Paste Magazine interviews Todd Howard, with some fairly interesting questions in there.<blockquote>P: Was there a fundamental question or filter that you used to determine whether or not a gameplay feature or story element belonged in Fallout 3?
TH: Art-wise, design-wise, we typically have a design aesthetic for why would they build this and how would they build it. And then when it comes to story stuff and the people, our big themes were sacrifice and survival. What are these people sacrificing to survive? How are they surviving in a unique way so that each town or settlement has their own kind of belief system? Each one has to be bent in some way, they need to be sacrificing something to survive at the level they are and we hope that the player feels the need to make similar choices in what they're going to do to survive.
P: Also, you have the quest of trying to figure out your father’s motivations for abruptly leaving the vault, which takes the narrative from a massive scale and makes it very personal.
TH: That's the hope, yeah. Because the game is so wide open, we wanted to try to do something that is personal to you and not just deliver this or go here. We wanted to make it, you know, a really kind of driving curiosity. Like ‘why would he leave me? Why would he do that to me?’ The player can have different emotions about that. You know, curiosity, anger or wanting to help their father, assuming there was a very good reason he left.</blockquote>Spotted on Planet Fallout.
TH: Art-wise, design-wise, we typically have a design aesthetic for why would they build this and how would they build it. And then when it comes to story stuff and the people, our big themes were sacrifice and survival. What are these people sacrificing to survive? How are they surviving in a unique way so that each town or settlement has their own kind of belief system? Each one has to be bent in some way, they need to be sacrificing something to survive at the level they are and we hope that the player feels the need to make similar choices in what they're going to do to survive.
P: Also, you have the quest of trying to figure out your father’s motivations for abruptly leaving the vault, which takes the narrative from a massive scale and makes it very personal.
TH: That's the hope, yeah. Because the game is so wide open, we wanted to try to do something that is personal to you and not just deliver this or go here. We wanted to make it, you know, a really kind of driving curiosity. Like ‘why would he leave me? Why would he do that to me?’ The player can have different emotions about that. You know, curiosity, anger or wanting to help their father, assuming there was a very good reason he left.</blockquote>Spotted on Planet Fallout.