Neowin interviews Bethesda's Pete Hines about Oblivion (F3)

Dracon M'Alkir

Vault Senior Citizen
http://www.poweruser.tv/podcasts/neowin/Neocast3.mp3

Near the end of the audio interview, Pete Hines mentions stuff about Fallout 3, and how he's playing the original two games because he didn't know what the hell Fallout was until the license was out.

I really think you guys should download and listen to the interview until the very end to know what Bethesda's motives are with Fallout 3, and especially what their PR department is thinking.
 
28.5 mb is a bit too much for dial-up users like me.Can anyone post a transcript (it doesn't have to be word by word,) of what Pete mentions about fo3? :(
 
No, and this should be taken seriously. I will write a transcript in a bit unless someone else has a bit of time. This kind of unprofessionalism, especially given what the twit has said before, is just sickening. Just think, this asshat had made press releases months ago, including the questionable "survival horror" that he wanted to blame the magazine for, that are based upon his ignorance. Hey, great for Pete giving them an impression otherwise, but given that Pete was talking about Fallout while not knowing anything about it, that puts him on the same level as Chuck.

It is QUITE bad when the PR guy is a press kit whore.

So the execs grab a license in which the PR guy is not only clueless about, they don't even bother to educate the dumb fuck, and then let him publicly say such stupid shit that also insists that he's pretty fucking clueless about the entire genre to miss the impact Fallout had in contemporary game development, even when he's supposed to speak about it MONTHS AFTER they acquired the license, which doesn't excuse them for not having a clue MONTHS BEFORE in their planning to acquire said license, and he's the one spouting a load of shit about it and comparing it to the rest of the genre he's likely similarly just as fucking clueless about. Unless it's to make excuses for why Bethesda can't RNG in simple design points, or why their games are turning into shiny Etch-A-Shit construction kits.

Then the execs and the PR guy decide to not bother to develop a clue until NOW? And they're supposedly Fallout fans, the same lying load of shit passed onto us by MicroForte and Chuck in the past?

If the spokesman doesn't have a fucking clue, then what about the RNG monkeys?

BRILLIANT!

Fallout 3 = FUCKED.
 
zioburosky13 said:
We are doomed! :shock:

PR guy = Hype! Hype! Hype is all the job they do...

You know the saddest part of it all? The PR guy is still part of the team. He's just the one talking to the outside world FOR those designing the game, so they don't need to take the time.

HE IS THEIR MOUTHPIECE, AND YET HE'S FUCKING CLUELESS!!

That wins the OMFGBBQSAUCE!! Award of the entire history of game industry PR.

Holy shit...

Someone else care to do the transcript, else I'd leave it littered with vicious comments all throughout?
 
Transcript:

NeoWin said:
[Editor:It starts with a lot of stuff about Oblivion, so I just took the bits I thought were interesting for Fallout 3.]
[..]
Pete: I'm the VP of PR and marketing, as you said, and my jobs depend on the day and the hour. I do everything from writing press releases or putting together information or talking to the press about the game and securing coverage to answering interviews, I write the manual, I'm writing the strategy guide, I do a little bit of everything. So we're a smaller shop so everybody pitches in whereever, I guess I'm best known for being the guy who's always out there talking about the game, because everybody else is too busy finishing it.
[..]
Pete: 1st Person RPG. Folks take too it because of the graphics and the 1st person. it's a control and a perspective that they're used too [..] they come for the graphics and stay for the gameplay. I think once folks get the game and they start to realise all the things that we let them do in this game that most games don't let them do in terms of going whereever they want and doing whatever they want and I think that's been a big hallmark for us and why the game has done so well in resonating[editor: unsure about this word] with folks.
[..]
The first important person in the game you meet is the emperor is Patrick Stewart.[..]The son of the emperor you have to find is Sean Bean.
[Editor's note: more big names and talk about how they bring the characters to life]
[..]
The delay of the game was 'cause we weren't done. We had more stuff we needed to spend more time in terms of optimization and tweaking and making it the polished product we thought it deserved to be after all the years we've been working on it.
[..]
Three more months isn't like 'Oh hey we'd love to do all these other features', it's not that all, it's spending the time necessary to test it, and once it gets to the point where it works how it's supposed to, it's done.
[..]
We tend not to focus on the domestic. You can play other games and focus on the domestic. We tend to focus on the heroic. So we don't concern ourselves with 'do you havea wife to come home to?' as much as 'Do you like to kill things in cool ways and be a hero?'
[..]
Everything that we do any cutscene-video that we do is in-game. We don't do CGI.
[FALLOUT 3 HERE]
Interviewer:I think everyone would love to know what's the current status on Fallout 3, do you have a team specifically working on it, what's the current forward motion on it, anything you can tell us really?

