For their second day of the Fallout revisited event at GameBanshee, they have interviewed Chris Avellone (putting their current Fallout Revisited interview trackrecord at a Wasteland dev, a Tactics dev and a guy who did a bit of work on Fallout 2, but not too much) and posted the first part of their history of Fallout. The interview has some interesting bits:<blockquote>GB: Looking back, is there anything about the development of Fallout 2 that you would have liked to change? Was any content removed due to cost or time constraints that you would have liked to see implemented?
Chris: Less in-jokes, it's a pretty immature way to design a game (it's a design directive here at Obsidian that we don't do in-jokes or cultural references). We ran out of time at the end to do everything we planned (it always happens), so some locations had to be downscaled or cut. I did want to have the EPA location in the game (I put up a rough area doc of that way back when for a Fallout Bible entry), but it was better for the game getting done that we didn't put it in. I also wish there'd been more time for the Raider Camp, which was pretty empty.
(...)
GB: Were any of you at Obsidian interested in acquiring the rights to Fallout 3 when they became available? What was your reaction to the news that Interplay had sold the rights to Bethesda Softworks?
Chris: I don't think it was ever an option that ever came up (I think it was offered to much higher bidders than we could hope to be) - and Bethesda totally works for me. Oblivion kicked a great deal of ass.
GB: Why do you suppose Interplay retained the rights to any massively multiplayer Fallout titles? Do you think we'll ever see such a game, and if so, would a Fallout MMORPG even work?
Chris: I have no idea, but I think it would totally work, though.
GB: If you were given the choice, would you like to see Obsidian pursue a post-apocalyptic RPG in the same vein as the Fallout series? Why or why not?
Chris: Nope, I'd rather we do something brand new that builds on the RPG mechanics and aesthetic style guides of that and other Interplay RPGs to create something that's better than Fallout. If it's post-apocalyptic, so be it, but it doesn't have to be similar to Fallout.</blockquote>Link: Interview with Chris Avellone on GameBanshee
Link: History of Fallout pt 1 on GameBanshee
Chris: Less in-jokes, it's a pretty immature way to design a game (it's a design directive here at Obsidian that we don't do in-jokes or cultural references). We ran out of time at the end to do everything we planned (it always happens), so some locations had to be downscaled or cut. I did want to have the EPA location in the game (I put up a rough area doc of that way back when for a Fallout Bible entry), but it was better for the game getting done that we didn't put it in. I also wish there'd been more time for the Raider Camp, which was pretty empty.
(...)
GB: Were any of you at Obsidian interested in acquiring the rights to Fallout 3 when they became available? What was your reaction to the news that Interplay had sold the rights to Bethesda Softworks?
Chris: I don't think it was ever an option that ever came up (I think it was offered to much higher bidders than we could hope to be) - and Bethesda totally works for me. Oblivion kicked a great deal of ass.
GB: Why do you suppose Interplay retained the rights to any massively multiplayer Fallout titles? Do you think we'll ever see such a game, and if so, would a Fallout MMORPG even work?
Chris: I have no idea, but I think it would totally work, though.
GB: If you were given the choice, would you like to see Obsidian pursue a post-apocalyptic RPG in the same vein as the Fallout series? Why or why not?
Chris: Nope, I'd rather we do something brand new that builds on the RPG mechanics and aesthetic style guides of that and other Interplay RPGs to create something that's better than Fallout. If it's post-apocalyptic, so be it, but it doesn't have to be similar to Fallout.</blockquote>Link: Interview with Chris Avellone on GameBanshee
Link: History of Fallout pt 1 on GameBanshee