GameTap interviews Emil Pagliarulo

Brother None

This ghoul has seen it all
Orderite
A very worthwhile read:<blockquote>GameTap: The theme of moral dilemmas seem to be playing a greater role in games these days. Do you think this is the next logical step for games as a whole as the audience grows up?

Emil Pagliarulo: Videogames are trying desperately these days to be accepted as art. The whole Roger Ebert debate has fanned those flames, but it’s been a big issue for years. Can games, like art, manipulate a person’s emotions? Can a game make you cry, can a game make you truly feel for the characters inhabiting a virtual world? Presenting the player with a moral dilemma is one of the easiest ways to do this. BioShock completely yanks at your heart strings with their Little Sisters, and it’s incredibly effective.

I honestly think there’s room for both types of games. I mean, in the Dark Brotherhood in Oblivion, you really don’t have a choice. There’s no moral dilemma. You’re evil. And that’s part of the fun--not having to compromise, not having to worry about what you’re doing is right or wrong. It’s wrong, and you’re going to do it anyway. In Fallout 3, it’s the complete opposite--a big part of the fun is deciding whether to do the right thing, the wrong thing...or not caring if it’s right or wrong, but doing it anyway.

GameTap: At the same time, does it make certain games an easier target for politicians and media that are looking for any sort of justification for their anti-videogame sentiments?

Emil Pagliarulo: Of course, of course. The more serious you try to make your game, the more realistic the situations, the more realistic the situations, the larger the bullseye you paint on your back. I’ve always maintained that it’s a matter of context, though. Using film as an example, an obscure movie like The Basketball Diaries gets picked on because it has a school shooting sequence. Whereas Kill Bill, which is more violent by a factor of 10, doesn’t receive the same sort of criticism...because it’s so over-the-top, so comedically unrealistic, it doesn’t strike the same nerves.

Fallout 3 definitely falls into that latter category.

GameTap: How does morality play into Fallout 3? Will players encounter those kinds of moments where they have to think, “hrm, do I really want to do this?” We saw during the E3 demo that you have the option to blow up the town named Megaton that you encounter early in the game.


Emil Pagliarulo: Oh, the player’s morality is called into question all over the place in Fallout 3. The Megaton bomb quest in the demo is a really black-and-white, really extreme example. It’s pretty clearly “good” or “evil,” and destroying the town pretty much bottoms out your karma.

In the game as a whole, we play around a lot with the very definitions of good and evil, right and wrong. Do personal motivations, if well intentioned, override the wishes of a community? If a person wants to die, is it OK to let that happen...or is it worth the effort to save them, even if they don’t want to be saved? If I find a kid abandoned in the Wasteland, is it okay to leave him there… even if I promise to go get help? That morally gray area is a big part of what we’re trying to accomplish.
(...)
All of that said, we still won’t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can’t move forward or finish the game isn’t. We worry about that stuff, and handle it, so the player doesn’t have to.
(...)
That said, the Fallout world is the Fallout world; it’s non-restrictive by nature. There’s not a whole we couldn’t include, if that’s what we wanted. So really, for us, it’s always a matter of asking ourselves, “Do we really want this? Does it fit with the world, does it fit with our story. At the end of the day, does it make Fallout 3 better?” If the answer to any of those questions is “no,” it doesn’t go in the game.
(...)
OK, let’s assume for a second that there is an end boss. And I’m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.

Now, that’s not to say you can talk your way through the entire game without ever engaging in combat. The Capital Wasteland’s a dangerous place, so you’re going to have to defend yourself at some point. But within the quests, and several other places, yeah--you can talk your way through, if you’ve got the skill.</blockquote>There's too much to quote here. This is a mandatory read.

Link: GameTap interviews Emil Pagiarulo.

Spotted on Fallout 3: A post nuclear blog.
 
Good read indeed! It seems you will be able to hire a mutant human of some kind.

GameTap: Who is your favorite hireable AI character in Fallout 3? Dogmeat? Someone else?

Emil Pagliarulo: I definitely do have a favorite, but I’m not going to say who he is. I’ll give you this hint, though--he ain’t exactly human. At least, not anymore...
 
Hi Slicerdicer,

Don't be to sure, it just as well could turn up to be a cyborg.
Opening of course how a 'non pre war Brainbot' cyborg could appear in Fallout 3 unless the threat this time is a bunch of cyborgs. (which I hope is not)
 
The Dutch Ghost said:
Don't be to sure, it just as well could turn up to be a cyborg.
Opening of course how a 'non pre war Brainbot' cyborg could appear in Fallout 3 unless the threat this time is a bunch of cyborgs. (which I hope is not)

Hadn't even thought of that.

Maybe his combat punchline when knocked over will be "I'll be back." Lol Fallout humor!
 
Brother None said:
Hadn't even thought of that.

Maybe his combat punchline when knocked over will be "I'll be back." Lol Fallout humor!

Well they did make several Terminator games so I wouldn't be surprised to see a few references to those games, after all in one of their interviews they already brought up the idea that some super computer started the War.
 
The Dutch Ghost said:
Brother None said:
Hadn't even thought of that.

Maybe his combat punchline when knocked over will be "I'll be back." Lol Fallout humor!

Well they did make several Terminator games so I wouldn't be surprised to see a few references to those games, after all in one of their interviews they already brought up the idea that some super computer started the War.

Skynet maybe? Never thought of that but that would work and knowing Beth most likely. :wink:
 
Slicerdicer said:
Skynet maybe? Never thought of that but that would work and knowing Beth most likely. :wink:

But the big question is, is it needed?
Personally I rather see the War and its consequences as the result of the foolishness of man than yet another 'maniac computer that wants to exterminate humanity'.
 