Pete: All I can tell you is that it is under development and we're not talking about what we're up to, and when we're ready we'll let folks know. Our philosophy on discussing..you know if it had been our choice we wouldn't've probably said anything about it when it was announced back then. That wasn't really an announcement of the game like we did for Oblivion where we said 'Hey, we're making this game, here it is, here's what it looks like.'
That was really just an announcement that we had gotten the license. So we like to sort of hold off on talking about our stuff and announce it formally until we've got a bit to talk about and to show. Talking about something when it's in its early stages isn't really prudent because things are still being figured out and worked on. SO we like to wait until we've got screenshots and 'This is how it works' and that sort of thing.

Interviewer: So the rumour mills don't go wild...

Pete: Well, like, you know, where people don't start asking you questions where you're like 'We're still discussing how this is gonna work or that is gonna work'. We just like to get all of our ducks in a row and have a good amount of information and have a game at a certain point before we start talking about it. So, it'll be awhile until we're there, and once we're there we will definitely let everybody know.

Interviewer: I guess you guys can't say that Fallout 3 has you really excited about...

Pete: Well, yeah. There's a lot of folks here, myself included, who are big fans of Fallout.

Interviewer: Myself too.

Pete: Yeah. I recently started going back through and playing it again just to refamiliarize since it's been however many years since I've played the original. And so, yeah, we have a lot of guys here, we're big fans and the folks on the team who are working on it and some really good ideas. Once it's time we're looking forward to letting folks now what we're up to.
[..]
[Editor: Lots of uninteresting Star Trek talk]

Basically, I think we can conclude that this is yet again nothing new. They're not talking about, they have some form of team who are discussing something, Petey is playing through the game again to refamiliarize himself with the series.

One thing I thought were interesting were the voice talent for Oblivion, which means that there's at least one thing we probably don't need to be worrying about.

Another thing was the insistence on saying that first person was a really big part of Morrowind. This could, hopefully, mean that, since Oblivion has the market for first person RPG, Fallout 3 won't go there.

Lastly, these interviewers are morons. They managed to talk for about half an hour about the concept of balance and the *system specs*. They get an interview about Oblivion, get to ask lots of cool questions, and they start blathering about system requirements. Morons.

EDIT: Rosh, I'm unfamiliar with the game industry, but my experience with sales and PR is that they aren't involved in the design of the game and usually get enough info to 'sell' the product, and take what they think are the selling points of the product and really show those to the world. In light of this, I don't think that this is such a big deal, Pete probably isn't familiar with Fallout and is trying to 'sell' the game on really general terms. This means he has to appeal to the lowest common denominator. This doesn't mean at all that this is where the development is going, though.
Unless, of course, sales and PR work really differently in the game industry from the industries I'm more familiar with.

Also, I'm moving this to the Fallout 3 forums.
 
He says he writes the manuals. That's bad enough.

Also:

Everything that we do any cutscene-video that we do is in-game. We don't do CGI.

This is another way of saying "We can't afford decent pre-rendered sequences so we just sell the in-game cut-scenes as a unique feature".

There's a reason games had pre-rendered sequences. Now they're just cutting that to increase the budget on the eye candy they can show off in rather repulsive in-game cut-scenes usually scripted by a bunch of coders with no experience in anything related to the making of animated films whatsoever.

But it's okay, because the map editor can do it too, so gamers can feel as if they're really making cut-scenes by slapping together a hackjob not much worse than the stuff the game was originally shipped with.

Grah.

Scripted events should be used sparsely. Script cut-scenes even more so.

They are not COOL and they aren't something to be PROUD of if you only have them because you can't be arsed to create REAL cutscenes.
 
Sander said:
EDIT: Rosh, I'm unfamiliar with the game industry, but my experience with sales and PR is that they aren't involved in the design of the game and usually get enough info to 'sell' the product, and take what they think are the selling points of the product and really show those to the world.

Not entirely true. The PR guy also has to be the one to answer questions about the game, which means he has to know enough about the game and its design, what goes on, and what the current state and expected states of the game can be expected to be.

