In response to the frequent misinformation spread about the basic design of Fallout or the process in which it was made, NMA admin Sander decided to search through old Usenet discussions with Tim Cain as well as other more modern interviews with the core designers of Fallout 1 to see what was the philosophy behind Fallout 1, the how and the why.
This article is fairly short, mostly because it doesn't contain any statement not directly derived from a developer quote. It covers the GURPS/P&P mechanics behind Fallout, the decision to go turn-based, details about the setting and what inspired it, how the designers viewed RPGs, how the game's release went and what was up with the lack of children in the European Fallout 1.
Link: The History of Fallout
This article is fairly short, mostly because it doesn't contain any statement not directly derived from a developer quote. It covers the GURPS/P&P mechanics behind Fallout, the decision to go turn-based, details about the setting and what inspired it, how the designers viewed RPGs, how the game's release went and what was up with the lack of children in the European Fallout 1.
Link: The History of Fallout