OK, let’s assume for a second that there is an end boss. And I’m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.
What the. That's a good thing, but I thought that's what he was talking about previously when he was saying they didn't want to reward or punish the player for having a conversation. People originally thought he meant for the entire game, then I thought he clarified it and said he was just talking about the end of the game.

Pretty good interview though.

Edit: Yeah, just went back and looked at it. Emil what are you doing you silly bastard?

I was specifically answering the question about whether or not dialogue affects the endgame. It doesn't -- not directly. The endgame itself doesn't change based upon things you may or may not have said in dialogue. The endgame is affected by your actions. So that's what I meant by, "We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation."
 
GameTap: The VATS mode looks like a good compromise between Fallout's traditional turn-based combat and modern, real-time first-person combat.

'Cause, you know, we didn't have real-time first-person shooters back in '97.

We just didn't have the technology for it...
 
TripleA said:
GameTap: The VATS mode looks like a good compromise between Fallout's traditional turn-based combat and modern, real-time first-person combat.

'Cause, you know, we didn't have real-time first-person shooters back in '97.

We just didn't have the technology for it...
I know you were being sarcastic, but asides from Bethesda's own games (Elder Scrolls 1 and 2), there was also the Marathon trilogy, all released before 1997. Oh and Doom in 1993. Pathways Into Darkness (Bungie's first FPS-game, though it's a little different from today's FPSs), also in 1993.

Where the hell do all these people get the idea that first-person perspective is so goddamn modern. Ugh... these people need to be brained repeatedly with an Ebony Mace.
 
But within the quests, and several other places, yeah--you can talk your way through, if you’ve got the skill.

Hopefully they remove those stupid "you have a 29% chance of succesfully lying to this person" stuff. It should be more like "Hmmm, I have charisma of 5 and speech of 70%. What do I think is my chances of convincing this guy to shoot his beloved dog?"



Slicerdicer said:
Good read indeed! It seems you will be able to hire a mutant human of some kind.

Can't be, they said there is no dialog with mutants in the game. I'm with the idea of a cyborg if they can give a good enough reason for that type of high-tech being available.



All of that said, we still won’t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can’t move forward or finish the game isn’t. We worry about that stuff, and handle it, so the player doesn’t have to.

Does this mean I will not be able to shoot my dad on sight because he has some very deep motive for leaving the vault that I need to hear first so I can go kill the leader of the mutants (who's probably in league with the now super secret Enclave radio station)? That idiot made me leave my nice, safe and comfortable life in the Vault to go search for him! Hopefully they just do it in a way that makes sense. I don't want the wasteland full of unshootable npc's.

Do we really want this? Does it fit with the world

Whose world? The one made by the original Fallout's? Or some bastard child thought up by Bethesda?

or explode his head with my power fist

Seems to be a reoccurring theme. Hopefully I'll be able to see something between all the exploding heads.

doesn’t receive the same sort of criticism...because it’s so over-the-top, so comedically unrealistic, it doesn’t strike the same nerves.

Fallout 3 definitely falls into that latter category.

Some of the death animations may have been yes, but the situation that made you kill everyone in a bar wasn't or the choice to become a slaver. I think Kill Bill is just a bad comparision here.
 
First, Bioshock isn't heart wrenching. Why is it heart wrenching? You make a straight, easy, good or evil choice. Both ways let you complete the game without much problem.

However, Emil seems to get this in his later quote where he says it's not often clear cut.

Noticed the subtle erasure of the word 'groin' through in his answer. Sigh.
 
I just noticed the one caption says : "One of the first groups you'll encounter is The Brotherhood of Steel." Hopefully this isn't true...
 
I may have missed something, but surely the obvious choice for someone who isn't human anymore would be a ghoul?
 
@ Blazerfrost

It's nice to see that people are still able be polite when they criticize on the internetz... :roll:

-----------------------------

I liked the interview, it answered some specific questions rather than dodging them.

It made me slightly optimistic.
 
Mr. Teatime said:
First, Bioshock isn't heart wrenching. Why is it heart wrenching? You make a straight, easy, good or evil choice.
And making such a choice can't be heart wrenching? Okay that is an exageration but the game does generate an emotional response from you (or at least me) I played through and saved all the little sisters. Then when I finished I contemplated starting a new game and harvesting them this time, and felt really guilty for even thinking about it.
 
Elros said:
I may have missed something, but surely the obvious choice for someone who isn't human anymore would be a ghoul?
the more likely choice would be Marcus, no? supermutants arent exactly human anymore. Lenny wasn't exactly a 'deep' NPC in FO2, so i doubt he was Emil's favorite.

as for Skynet, the human brain that builds him isn't exactly 'his'. he was never human. he just needed a modified human brain to leave the confines of his base.
 
Hmm what about Harold?

Bob should have some fruity apples by now. It would be nice to pick and eat them.
 
Slicerdicer said:
Good read indeed! It seems you will be able to hire a mutant human of some kind.

GameTap: Who is your favorite hireable AI character in Fallout 3? Dogmeat? Someone else?

Emil Pagliarulo: I definitely do have a favorite, but I’m not going to say who he is. I’ll give you this hint, though--he ain’t exactly human. At least, not anymore...
Poor harold... :cry:
 
Fahrplan said:
Hmm what about Harold?

Bob should have some fruity apples by now. It would be nice to pick and eat them.
Harold isnt hireable...

read the question.
 
Back
Top