Given ol' Pete's words in the beginning, I think it's unlikely he ever picked up the game until it became obvious to even those at Bethesda that they couldn't have someone speak about it so cluelessly. Which, I do applaud them for that.

Playing through Fallout again only would do two things. Reinforce some setting points by reading through them again, if they even bothered to go through Zax a first time like MCA obviously didn't, and a re-familiarization of the interface, without explaining why it was used. The rest could be easily recalled upon, as Fallout was fairly fucking unique when it came out, which has been lamely copied ever since and skullfucked into trendy ideals. Well, you do get people who miss the obvious pulp references, even with the 10c comic screen and the style, and you don't have to be in your 70's to know when comics were priced as such with that kind of style. Then there's the signal test screen from that time, also used as a loading screen.

Playing through Fallout also doesn't give you the understanding of the industry then, or the state of the CRPG genre. Nor does it give you the original developers intended design, when the Bethesda developers say "we will do what we do best" and then say "[Fallout's design] is not what we do best". We could wish that the design would be obvious to anyone with a bit of mere familiarity with the industry and genre, but since they fucked up TES for Morrowind and Todd's said some clueless shit previously, that's a laugh and a half. Playing the game also does not give you the impact that Fallout had in the game industry and upon other designers. Given Bethesda's RNG design style, Fallout doesn't look like it would be their cup of tea, since Fallout relies more on design and style, than RNG and AI filler.

To cut through the PR-speek, Pete's quite likely lying about having played the games previously, else he would have been a bit brighter in the past press-releases, would have caught the obvious "survivor-horror" garbage, and would have been wiser to the reception of his bullshit. As someone in the industry, the man has displayed as much understanding of Fallout as the random <10 post nooblets we have come onto the forum and try to argue that RT combat is okay with them because it's MODERN! From someone who has to frequently discuss design points with developers, to correctly portray and explain them to the gaming media, he's done a spectacular fuck-up job. Unless he truly is doing his job, and they are just as clueless as he.

So he is not just a poor liar, he's a poor PR/marketing guy as well. He failed to research his audience and is just doing the same spineless song and dance of PR and marketing everywhere to try and appeal to the Lowest Common Denominator, which is what Fallout was designed AGAINST, the LCD fantasy shit in the mid-90's. He failed to note the state of the industry, in particular the problems around the reception of Lionheart and other games raping the Fallout name/system, and that is simply his own fault.

In light of this, I don't think that this is such a big deal, Pete probably isn't familiar with Fallout and is trying to 'sell' the game on really general terms.

That is his own fault for being ignorant about that which he's supposed to discuss at length with the gaming media. His job, in essence.

This means he has to appeal to the lowest common denominator.

No, it doesn't. Nor does it say that he has to talk to his audience as if they were a bunch of Metal Gear SolidOMFG!!SHINY!! fans. He's approached the intended audience of Fallout, those who like to play real role-playing games, aside from the stat systems of Bethesda and BioWare, completely wrong.

This doesn't mean at all that this is where the development is going, though.
Unless, of course, sales and PR work really differently in the game industry from the industries I'm more familiar with.

No, as the spokesman of those who are designing the game, if he's clueless, then they are likely even more so. As PR in the industry, at least in the less corporate bullshit companies, they should know fully well what direction the game is going into and already what the design team knows, as they have to be somewhere on the same page. They should also know a sufficient portion of the industry and background in the industry. Which helps, especially if they are going to claim "innovation" like BioWare's PR monkeys.

So instead of discussing about the solid roleplaying aspects of Fallout and the variety of play, they instead go about the aforementioned 5% of the setting that makes it "edgy" to sell off like GTA and has no relation to most of the rest of the game. Well, Fallout was never intended to be bought by naive parents for their children, so why is it being marketed to as if it were for children? Why do these idiots assume that we have a child's mentality of "Shiny Thing of the Week"? Or what if their development turns into Chuck Cuevas' and that 5% now becomes the whole damn game?

That wasn't the focus of the game in 1997, as it was designed to be a solid role-playing game, and that is how it was sold. Now it's being sold out.

That was really just an announcement that we had gotten the license. So we like to sort of hold off on talking about our stuff and announce it formally until we've got a bit to talk about and to show. Talking about something when it's in its early stages isn't really prudent because things are still being figured out and worked on. SO we like to wait until we've got screenshots and 'This is how it works' and that sort of thing.

