, and I am looking forward to playing and seeing this for myself : ).

Btw, in two biggest czech magazines, the scores are : Level - 10/10, Score (thats the name of the second one) - 93%.

And the level one played and loved original games, even worked on translation from EN to CZ back in the day. I remain hopeful.
 
GameSpy: What kind of impact does the harsh day-to-day of living in the Capital Wasteland have on your characters?
Emil Pagliarulo: Well, it's a pretty desperate world. I think when you meet the various characters, it becomes pretty apparent that the quality of life pretty much sucks for everyone. Simply being alive if often good enough, and that in itself is pretty sad.

There are a couple of exceptions. The people living in Rivet City are doing okay, mostly because they're protected inside the hulk of the aircraft carrier. And there are some people you meet who have just gone a little bit loopy; you know, it's like, in order to survive, they've succumbed to their own little flavor of insanity, and that's become normal for them. But for pretty much everyone in the Capital Wasteland, clean water is a huge problem -- people are sick with radiation poisoning, any of the crops they've managed to grow are irradiated as well. So if we're looking at Maslow's Hierarchy of Needs, pretty much everyone is on the bottom level of the pyramid, with little hope of getting beyond that.

That was my favorite read. Not so much for what it means gameplay wise as that he used Maslow's Hierarchy of Needs
 
Emil Pagliarulo said:
I think for a lot of people it all comes down to how they feel about Mister Burke. You meet him really early in the game, in Megaton, and he wants you to destroy a whole town. So he sort of sets the tone of true evil for the entire game. Burke makes a pretty convincing pitch, so if you hear him out, and take him up on his offer -- and it's kind of hard not to -- then I think you'll stay on that dark road through the entire game.

Mister Burke makes a pretty convincing pitch.... in a bar surrounded by people he is going to and none of them react to him?!? That's immersion? :crazy:

Nevermind the fact that from the spoilers I have seen that the pitch he makes isn't that great and would convince me he is an idiot so I'd turn him even when I was evil.

Developers really need to stop falling in love with their ideas and consider the whole of the game more often. It would improve things alot simply by stopping mistakes like this.
 
Fade said:
Emil Pagliarulo said:
I think for a lot of people it all comes down to how they feel about Mister Burke. You meet him really early in the game, in Megaton, and he wants you to destroy a whole town. So he sort of sets the tone of true evil for the entire game. Burke makes a pretty convincing pitch, so if you hear him out, and take him up on his offer -- and it's kind of hard not to -- then I think you'll stay on that dark road through the entire game.

Mister Burke makes a pretty convincing pitch.... in a bar surrounded by people he is going to and none of them react to him?!? That's immersion? :crazy:

Nevermind the fact that from the spoilers I have seen that the pitch he makes isn't that great and would convince me he is an idiot so I'd turn him even when I was evil.

Developers really need to stop falling in love with their ideas and consider the whole of the game more often. It would improve things alot simply by stopping mistakes like this.

Maybe if Mister Burke had a long moustache that he twisted between his fingers the pitch might be more convincing. Really, Burke couldn't be any hammier and I really see no allure in detonating the bomb in Megaton.
 
Personally I hate how straight-up evil Mr Burke is. Though I guess it's sorta ok, it's realistic to have some guys who are just more or less straigh-up one-dimensional evil if the rest of the world has a lot of depth

But it's not something to be proud of. Not the corny character, not the corny voice.
 
May be they should have modeled him after Snidely Whiplash?

I don't see any of the characters that engaging. The voice acting kills it too much.

I mean really, Liam Neeson being described as the "perfect father figure" makes me want to gag.

At least they got Ron Perlman back, but they really could have done better on the other "voice talents".
 
Oh, don't worry, they made up by hiring Odette Yustman aka "that hot chick from Cloverfield", someone who not only barely has any acting experience but actually has never done a voice acting job in her life, to voice the Overseer's daughter Amata in the Vault (the girl the Tunnel Snakes pick on).

Bethesda's voice actor selection policy is a fucking joke.
 
That's just sad.

They could have utilized their marketing money to actually bring in better voice talents, and improve the game.
 
Pope Viper said:
That's just sad.

They could have utilized their marketing money to actually bring in better voice talents, and improve the game.

Voice talents usually make less money than Actors, so they don't even need to borrow from their marketing budget. They would need to redo the PR campaign so as to cut the hype for the "Big name Stars" out, but they seem suprisely good at PR in Bethsoft. At times it seems that is all they are good at nowdays.
 
Paul_cz said:
Btw, in two biggest czech magazines, the scores are : Level - 10/10, Score (thats the name of the second one) - 93%.
Unfortunately both are "exclusive reviews" which by definition makes it biased. What's even more interesting - in the same number Score gives Morrowind on cover DVDs.
 
Pope Viper said:
May be they should have modeled him after Snidely Whiplash?

I don't see any of the characters that engaging. The voice acting kills it too much.

Wait 'til you see some of the other "evil doers" in the game...

They might as well have modeled him off Snidely Whiplash and tacked a neon sign over him in the bar that says "Evil Guy Here" with an "evil indicator dot" on the GPS. Pretty much all of the characters in this game are wooden and cliched, with VERY few exceptions.
 
entropyjesus said:
They might as well have modeled him off Snidely Whiplash and tacked a neon sign over him in the bar that says "Evil Guy Here" with an "evil indicator dot" on the GPS. Pretty much all of the characters in this game are wooden and cliched, with VERY few exceptions.

Even funnier if you betray him to Sheriff Simmons and he responds with "Curses! Foiled again!"
 
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