PC Gamer interviews Todd & Emil

Brother None

This ghoul has seen it all
Orderite
Looks like this newsbit is now fully redundant, as Games Radar follows up on providing the PC Gamer hands-on preview by providing the post-play interview with Todd & Emil.<blockquote>PCG: Do you have a rule for a bare-minimum number of ways to solve a quest?
Todd: No, we just do whatever comes naturally. We made a list initially showing the paths, so that we weren’t doing an overabundance of stealth paths versus other skills so that there was a good matrix, but if something fit in one we did it, and if it didn’t fit…
Emil: But as the game grew, just like we ended up making the game bigger, putting more stuff in, I think the quests themselves started to expand. We realized during playthroughs, you know what, there’s no talking path through this quest, or there’s no stealth path, so we went back and added that in. There are fewer quests and fewer NPCs, but probably just as much dialogue as Oblivion, just in all the variations.
Todd: It’s like when you were doing the bomb quest, and you were asking “Can I do this this way?” And so through testing we asked the same things, like “What if I kill Lucas Sims?” And ok, you have to go to the son. That kind of stuff.
Emil: We wanted to cover as many of those bases as we could.

PCG: So you tried to make it so that even if you take a few people out of the equation, the quest is still solvable?
Todd: As much as possible. It’s not always the case. You might kill someone and it will tell you “You can’t finish this quest anymore, this person has died.” Pretty much 99.9 percent of people in the game can be killed.
Emil: Yeah, even the quest-givers. They give you a quest, you blow their head off, that’s your decision. It’s simply more fun for the player where you might close off branches of the quest, but other branches are still open.
Todd: And the other answer to that question is that we don’t want players to have the expectation that they’ll be able to do every quest any style. Pretty much, Super-Duper Mart, there’s no way to talk your way through that. We get the question a lot, “Is there a non-violent path through the whole game?” No. I mean, you might be able to, I guess, but it’s not a goal.
Emil: I guess technically, because there’s a Stealth Boy, and because there’s a Protectron [security robot] in the back room of that Super-Duper Mart, if you could sneak in there and hack that computer, you could activate that Protectron, he’ll go and he’ll kick the s*** out of all of those raiders.
Todd: There are probably too many for him to kill every single one of them.
Emil: But enough to whittle them down so that science-boy could definitely get through there.
(...)
PCG: But [the Vault Suit]’s a little baggier
Todd: Yeah, we decided not to go with the spandex superhero suit, we wanted something that was more of a utility suit that people would wear for 100 years underground.
(...)
PCG: At which point why stop someone from continuing with their character?
Todd: See, now we should change it.
Emil: I can answer that. Going into this game, we really didn’t want people to have the Oblivion experience where they can be all things to all people. You choose a path. We are much more comfortable with the player replaying the game as a different character than playing it infinitely to whatever level and switching from good to evil and good again, and doing this and doing that. We were more comfortable saying the player has to play the game again to get this kind of stuff.
Todd: It makes the decisions harder. Because if I tell you “You can go as many levels as you want,” instead of “You can only pick 19 perks,” just that moment when you go from level four to five, a more important decision. I guess I hope that it makes that more fun, as opposed to “I’ll take this one, and I’ll get that one next time.”</blockquote>Some good questions in there and promising answers. Recommended reading.

Link: Fallout 3: post-play interview on Games Radar.

Thanks Anani Masu.
 
It's funny - in a not-funny kind of way - how Dan Stapleton and Will Porter managed to contain more info and quality in two magazine articles than is present in the entire round of E3 previews.
 
Yeah, I liked this article, I actually spent the 12 bucks on it... it also came with a sweet poster of Batman.
 
Brother None said:
It's funny - in a not-funny kind of way - how Dan Stapleton and Will Porter managed to contain more info and quality in two magazine articles than is present in the entire round of E3 previews.
Same way the 1up show interview covered almost everything the other videos walkthroughs did and more.
 
PCG: So there aren’t thrown weapons like rocks or spears?
Emil: No

Pitchfoooorks

Those of us who thought it was ultimately a better decision to get rid of traits would ask people, “What’s your favorite trait?” And they’d say “Well, it’s this.” Guess what, that’s a perk.

And like that, those people were off the design team.

And then they’d hit level three, and they’d get their skill points, and… where’s the perk? They don’t even understand.

And like that, those people were off the playtesting team.

Also, both Todd and Emil seem to think you originally got a perk every other level:

It’s like “I thought you get a perk when you level up?” “Yeah, every other one.”
“Man, level three and five suck, I want a perk!”

PCG: You could always just stop giving perks at level 20.
Emil: What’s the point of leveling then?

What. (Odd answer to an odd question?)

Todd: Even the bed, that well-rested thing [that gives you an XP bonus for a while after sleeping], that wasn’t in the original design.

It's a little like... getting a bonus in Vault City from buying 100 drinks?
 
Info on quests other than Megaton - always nice. They still had to inject some idiocy into the interview, though.
Those of us who thought it was ultimately a better decision to get rid of traits would ask people, “What’s your favorite trait?” And they’d say “Well, it’s this.” Guess what, that’s a perk.
And then they’d hit level three, and they’d get their skill points, and… where’s the perk? They don’t even understand.
Not nice.
Per said:
Also, both Todd and Emil seem to think you originally got a perk every other level:

In FO3, you did.



