Inside the Vault - Alan Nanes

Brother None

This ghoul has seen it all
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Bethesda Blog features Fallout 3 developer Alan Nanes:<blockquote>What have you drawn on for inspiration in developing Fallout 3?

It would be easy for me to say I immediately ran to my DVD collection and threw Road Warrior or Six-String Samurai in, but this isn’t the case. I decided to draw my inspiration from the original source: the old Fallout games themselves (specifically Fallout 1 & 2). I wanted to make sure I replayed them and understood what the original developers were trying to bring to the table. I hadn’t actually fired the games up in years, so it was great to rediscover them all over again.

This doesn’t mean that visuals from other movies or games never entered my mind. Films like Children of Men, Delicatessen, Escape from New York, 12 Monkeys and Soylent Green and games such as Bad Blood, Autoduel and Wasteland all provided interesting backdrops from which ideas began springing forth. Honestly though, Emil Pagliarulo himself was a great inspiration. His genuine love of the source material is evident in every write-up and synopsis he gives us.

What is your favorite type of game to play?

My favorite games to play are RPGs. I like experiencing the entire spectrum and playing whatever I’m in the mood for. I’ve spent quite a bit of time playing all sorts of them… from serious PC RPGs like Baldur’s Gate to action RPGs like Champions of Norrath. I’ve been playing these games for a very long time. I still fondly remember playing the SSI Gold Box AD&D games on my trusty Amiga 500. Ok, I also admit I’m a devoted World of Warcraft player. There, you happy now?

How long have you been playing Fallout?

I’ve been experiencing Fallout ever since the games were released. As I had mentioned before, there was definitely a gap of time where they were packed in boxes and sat idle, but were never forgotten. The day I heard we were going to be actually developing a Fallout title was the day I cracked those boxes open again.

One of the things I always admired about Fallout, especially the first one, was that choices really meant something. It wasn’t just disguised dialog that funneled you to the same plot point. They made a concerted effort to make the game change depending on how YOU wanted to play. Your actions shaped the world and yet you still remained in sight of your final goal (well all the while you had a blast doing it). I hope to bring this same feeling to Fallout 3.</blockquote>Link: Inside the Vault - Alan Nanes
 
Yes, he's good people.

I'm glad to see that there's a guy who looks to be a serious PnP player among them. He also mentioned the movie from which I take my sig, which is excellent news to me.
 
He mention Delicatessen, but not the film from which your av is. At least as important an inspiration source of the Fallouts.
 
Yes, definitely, but when watching Delicatessen, I think you get a better feeling of the desolation of the land and how it has affected the people.
 
Yes, but Delicatessen lacks any trademark visual style. The quite similar styles of Gilliam's Brazil and Jeunet/Caro Cité des enfants perdus give more obvious and much stronger visual cues, which strongly influenced a lot of Fallout's look.

I was made to understand.
 
You were made to understand?

Delicatessen still features the prominent color schemes of the Jeunet et Caro films, though I agree there isn't a style as prominent as in City Of Lost Children.
 
Yes, I have to be made to understand things. I'm a bit dense to understand fluently.

And yes, the colour schemes are the same...
 
Stag said:
...but when watching Delicatessen, I think you get a better feeling of the desolation of the land and how it has affected the people.

Brother None said:
Yes, but Delicatessen lacks any trademark visual style. The quite similar styles of Gilliam's Brazil and Jeunet/Caro Cité des enfants perdus give more obvious and much stronger visual cues, which strongly influenced a lot of Fallout's look.

I was made to understand.

One thing Delicatessen definitely lacks is any sense of the wider world beyond the block and a short section of sewers. It is intensely claustrophobic in that respect.

One thing it does well though - as with Brazil - is to provide a satisfying and plausible synthesis of retro- and PA styling. Perhaps that is the key, here?

Erm, I was going to metion colour schemes too....
 
Sorry, I took a scriptwriting class my senior year. The professor had a fantastic rack. I actually paid attention.
 
It's nice to see that they have a boardgamer aboard :) . On the other hand it makes the departure from the tabletop miniature game style even more sad :( .
 
Sorrow said:
On the other hand it makes the departure from the tabletop miniature game style even more sad :( .

I'm getting curious, Sorrow. Do you have a source in which a designer explicitly states the reason for going isometric was related to tabletop gaming or that Fallout's design was related to tabletop miniature gaming as well as tabletop pen and paper gaming (yes, both are tabletop)? If not, what are you basing this on?
 
I suppose he has to earn some credit seeing as the painting quest in Oblivion is about the only one in the entire freaking game that had enemies that were actually a challenge (the Painted Trolls).
 
Vault 69er said:
I suppose he has to earn some credit seeing as the painting quest in Oblivion is about the only one in the entire freaking game that had enemies that were actually a challenge (the Painted Trolls).
bow + arrows tipped with paint thinner = dead trolls in < .5 seconds.
 
Killzig said:
bow + arrows tipped with paint thinner = dead trolls in < .5 seconds.

That's the wuss way, man.
But yeah, I forgot about the paint poison provided so that the level-scaled characters wouldn't suddenly have a heart attack going up against real enemies.
Still, it was fun for a while..
 
I tried to play a Heavy McFighter man in shining armor but the melee combat was too fucking terrible. The only way I could push more than an hour into that game was as Sneaky McArrowslinger. It's not my fault they didn't bother balancing it and overpowered the stealth skill.
 
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