IGN interviews Emil Pagliarulo

Brother None

This ghoul has seen it all
Orderite
IGN had an E3 interview with Fallout 3 lead designer on IGN Insider. New things they talked about:<blockquote>-the different people that can be recruited for your "party" will be limited based on your karma (no recruiting good guys if you're a bad guy, or vice versa)
-"might" have some characters coming back, but they aren't talking about it yet
-load times faster than Oblivion right now.
-blowing up Megaton will make your karma "plummet"
-There will be an invisible wall at the end of the world.
-Brotherhood of Steel is a "neo-knightly organization that is waging war in DC" (direct quote)
-Game is running on DX 9 right now and they would "never release just on Vista"
-He thinks it is very important about the original Fallout and Fallout 3 that all the factions, like Raiders, slavers and Super Mutants weren't all completely evil and that you never knew where you'd find friends.
-"Absolutely not" to multiplayer</blockquote>Thanks Zenmaster Omega.
 
-the different people that can be recruited for your "party" will be limited based on your karma

Pity, since that was one of the best uses for CH I've seen in a game (lame as that may sound) and a big step up from Fo1 in that regard.

-Brotherhood of Steel is a "neo-knightly organization that is waging war in DC"

Maybe this is just another Monty Python refrence. They seek the Holy Grail! They wage war randomly until they find it!
 
Brother None said:
-the different people that can be recruited for your "party" will be limited based on your karma

I actually like this one. It wouldn't make sense if you were a brutal murderer of all and could still recruit some goodie-two-shoes.

Per:
I think they only mean the different people you can recruit, not amount. At least I misread it wrong at first and was like, "WTF?! WT mother-fucking F? That doesn't make sense!"
 
Per said:
-the different people that can be recruited for your "party" will be limited based on your karma

Pity, since that was one of the best uses for CH I've seen in a game (lame as that may sound) and a big step up from Fo1 in that regard.

According to Zenmaster, Emil doesn't say anything about a limit on NPCs, so it could be that charisma retains that use. He was just talking about not recruiting bad guys if you're a good-two-shoes
 
Briosafreak said:

Here

Oh no it's not about numbers of people. Sorry if my transcript was misleading. It was hastily written while I was watching the interview.

He was saying that the different people that would be willing to join you would be based on your karma. He didn't mention, at all, any kind of limit to the number of people at a time. He just was saying that if you had done a bunch of evil things some goody two shoes character wouldn't join you and visa versa.
 
Sounds like the party/karma system is inspired by BG, with you being able to form good and evil parties. Sounds good.

The load time thing has me thinking this means they are using smaller world spaces, could be wrong, but I can't see them reworking gamebyro just for that.

Well I'd be worried if blowing up a town didn't harm your karma :P

Invisible wall, bound to happen. Can't really complain about that, in Oblivion it could be disabled, many modders have used the extra land available to do stuff with - it's actually good news if they release a CK.

BOS, Meh - waging war on the East coast seems silly, but in light of their other stupid innovations, seems positively plausible..

Pleased that the factions won't be cookie cutter good/evil, implies there will be 'good' mutants - which is a minor turn up, given their Orc's had me thinking they would be 'monsters'. Still, will believe it when I see it...

Beth arent known for multiplayer, no surprise there. Halo crowd wont be impressed though :)
 
With the game set in a supposedly natural landscape, adding "belts of deadly radiation, valleys/fissures, flooding, landslides, hills, destroyed bridges and various other things" to pen in a large area of the east coast would seem more out-of-place than a relatively innocuous invisible wall with a "You cannot go that way" message. If the game engine is appropriately dynamic, players could try to overcome these obstacles, and finding nothing but emptiness where there should be something real (say... Chicago) would be disappointing.

Beth can take some creative license with the Brotherhood of Steel in F3; obviously, an east-coast splinter group would not necessarily have the same goals and leadership structure as the original west-coast BOS. I'd love to see some actual deep political intrigue played out here, not just the scattered, movie-script politics of Oblivion.
 
Brother None said:
IGN had an E3 interview with Fallout 3 lead designer on IGN Insider. New things they talked about:<blockquote>-
-"might" have some characters coming back, but they aren't talking about it yet

I can't see who would make sense, really..
-There will be an invisible wall at the end of the world.
They could at least put some cars and junk to block it...

-Game is running on DX 9 right now and they would "never release just on Vista"
That sucks. I wanted to hear all you guys complain about having to get Vista...
Srsly tho, they better have DX10 implemented.
 
I can't see who would make sense, really..

