Roshambo's Concerns

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ctaylor

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Hiya!

This post is mostly to try and answer some of Roshambo's major concerns and points. While I don't know how useful this will be to anyone, please feel free to follow up and comment.

First off, I'd like to thank Roshambo for being very vocal in his criticism about Tactics. It is actually pretty helpful to me to read his posts. I'm sure he is not alone in his opinions about Tactics. Directly answering his concerns may help reach others. Thus, to be honest, I may either convince people to give Tactics a spin or confirm their opinions and help them purchase another title.

By the way, I feel a little uncomfortable paraphrasing your arguments, Roshambo, please correct me or point out errors. I'm primarily doing this so that I can understand your concerns better.

1. Tactics is only intended to create profit for Interplay
Well, heck, it's mostly true. All games at Interplay are intended to create profit for the company. Fallout certainly was. Descent to Undermountain was as well. In general, this philosophy doesn't affect the actual quality of the games as much as the development team. Yes, I want Tactics to be a best-seller. I'm greedy... but I think that Interplay is certainly willing to take more chances than the usual company. Fallout, Planescape: Torment, Starfleet Command are all examples of non-formula games that I feel would have had difficulty being made at a variety of companies. Tactics actually falls into the same category. It is a little unusual of a title. It was not proposed by senior management (like most games here are), it was proposed by Brian Christian and Micro-Forté. The actual idea isn't that far off from what we talked about during the development of Fallout 1. Jagged Alliance and X-Com were both very inspirational in the development of Fallout. We think Tactics could sell enough copies to generate a profit (otherwise, we would not do it -- that road lies madness), but we certainly do not expect it to be Baldur's Gate accessible, so we don't expect BG numbers.

2. Switching the genre hurts the original
I think this is really debatable. Most sequels do not hold their own, let alone spin-offs raising the quality of the series. There are exceptions (Ultima and Ultima Underworld, M&M and HOMM, FF and FF: Tactics, Wing Commander and Privateer, Dune and Dune II, Warlords and Warlords Battlecry). I think a lot of it depends on the dev team and their passion for the title. Ultima and Dune are probably the two best examples of that. Both of their spin-offs were produced by other teams, who had a strong vision for their game in the heads. It gets really tricky when talking about "vision" and I think it's an overused word, but it does actually exist. With Fallout 1, we had a strong team vision that kept the majority of the team headed in the same direction. Tactics has a similar team vision. There is no hard and fast rule that says we have to make a spin-off that sucks. If you treat the original with the proper respect, while treating the new genre with the same passion that you brought to the first game, there really is no reason why you can't make a cross-genre switch. Could Fallout work in a FPS environment? I think it could, but I admit I have a lot of trouble "groking" it. I do not have that same problem with Tactics. Could we do a racer in Fallout? Sure, we could -- should we is a better question. And I think it's that same doubt that you may see with Tactics. I don't share that doubt. For me, the strategy genre was a strong influence on Fallout to begin with. I certainly enjoy playing both types of games.

3. Tactics will negatively affect the RPG series
I can strongly refute this, but without proof, the refute is fairly meaningless on it's own. Proof will not be forthcoming until FO3 is on the shelves, and that is a question I cannot answer at this time. You will really have to trust me when I say that whatever happens to Tactics, it will not affect the RPG series. Different divisions, teams and resources. Marketing and Sales aren't treating the two as the same. Upper management knows this is an experiment and that Tactics failing doesn't mean the next RPG would fail. They aren't afraid of us failing, however, from what I gather. Response to Tactics is very positive from within the company, and we can be very harsh on a title if it deserves it (for all the bashing DTU got outside the company, that bashing pales in comparison to what we did to do it. cf, Waterworld and Clayfighter 63 1/3.)

4. Fallout Tactics will replace the RPG
Similar to #3. The RPG series will remain standalone. It will not be affected by Tactics, even if Tactics sells x2-x10 as much.

5. Tactics lacks what made Fallout a classic RPG
In some respects, it does. We are leaving out what I consider some of Fallout's best traits (complex dialogue and non-violent solutions). However, we are concentrating on different qualities to promote. And we still have character dependent dialogue and non-violent solutions. It's a different mix. I certainly do not want Fallout Tactics to be a poor RPG clone. There has to be enough differences between the two games to firmly separate them. This is intentional. However, we aren't just using the Fallout name and slapping a different game under the hood without considering the source material. We are very strongly influenced by Fallout, and we are always going "In Fallout, we did it this way..." and "It worked for Fallout because..." We have found several solutions to game design problems that were the exact same solutions to gameplay issues in Fallout. The reason why have is because they work.