By the way, this get-a-perk-on-level-up and the love for extreme gore reminded me of Crimsonland a bit.
 
the4thlaw said:
it seems to may that if you play this long enough, you'll end up with every perk and every skill maxed out...

The hell? Did you read the interview? There's a level cap at 20 and there's no way you can have every perk available and every skill maxed out.

So I'm not sure where you're getting this impression from.
 
There's about 70-ish perks in Fallout 2. If you could pick 20 per playthrough, it'd take you at least 4 playthroughs to pick each one, and that's not even taking into consideration the perks you'd want to pick again for more than one playthrough. (Action Boy/Girl comes to mind)
 
my bad, I read this:

"PCG: You could always just stop giving perks at level 20.
Emil: What’s the point of leveling then?"

and it sounded like they'd go past level 20

I'm at work and can't read the article, so berate me more
 
PCG: After you finish the main quest, can you continue and do whatever you want?
Todd: No, when the main quest ends, the game ends. Roll credits. We’re pretty good about letting you know when that’s going to happen.
Emil: We’re not big fans of timed sequences. As long as the player feels the tension there, we don’t like the sort of arbitrary time limit. There’s no Fallout 1 equivalent of return the water chip in time or the game ends.

..............
 
That goes without saying. All that is left to answer is where are these schools that offer game production as a module in their special needs courses.
 
Yeah that whole I'm gonna quote something stupid and just let it stand thing only works if what you quote is actually stupid. What's your problem with those quotes? Fallout 1 went to the credits after the game ends, are you saying they were special needs developers? That there is no time limit? For Fallout 2 they set the time limit so arbitrarily high that most people don't even realize there is one. I think even on NMA you're gonna have to work a little harder to justify popping a hate boner over this.
 
Why do I buy the magazine when they're going to post content, as well as bonus content, online? Ah well, I enjoyed the interview, I appreciate Dan asking specific questions.

I like how Todd and Emil were caught with their pants down on the last question about dollhouse gameplay.

That's, yet again, another thing they can't seem to shake from their previous games. I remember getting bored late in Morrowind and killing off a bunch of dudes in a big house just to call it mine. Then I sadly decorated it as if I was in the Sims. However, this was simply because I was bored off my ass. In Oblivion, I could care less, though the haunted house had a quest attached to it, which was kinda cool.

As everyone has stated, the house building isn't near as interesting in a post apocalyptic world, especially 'Decor!" I wouldn't mind it as an easter egg of some sort, but as a reward for saving every one's lives? I would have found it more entertaining and ironic if they proudly gave me their best house, a shitty and run down shack. You could take the joke and never return, or hell personalize it with items around the world, but don't make it an obvious part of the game to play dollhouse.

I'm honestly getting flashbacks of a dollhouse advertisement but with the little girls murmuring "Look! Now I've got the vault theme!" *twinkle sound*

Edit- Just to add to the conversation, I dislike MMORPGS because they never end.
 
Get the keys to the house and just walk away, and aside from the fact that you got snubbed on a quest reward it's like it's not even there.

I understand the complaining from the 'it's a good indication the game is going to be ridiculous' angle, but it really sounds like you're just gonna sit there decorating your fallout house while cursing the developers for making you do it.
 
Anani,
I have realized that I cannot put into words, how fucked up is this travesty of FO. Any fan could go on and on, pointing out the flaws that are obvious, picking apart the incompetence that is a constant in all the videos and previews that have been put forth.

I wish I could sit here and verbalize, quote, or reference articles while making an insight into why it's not right, or whatever. Unfortunately I got some anger problems that many court ordered courses were unable to fix. It seems that this Fallout rape-job is a 'trigger' for me, as they would call it.

It is probably best to avoid any media or anything about this, which is hard, seeing as how FO has consumed a large part of my life.
I will see something I find Interesting, and due to my perception being altered by smoke constantly, I will write meaningless shit. such as now, this response has cost me two vanilla papers' and 3 matches. I need to chill. later
 
It seems that they haven't locked the leveling part yet... and its coming out soon. nice.

Modding will save this game. (if they release it)

Why do I buy the magazine when they're going to post content, as well as bonus content, online?

and publishing companies still whine why paper is not a viable medium anymore.
 
Good interview which revealed a lot of information, but it still just served to highlight just how moronic some of the design decisions were.

Let's take perks, traits and level caps.

A level 20 cap is good. And they got the reasoning for it: it means you can't experience everything in one playthrough and so get more enjoyment out of subsequent playthroughs.

However, they then completely lost this line of thought when implementing perks. Dishing them out like cookies every level detracts from the value of perks, and leaves your character feeling a bit of a mish-mash rather than a well-focussed design.

And to then add insult to injury, they completely missed the dual points of traits.

Traits were there to add a personal touch to your character at generation, to help you become more involved. The idea itself is best epitomised in Arcanum with backgrounds. Little stories that add some flavour to your character.

They were also most definitely a trade-off. You got what would seem to be a hefty bonus, but with a price attached. You had to very carefully choose whether to use traits or not. It's a risk-reward game mechanic, something that is a very good thing™ to have in a game and is quite often the difference between an okay game and a great one.

Who gave these idiots game design jobs?
I especially expected more from Emil coming from a Looking Glass background, but the more I read of his ideas and opinions, the more he tarnishes the gleam of past achievements.
It's gotten to the stage now where I just consider him a dirty sellout who traded in his artistic integrity for a fat wad of cash.
 
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