Reloadind and mods on Fallout3

Briosafreak

Lived Through the Heat Death
On the BIS feedback forum Aram asked if reloading was off now that J.E. Sawyer is leaving the team, this is what Chad "Briareus" Nicholas responded:
<blockquote> Unless there's a very good reason to remove it from the design, anything JE has talked about before (or designed and didn't mention on the boards) is still in.</blockquote>
Also Eldar asked if we will be limited in some regards by the materials necessary to create suits of power armor, Jeff Husges had this to say:
<blockquote>The plan is that there will be limited amounts of resources available so Science Boys can't just run around making enough advanced armor and weapons to equip an army. I'm sure resources for lower-tech items will be more plentiful, but we're still keeping an eye on things to make sure the player doesn't become insanely rich only a quarter of the way through the game.

I know weapon mods are planned, but I'm not sure what's planned for armors at this time.
</blockquote>
Link: Thread@BIS Feedback Forum
 
<blockquote> Unless there's a very good reason to remove it from the design, anything JE has talked about before (or designed and didn't mention on the boards) is still in.</blockquote>

Undoubtedly, something will get the axe. To further the original question: What would be the first things axed out if they run into time or design constraints, and why?
 
Oh I know, I know..Fallout 3!

But seriously, that's a good question...
 
Roshambo said:
To further the original question: What would be the first things axed out if they run into time or design constraints, and why?
That's an impossible question to answer. Things get cut for a variety of valid reasons, but what specifically gets cut will depend on the state of the project and the state of the feature when the decision is made.
 
Briareus said:
That's an impossible question to answer. Things get cut for a variety of valid reasons, but what specifically gets cut will depend on the state of the project and the state of the feature when the decision is made.

So what you're essentially saying is that there isn't a hierarchy of design, and you folks are just waiting to be caught with your pants down when something does have to be cut, making the decision on the fly instead of planning for such an eventuality?

Did you possibly forget to notice that you're working for Interplay?

So what happens when something has to be cut...but then you have to go through all the work to remove it? I certainly hope it wouldn't be anything too integrated for that reason.
 
Roshambo said:
So what you're essentially saying is that there isn't a hierarchy of design, and you folks are just waiting to be caught with your pants down when something does have to be cut, making the decision on the fly instead of planning for such an eventuality?
You missed that part where I said, "Things get cut for a variety of valid reasons, but what specifically gets cut will depend on the state of the project and the state of the feature when the decision is made." We're ready to cut things, but what actually ends up getting cut will depend on where we are when the decision has to be made. While that may make you nervous (I judge that from your "pants down" comment), we don't start running around in a panic when we realize we need to cut something. There's always a list of things that can get cut, but it's changing all the time. The list today will be very different from the list we have when the game starts approaching our FC date.
 
Thank you, I was looking for clarification, which you did provide. :)

Your original post didn't quite point out that there are plans already for that. It more or less implied that things are cut for reasons and when the decision is made, making it sound that the evaluation would be made at the time when things needed to be cut (which would be far too late and consuming in most cases, as dev houses often find out).
 
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