GameSpy's Fallout site softballed a bunch of questions to Alan Nanes for the Ultimate Epic Spectacular Awesome Broken Steel Interview.<blockquote>- Rebalancing the game for the new level 30 cap was a difficult task? Can you tell us more about the process?
Since we originally balanced the game for a cap at level 20, many players already have skills that are maxed out at 100. We knew this would be an issue when we were rebalancing for level 30, so our focus was on the new enemies and their abilities or equipment. We had a lot of saves to test from, thanks to our team keeping their saves from the original Fallout 3 testing, and they covered the gamut of player archetypes. We took these saves through Broken Steel and ran them across the newly populated Wasteland to see how they’d fare against our new challenges. If something was too powerful, we’d dial it back a bit, and if something was too easy, we’d amp it up. This meant having meetings quite often to get together and go over all the data, then taking the meeting results back to the editor and making adjustments until we felt we had it right.</blockquote>
Since we originally balanced the game for a cap at level 20, many players already have skills that are maxed out at 100. We knew this would be an issue when we were rebalancing for level 30, so our focus was on the new enemies and their abilities or equipment. We had a lot of saves to test from, thanks to our team keeping their saves from the original Fallout 3 testing, and they covered the gamut of player archetypes. We took these saves through Broken Steel and ran them across the newly populated Wasteland to see how they’d fare against our new challenges. If something was too powerful, we’d dial it back a bit, and if something was too easy, we’d amp it up. This meant having meetings quite often to get together and go over all the data, then taking the meeting results back to the editor and making adjustments until we felt we had it right.</blockquote>