The claim that they only announced having the project is another hopeful re-write of reality, but it doesn't absolve the truth that Pete and others went on to say a number of wholly clueless shit in regards to the game, which makes it clear that well...they all are pretty fucking clueless, and think we're stupid enough to fall for their lies.

Pete learned, a bit too late, that putting PR hype to Fallout is like igniting rust and aluminum shavings together. Again, what a brilliant job at failing his job. Given how Fallout was treated in the past, it would be insanity to expect that there wouldn't be a violent reaction.

Translation: "We're staying quiet, because our heads are still spinning from the last idiotic things we were called upon, so we're staying quiet until we have enough of a clue to try and fake it again."
 
Ashmo said:
He says he writes the manuals. That's bad enough.

Also:

Everything that we do any cutscene-video that we do is in-game. We don't do CGI.

This is another way of saying "We can't afford decent pre-rendered sequences so we just sell the in-game cut-scenes as a unique feature".

There's a reason games had pre-rendered sequences. Now they're just cutting that to increase the budget on the eye candy they can show off in rather repulsive in-game cut-scenes usually scripted by a bunch of coders with no experience in anything related to the making of animated films whatsoever.

But it's okay, because the map editor can do it too, so gamers can feel as if they're really making cut-scenes by slapping together a hackjob not much worse than the stuff the game was originally shipped with.

Grah.

Scripted events should be used sparsely. Script cut-scenes even more so.

They are not COOL and they aren't something to be PROUD of if you only have them because you can't be arsed to create REAL cutscenes.
How do you make pre-rendered sequences in a game where the character can look like anything?
 
Lumpy said:
How do you make pre-rendered sequences in a game where the character can look like anything?

Simple. The pre-rendered sequences would have jack shit to do with the character, which goes great with the design of Morrowind and Oblivion having absolutely nothing to do based around the character or the character's skills, either.

It's just so logical! :D
 
Look at Fallout. Nobody says cut-scenes need to have a lot of dialogue or character interactions.

The truth is, and will be for QUITE a while no matter what marketing hype will tell you, that well-done prerendered cut-scenes look a lot better than in-game cut-scenes.

System Shock 2 would be a bad example here -- the prerendered sequences were only there so they could add some effects or maybe textures and models to the scenes that weren't in the actual game, and to take a load off the system requirements.

Fallout is quite an example OTOH. The few in-game cut-scenes (the endgame dialogue at the end, because the VD does not have a voice actor (mostly because it works better that way -- voice acting can add character depth, but it's incredibly restricting while doing that)) were only minor events and based on dialogue. The prerendered cut-scenes were either monologues (Overseer, Elder) or cinematic action (exploding stuff, the Vault Dweller's exile -- a slow form of action, but still) that would look less exciting in engine graphics.

Half-Life's (not HL2's) in-game cut-scenes were pretty good (especially the intro, which was great, especially because it wasn't entirely scripted -- no forced camera movement, just a locked spectator position) but decent prerendered cut-scenes could have added some candy there as well.

And in a world where computer games are mostly about eye candy, I fail to see why prerendered cut-scenes are frowned upon.

Blizzard's famous games did them pretty well, btw. If there is one thing they are good at, it's making atmospheric prerendered cut-scenes.

Games are not movies.

Prerendered cut-scenes are (or rather, movie-like -- they are like PARTS of movies).

Not all games profit from prerendered cut-scenes -- and those that do, don't do so equally well or for the same reasons: prendered cut-scenes helped Diablo II a lot because the game lacked depth or atmosphere otherwise, they merely rounded up the overall experience in Fallout, tho.

Of all the prerendered cut-scenes of the Fallout games I can only think of one that actually showed the player's character -- and that one was rendered twice, once for a male VD and once for a female one.

Handling different looks is a technical problem, not a conceptual one. In Fallout's case it was solved by rendering the scene once for each gender. A more complex version could've done the same for different looks too, but that would easily become un-economical.

Theoretically one could circumvent the storage problem by extracting the character and rendering bits and pieces of it and the actual scene seperately and then assembling it upon in-game playback in a similar way Diablo II's sprite system worked (superimposing the parts on the base sprite rather than having one sprite for every combination of its parts), but that's just a random idea I as an outside can come up with and there are people with more related experience that can think of better solutions.

If you can't stand having the character look different in a cut-scene than in the game -- even if it's just minor details -- then I wonder how you could ever have played roguelikes or other games that require a little imagination on the player's part.

Oh, wait. You probably never have.

And people wonder why the game industry has turned into THIS.
 
Back
Top