I would not be the least bit surprised to see:

Harold (Iconic talking head from FO1 and FO2 to help sell the FO fans that this is FALLOUT, see Harold is in it!)

DogMeat Jr.

Zax / Some other AI

Basically any NPC that's immortal, heck I would be surprised if the master has returned.
 
entropomorphic said:
With the game set in a supposedly natural landscape, adding "belts of deadly radiation, valleys/fissures, flooding, landslides, hills, destroyed bridges and various other things" to pen in a large area of the east coast would seem more out-of-place than a relatively innocuous invisible wall with a "You cannot go that way" message.

It depends on how it's implimented. I think I'd be more annoyed if I were blocked by nothing than if I were blocked, by, say, a radiation barrier, or even a wall of junked cars.

entropomorphic said:
Beth can take some creative license with the Brotherhood of Steel in F3; obviously, an east-coast splinter group would not necessarily have the same goals and leadership structure as the original west-coast BOS.

Fair enough. To be honest, while I'm worried about MANY elements of this game, I'm not quite as concerned about the presence of the Brotherhood as others are. Groups do see changes in goals and leadership, and they certainly do splinter. It's not inconceivable that a sub-group might split away from the "main" Brotherhood and leave for elsewhere.

I am concerned, however, about how the presence of the BoS on the East Coast will be explained. It would be an enormously difficult journey, and it needs to be explained the right way.


ivpiter said:
Harold (Iconic talking head from FO1 and FO2 to help sell the FO fans that this is FALLOUT, see Harold is in it!)

God, I hope not.

Yeah, it's possible to explain how incredibly tough super mutants might make the journey from the west coast to the east coast. Yeah, it's possible to explain how a breakaway faction of the BoS - with their power armor and advanced tech - might make the journey themselves.

It would be a lot more difficult, however, to explain how poor, not particularly tough, Harold came to be on the East coast. I guess maybe he could have been "brought" (against his will or otherwise) by the super mutants, or the BoS. But, why?
 
Unillenium said:
Good thing they didn't ruin the game by making insurmountable terrain features such as belts of deadly radiation, valleys/fissures, flooding, landslides, hills, destroyed bridges and various other things that you definately wouldnt find in a post apocalyptic world.

Another eye roller.

Try walking East from Vault City.

Or South from San Francisco.

Tell me how far you get and what eventually stops you.
 
Nim82 said:
Sounds like the party/karma system is inspired by BG, with you being able to form good and evil parties. Sounds good.
I actually prefer Dragon Age's party system where you can TALK (supposedly, at least) any NPC into joining you, no matter if you are good or bad.
 
Oblique Strategy said:
Unillenium said:
Good thing they didn't ruin the game by making insurmountable terrain features such as belts of deadly radiation, valleys/fissures, flooding, landslides, hills, destroyed bridges and various other things that you definately wouldnt find in a post apocalyptic world.

Another eye roller.

Try walking East from Vault City.

Or South from San Francisco.

Tell me how far you get and what eventually stops you.

You're comparing zones and a world map in a CRPG to what's supposed to be a persistant world in an oh so immersive RPG.
It has soooo much immersion that it has invisible magic barriers you can't pass.
What?

Fallout never claimed to be a world simulator. It was a tabletop RPG in computer form. Bethesda on the other hand justify all their changes with imershun and realism.
 
jemil.jpg

I had to do it, me was boring :?

Emil seems to be on the wrong place at the wrong time.

He certainly had many of those cool ideas for Fallout3... :clap:
 
Vault 69er said:
Oblique Strategy said:
Unillenium said:
Good thing they didn't ruin the game by making insurmountable terrain features such as belts of deadly radiation, valleys/fissures, flooding, landslides, hills, destroyed bridges and various other things that you definately wouldnt find in a post apocalyptic world.

Another eye roller.

Try walking East from Vault City.

Or South from San Francisco.

Tell me how far you get and what eventually stops you.

You're comparing zones and a world map in a CRPG to what's supposed to be a persistant world in an oh so immersive RPG.
It has soooo much immersion that it has invisible magic barriers you can't pass.
What?

Fallout never claimed to be a world simulator. It was a tabletop RPG in computer form. Bethesda on the other hand justify all their changes with imershun and realism.

The problem with creating real-world obstacles is that you inevitably end up with game characters that are immensely powerful and capable of pretty impressive feats in the game environment, but cannot pass over a comparatively trivial obstruction placed in their path.

It's a lose-lose situation in most cases with either option, but I'd rather have an invisible barrier than the alternative.
 
The invisible one make nooo sense. Maybe they could just have a fatal amount of radiation on the borders?
 
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