Interplay Website launched, hires Chris Taylor

Kyuu said:
Anyway, people shouldn't be too concerned with Herve's influence on the game, I shouldn't think. I doubt Chris and (mind blanking on who the other original developer on the FOOL team is) would have joined up without some assurance of being able to make the game the way they want. Though then again, it's Herve, so it may be naive to underestimate his ability to screw things up.

Right now I'd wager Herve is fully busy on keeping the company upright and trying to get investors. He has no time to interfere in FOOL.

Jason Anderson is the creative director. Essentially, the game's creative direction is his call.
 
Rather off-topic but what about the Fallout Online mod for Fallout 2 ? Aren't they supposed to start a second public test soon ?
 
MrBumble said:
Rather off-topic but what about the Fallout Online mod for Fallout 2 ? Aren't they supposed to start a second public test soon ?
Yes, this autumn.

Also, a way to see this hypothetically combination of two incompatible ingredients (FO+MMO) successful, one [Interplay?] could start stealing other peoples ideas... Like:

Fallout Wiki said:
Q: How quests in FO [Fonline] will be realized? Whether the new player will be restrained, ignorant where them to take it and how them to carry out?

А: All quests sorted by the groups: cycle (clean up a shelter, smooth out a field from wreckers, repair the shaky generator), disposable (become a paladin of Brotherhoods of Steel or become Citizen Volt-City) and unique (save the world). While first will be aviable to players time to time, there will be only 1 chance to 1 player to archieve second ones. Quest from the third group may be completed only once per game session. Considering a variety of Fallout world, we dare to hope, that they will suffice for everyone
This assumes, of course, the game [session] has an END.
 
Buxbaum666 said:
The page looks like crap; Javascript-navigation, table-layout and 233 errors[1] doesn't look "professional" to me.

The page looks great, I don't see what's your problem with it. It doesn't validate - big deal. :roll:

For those worried about an overpopulated wasteland, they can easily place a population limit on each server.

Or you could grab a Gauss gun and start cleaning the place.

it's the execs forcing them to develop a game in a genre that really doesn't suit it.

I doubt anyone's forcing them to do anything. :lol:

I always hated the cameras used in Dungeon Siege and Neverwinter Nights.

Yeah, you're struggling more with the camera than with the enemies.

I hope you guys don't expect it to be turn based...

Who can tell?
 
Brother None said:
Right now I'd wager Herve is fully busy on keeping the company upright and trying to get investors. He has no time to interfere in FOOL.

Jason Anderson is the creative director. Essentially, the game's creative direction is his call.

True, but I'm just worried it will go the path of VB with a good amount of freedom in it's development, until they need to cut costs and the game finds itself axed. Still, I'm excited to see them returning home
 
I think this might potentially be something incredibly cool. A Fallout MMO centred around the concept of re-colonizing a post-apoc world, coping with resource scarcity, nasty ecology, toxic environment and tribal warfare could be fucking brilliant.

But please, please fuck off with the whole "We've got 1 million players and they're all epic, dragon slaying, super-beings with god-like powers", because really.. It's supposed to be a fucking MMO, not a single-player game with additional annoying co-heroes. If it means our characters have an average lifespan of a week, then fine. Perhaps that would actually inspire players to work together on a large scale.
 
Blazerfrost said:
Ausir said:
since MMOs have no endings.

... yet

It would only make sense for them to. Eventually the game worlds get too convoluted, and people want more than to build a super being. That's what I liked about pen and paper RPGs eventually there was an end-game, and you just ended up starting over from scratch.

Actually having an ending would be quite revolutionary. Have a Fallout based MMO with timeframes where players can have an effect on the game world. Once the session is over after several months even a year, the game skips forward several years...even a generation and the world is regenerated based on what was accomplished by the players.

Also it would be nice to see something accomplished by quests instead of having to kills things and do dungeons for no apparent reason. I.E. Killing the desert raides that re-spawn every day.

This should definitely be more of a PvP experience with as few NPCs as possible to encourage rather than restrain role playing.
 
Not revolutionary at all. It has been done, to some extent, in multiple MMO worlds.
 
For the vacancy for a technical director it says

'Wouldn’t Hurt to Have:
Previous MMORPG experience.
Familiarity with the Fallout® universe.'

Yeah, it's the most obvious game annoucement without being an official annoucement ever.
 
I have mixed feelings about this. There are two prominent Fallout developers, but it's still an MMORPG and I have yet to see a MMORPG that I wouldn't dislike. Hell, I'm even beginning to get tired with ordinary cRPGs.

ExplodesLikeABloodSausage said:
OK, are you guys serious about those comments? This is not Ultima Online or WOW we're talking about here. This world has VERY few people in it, and to run into someone outside of one of the VERY few towns should be extremely rare to say the least.
Err...
Not exactly. NCR alone has about 700,000 of people. Towns and cities in game have only tens of people because of limitations of computer games. Just try to imagine Vault 13 in game with 1000 NPCs.
 
Sorrow said:
Not exactly. NCR alone has about 700,000 of people. Towns and cities in game have only tens of people because of limitations of computer games. Just try to imagine Vault 13 in game with 1000 NPCs.
Exactly. People don't seem to realize that what was seen in-game of Vault 13, NCR, the Hub, etc. were essentially just small cross-sections of the areas. Vault 13 (and all the Vaults) were composed of more than 3 little levels, they housed a whole lot of people. There's no reason you can't have a desolate wasteland with a few bustling communities. There'll just have to be lots of space and population caps on the servers, don't need anything extravagant.

Although it's definitely agreed: another MMO full of "collect 1000 Slaver Dogtags" quests is not what anyone needs or wants. EVE Online is a good example of how you can actually make a different kind of MMO.
Brother None said:
Jason Anderson is the creative director. Essentially, the game's creative direction is his call.
That's good news, but of course the Men in Suits always have their "input" to add (usually moving up the deadline and cutting the budget).
 
Re: LFG

Aero said:
Aero Wrote: We have a 16 Brawler, 16 sharpshooter, 15 chemist, 15 scribe and maybe a 15 medic on the way. Interested?

I am, but I'm only going to do the raid if the epic pants drop off the first boss. I've been farming them for a while now, and really need those epic +12 STR pants.
 
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