Planet Fallout interviews Chris Avellone

Sam Ecorners

Vault Senior Citizen
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Planet Fallout got to talk to one and only MCA about his background in the industry and development of Fallout: New Vegas.<blockquote>The dialog system, something that you've known a lot of success in games like Planescape: Torment, changed a bit from Fallout 3, can you explain us more on what changed and what remains untouched?

We added more skill checks for various skills (Barter, Explosives, Sneak, Guns), displayed the success values for skill checks, added some stupid-speak at points for low INT characters, and changed the text of the line if your skill isn't high enough (as an example: adding [Crappy Speech] "uh... maybe... you'd be making a mistake?" vs. [Good Speech skill] "You pull that trigger on someone that's got NCR's full support, you'll be making a mistake.")

Torment's dialogue system is a scaled-down version of what was in Fallout 1, without the empathy perk and expanded alignment reactivity to compensate for D+D's alignment axis. There's not many other comparisons between Torment and Fallout aside from possibly companion depth in New Vegas and the quest solutions for different character builds, so I don't want to misrepresent either title by drawing any other comparisons between them. Torment owes a lot to Fallout, and not the other way around.

[..]

A central town, New Vegas, with casinos, organized crime, factions struggling for power and currency, this reminds many older players of New Reno, from Fallout 2, an area you worked on. Was New Reno in fact an inspiration and did you take anything from what you liked best and lessons from what you thought was less well made in that area for New Vegas?

New Reno wasn't an inspiration at all that I know of. I hope not. Aside from the types of quests and quest solution structure for the area (which I felt was genuinely rewarding for a number of character builds), there's a lot we didn't include from New Reno (ambiance). New Vegas is a different game, and it would never have been my choice to simply re-create a location we'd done in a previous game, as there's really nothing interesting in terms of design that I can see in doing that.</blockquote>
 
KillerBee256 said:
What a horrorable interview, I think the parts you folks post are the ones worth reading.

What was shit? We got new info on the GECK as well as some other nice confirmations. Since he was smart and started very broad, Chris seemed to be more forthcoming with responses, in spite of the NDA.
 
generalissimofurioso said:
He defers to Hines quite a lot.

Could it be that Avellone is becoming some sort of horrible monster that avoids interviews?
My best guess is the question covered some sort of grey area he wasn't sure he could elaborate on or not, so he differed to Hines to cover his ass. Can hardly blame him, Bethesda PR and Legal departments are anal in the extreme.
 
basically this interview amounts to:

Planet Fallout: Hey, what happens an' stuff?

MCA: Didn't you retards pay attention to Hines's interview?
 
Wonder how in-depth these companion quests and dialogues will get... Nowhere near Torment, I'm bet.
 
What was the main inspiration for the development of Fallout: New Vegas?

Fallout 3.

Anyone who could read that with a straight face and not figure out how PR-rote this interview is needs to check his deck.

New Vegas takes so much from Fallout 2 and Van Buren that citing Fallout 3 as the main inspiration is way too transparent.
 
Brother None said:
What was the main inspiration for the development of Fallout: New Vegas?

Fallout 3.

Anyone who could read that with a straight face and not figure out how PR-rote this interview is needs to check his deck.

New Vegas takes so much from Fallout 2 and Van Buren that citing Fallout 3 as the main inspiration is way too transparent.

Maybe he meant that if Fallout 3 hadn't been made, no one would have made New Vegas.

I thought the whole interview was lame. I felt like MCA was like 'Geez, this is the hundredth time I've been asked this question about factions...Look, just put in what Pete talked about.' How many times can one dev say "Yes, we have factions that aren't black and white, yes, the world will echo the things that you've done...blahblahblah..."
 
VRaptor117 said:
I thought the whole interview was lame.

Doing game interviews at this stage of a game's development is harder than you think. But what's more, there's not much wrong with covering the rote questions. Yes, it's kind of a pain in the ass for the developer to have to repeat himself so much but it's part of the job. This has a really simple reason: the interviewer can't assume people have read other interviews on this game. You can assume a bit of base knowledge but not too much.

If you're Planet Fallout you really have to stick to the PR line for obvious reasons.

Oh, also, most journalists are lazy. PF isn't, I assume, but if you're looking at another sloppy interview, keep that in mind.
 
I don't know where to post this junk, but here's another random quote from Josh Sawyer on repairing stuff (someone noticed a "notch" in the condition bar of the weapons):

The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).

I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.
 
Brother None said:
VRaptor117 said:
I thought the whole interview was lame.

Doing game interviews at this stage of a game's development is harder than you think. But what's more, there's not much wrong with covering the rote questions. Yes, it's kind of a pain in the ass for the developer to have to repeat himself so much but it's part of the job. This has a really simple reason: the interviewer can't assume people have read other interviews on this game. You can assume a bit of base knowledge but not too much.

If you're Planet Fallout you really have to stick to the PR line for obvious reasons.

Oh, also, most journalists are lazy. PF isn't, I assume, but if you're looking at another sloppy interview, keep that in mind.

I'm not lazy! And DocConrad has a valid point.
 
Brother None said:
What was the main inspiration for the development of Fallout: New Vegas?

Fallout 3.

Anyone who could read that with a straight face and not figure out how PR-rote this interview is needs to check his deck.

New Vegas takes so much from Fallout 2 and Van Buren that citing Fallout 3 as the main inspiration is way too transparent.
Maybe he meant the core gameplay which is FPP.
 
Chris Avellone said:
(...)there's a lot we didn't include from New Reno (ambiance)(...)

I guess he's not aware of all the promotional info released so far that points to the contrary regarding 'ambiance'? :shrug:
 
Well, at least there are no 30's ganger running around.
 
Lexx said:
Well, at least there are no 30's ganger running around.
That's why it's not Reno.
"Reno was 30's New Vegas is 50's so it's obviously completely different durrrrrrr"
 
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