Jonathan Zungre conducted an E3 interview with Pete Hines for Ripten, on topics such as influences, the Perfect Life trailer (and Pete's original idea for it), Achievements and other stuff.<blockquote>Zungre: What about the moral choices you make in the game, I remember hearing that stressed a whole lot. There seems to be a lot of games that make you make moral choices and they punish or reward you accordingly, but what separates Fallout 3 from those other games? And did you want to make the player feel something when they make a choice?
Pete Hines: Absolutely, yeah, we definitely wanted it to be about “in the moment.” Like you’re presented with dialogue options, you’re presented with choices on how your going to complete this quest, and, you know, what are you going to do? It’s like, “God, I’m really not sure if I feel comfortable doing X or Y”, or you know, maybe it’s really funny because it’s really evil. “I totally have to do that, just to see what happens.”
It’s more about presenting the player with interesting choices that are obvious and seeing which way they want to go and having that be satisfying. It’s also fun to allow the player to see if they can figure out their own way of doing stuff and then account for that. So like, “oh, I don’t wanna do that, I’m going to try this. I’m gonna see what happens if I kill this guy.” And then the game has planned on that and reacted to it.</blockquote>There'll be Achievements for wacky things people wouldn't usually do, but since they'll be known in advance, people will do them anyway. Not that I know or care about Achievements, but wouldn't it be a much cooler idea if people didn't know in advance and actually could go, "oh, wow, hidden Achievement"? Maybe I just don't get it.
Pete Hines: Absolutely, yeah, we definitely wanted it to be about “in the moment.” Like you’re presented with dialogue options, you’re presented with choices on how your going to complete this quest, and, you know, what are you going to do? It’s like, “God, I’m really not sure if I feel comfortable doing X or Y”, or you know, maybe it’s really funny because it’s really evil. “I totally have to do that, just to see what happens.”
It’s more about presenting the player with interesting choices that are obvious and seeing which way they want to go and having that be satisfying. It’s also fun to allow the player to see if they can figure out their own way of doing stuff and then account for that. So like, “oh, I don’t wanna do that, I’m going to try this. I’m gonna see what happens if I kill this guy.” And then the game has planned on that and reacted to it.</blockquote>There'll be Achievements for wacky things people wouldn't usually do, but since they'll be known in advance, people will do them anyway. Not that I know or care about Achievements, but wouldn't it be a much cooler idea if people didn't know in advance and actually could go, "oh, wow, hidden Achievement"? Maybe I just don't get it.