Damien "Puuk" Foletto is on a posting spree on the Interplay forums. First, responding to King of Crooks, he assured us once again that the choice between taking the good and evil path would be more balanced in Van Buren than it was in Fallout 1 or 2 in this thread
<blockquote>Right. I think both good and evil should be equally rewarded not only with XP and material rewards, but also with story flow and world reactivity. The player should be allowed to be the ultimate hero or the ultimate villain (or even something in between) and end the game feeling they got their money's worth in either case. It's not an easy thing to pull off, but it is possible and we're trying it in VB.</blockquote>
Then King of Crooks called him out again, this time asking Puuk if they were taking care to avoid the "player doesn't give a Sh**"-problem MCA talked about earlier. Puuk replied:
<blockquote>I hope so. At least we're trying to. In each of our areas we ask ourselves, "Why would the player give a *beep*?" If we couldn't answer it, we revamped the area. This goes for both good and evil motivations. As for the overall story, we think we came up with a VERY good reason for the player to give a *beep*, whether or not the PC is good or evil. And no, I won't tell you what it is.</blockquote>
<blockquote>Right. I think both good and evil should be equally rewarded not only with XP and material rewards, but also with story flow and world reactivity. The player should be allowed to be the ultimate hero or the ultimate villain (or even something in between) and end the game feeling they got their money's worth in either case. It's not an easy thing to pull off, but it is possible and we're trying it in VB.</blockquote>
Then King of Crooks called him out again, this time asking Puuk if they were taking care to avoid the "player doesn't give a Sh**"-problem MCA talked about earlier. Puuk replied:
<blockquote>I hope so. At least we're trying to. In each of our areas we ask ourselves, "Why would the player give a *beep*?" If we couldn't answer it, we revamped the area. This goes for both good and evil motivations. As for the overall story, we think we came up with a VERY good reason for the player to give a *beep*, whether or not the PC is good or evil. And no, I won't tell you what it is.</blockquote>