I think Tactics does a couple very good things:
A) Keeps the Fallout name in circulation while we wait for FO3.
B) Provides gameplay that the RPG series cannot provide thanks to the different focus.
C) Allows us to explore different aspects of the Fallout world and clarify some of the history of various Fallout factions.
D) Attract a new population of Fallout players.
E) Proves the success of Fallout.

I'd also like to apologize for some of my more emotional arguments. While working on a game, I get very passionate about it. I certainly feel this way about Tactics.

Hope this is helpful. I will be leaving for Micro-Forté for a couple of weeks soon. Hopefully, I will be able to monitor this thread before I leave or while I am there.

Roshambo,
Please feel free to send me your phone number and a time to call, if you would like. E-mail and posts don't always communicate as well as live voice can. My e-mail address is: ctaylor@interplay.com

Thank all of your for giving me an opportunity to understand these issues.

pax,
-Chris
 
>Hiya!
>
>This post is mostly to try
>and answer some of Roshambo's
>major concerns and points.
>While I don't know how
>useful this will be to
>anyone, please feel free to
>follow up and comment.
>
>First off, I'd like to thank
>Roshambo for being very vocal
>in his criticism about Tactics.
> It is actually pretty
>helpful to me to read
>his posts. I'm sure
>he is not alone in
>his opinions about Tactics.
>Directly answering his concerns may
>help reach others. Thus,
>to be honest, I may
>either convince people to give
>Tactics a spin or confirm
>their opinions and help them
>purchase another title.

I agree with you there.
In fact, hearing one side of the story or viewpoint, people will take it at face value and perhaps read at once site and not look into things further. I think by playing a bit of opposition to things, preferably mildly, and expressing concerns, then the visiting reader feels caught in the middle and then they feel the burning desire to learn more by themselves and dig up all the information they can on it in order to get up to speed in the discussion. It was actually my intent on making it a controversial topic, so that others would go to your site and learn for themselves, since I kept noticing posts of "Is it out already?" and "Where can I buy it?". If you make it a hot topic, people will by nature go and learn all they can about the topic so that they can understand what's going on.

>By the way, I feel a
>little uncomfortable paraphrasing your arguments,
>Roshambo, please correct me or
>point out errors. I'm
>primarily doing this so that
>I can understand your concerns
>better.

Not a problem at all.

>1. Tactics is only intended to
>create profit for Interplay
>Well, heck, it's mostly true.
>All games at Interplay are
>intended to create profit for
>the company. Fallout certainly
>was. Descent to Undermountain
>was as well. In
>general, this philosophy doesn't affect
>the actual quality of the
>games as much as the
>development team. Yes, I
>want Tactics to be a
>best-seller. I'm greedy... but
>I think that Interplay is
>certainly willing to take more
>chances than the usual company.
> Fallout, Planescape: Torment, Starfleet
>Command are all examples of
>non-formula games that I feel
>would have had difficulty being
>made at a variety of
>companies. Tactics actually falls
>into the same category.
>It is a little unusual
>of a title. It
>was not proposed by senior
>management (like most games here
>are), it was proposed by
>Brian Christian and Micro-Forté.
>The actual idea isn't that
>far off from what we
>talked about during the development
>of Fallout 1. Jagged
>Alliance and X-Com were both
>very inspirational in the development
>of Fallout. We think
>Tactics could sell enough copies
>to generate a profit (otherwise,
>we would not do it
>-- that road lies madness),
>but we certainly do not
>expect it to be Baldur's
>Gate accessible, so we don't
>expect BG numbers.

I fully understand about this, and it's a kind of two-sided coin. If you do a good job, then it's hopefully a wonderful seller. I love to see those that take the time and effort to put a good game together, with an immense depth and interativity, and get rewarded by great sales. It's those that I see like the X-Com spinoffs that have just taken the basis of the game and skewed it into something that it wasn't....you can imagine the fustration when you hear that someone is toying with a beloved game, as you have seen in the prior threads. It's not pretty, and for a intense game, you have intense gamers. I know people who think Diablo 1/2 is what an RPG is get discouraged by the immense dialog of Fallout 1/2 PS:T. I have been fighting at PCGR.com, because people think that Diablo 1/2 are RPG games. Fallout doesn't appeal to them, and I understand it, because their percestions of the genre have been skewed. Which leads to the next topic:

>2. Switching the genre hurts the
>original
>I think this is really debatable.
> Most sequels do not
>hold their own, let alone
>spin-offs raising the quality of
>the series. There are
>exceptions (Ultima and Ultima Underworld,
>M&M and HOMM, FF and
>FF: Tactics, Wing Commander and
>Privateer, Dune and Dune II,
>Warlords and Warlords Battlecry).
>I think a lot of
>it depends on the dev
>team and their passion for
>the title. Ultima and
>Dune are probably the two
>best examples of that.
>Both of their spin-offs were
>produced by other teams, who
>had a strong vision for
>their game in the heads.
> It gets really tricky
>when talking about "vision" and
>I think it's an overused
>word, but it does actually
>exist. With Fallout 1,
>we had a strong team
>vision that kept the majority
>of the team headed in
>the same direction. Tactics
>has a similar team vision.
> There is no hard
>and fast rule that says
>we have to make a
>spin-off that sucks. If
>you treat the original with
>the proper respect, while treating
>the new genre with the
>same passion that you brought
>to the first game, there
>really is no reason why
>you can't make a cross-genre
>switch. Could Fallout work
>in a FPS environment?
>I think it could, but
>I admit I have a
>lot of trouble "groking" it.
> I do not have
>that same problem with Tactics.
> Could we do a
>racer in Fallout? Sure,
>we could -- should we
>is a better question.
>And I think it's that
>same doubt that you may
>see with Tactics. I
>don't share that doubt.
>For me, the strategy genre
>was a strong influence on
>Fallout to begin with.
>I certainly enjoy playing both
>types of games.

It really is debatable, as there are many success stories (though I have only noticed a few), and many horror stories (most notably X-Com after Apocalypse). I have noticed a growing fan base of HOM&M and a shrinking of M&M, and it used to be one of my favorite series at one time. The most notable thing IS INDEED, a lack of "vision". People need to stay focused, and that is how the M&M series suffered. Fallout 1....I don't think there is a serious competitor out there than can capture the feeling that was created by that game, and I among many others appreciate that someone was able to keep on focus on the game, unlike some.... (*cough*Romero*cough**cough*)

'Scuse me, hairball. :-)

Truthfully, I can see Fallout easily convert over to the strat, no matter how the time-base is done. The reason for this is mainly because it IS a strat during battle, as has been pointed out. Yet that brought up a fear that it might solely be focused on battle. That was my first, and foremost fear, that Fallout Tactis would be a focus on battle and leaving an empty shell.

Yet...I knew there would be a depth to it...and I honestly do look forward to playing BOS as my interest is piqued even more by all the controversy.

And honestly, with you on the team, I was relieved that BOS wouldn't be another "X-Com: The Bog Roll" as I had made a satirical remark about 2 years ago to Microprose and a few groups of gamers, lamenting the loss of focus on the X-Com series. They were expanding so many different directions at once, that it was rather a bit unfocused and the games kept bombing in the eyes of the fans.

>3. Tactics will negatively affect the
>RPG series
>I can strongly refute this, but
>without proof, the refute is
>fairly meaningless on it's own.
> Proof will not be
>forthcoming until FO3 is on
>the shelves, and that is
>a question I cannot answer
>at this time. You
>will really have to trust
>me when I say that
>whatever happens to Tactics, it
>will not affect the RPG
>series. Different divisions, teams
>and resources. Marketing and
>Sales aren't treating the two
>as the same. Upper
>management knows this is an
>experiment and that Tactics failing
>doesn't mean the next RPG
>would fail. They aren't
>afraid of us failing, however,
>from what I gather.
>Response to Tactics is very
>positive from within the company,
>and we can be very
>harsh on a title if
>it deserves it (for all
>the bashing DTU got outside
>the company, that bashing pales
>in comparison to what we
>did to do it.
>cf, Waterworld and Clayfighter 63
>1/3.)

Mmmm, DTU?

Not familiar with that title.

Aside from that, my biggest fear in this topic was that making a game that focused on combat would be like Diablo is to RPG, but with Fallout instead. Diablo is really anathema to most serious RPG players, as it has nothing that could be considered Role-Playing. Diablo has brought out many misconceptions that an RPG means killing things within a stat system, nevermind the actual purpose of an RPG is to tell an interactive story. A lot of the old-schoolers feel this way, and we are trying to clear up things and suggest REAL RPGs like Fallout to those who want to play RPG games. Sytstem Shock 2 is a good weaner for those who are used to FPS games, and Baldur's Gate is good for those who are used to Diablo and the such. But Fallout 1/2, Wasteland, PS:T are good examples of P&P games taken to the CRPG community, and I only exclude Baldur's Gate because of the Fed-Ex quest system, plus that the game didn't seem to be that much enthralling like Fallout and PS:T. Though, I hear that is changing and Baldur's Gate 2 shall be just as wonderful as the the titles authored by BIS themselves.

We (I speak for some others who share my feelings) were afraid that Tactics might do the same to the Fallout series that Diablo has done to the RPG community. It would draw in those that thrive on combat, and then insist that the next games go into the "game demography" that those on the message boards want. Kind of like (again) how Diablo has done to the RPG community. I'm not saying Diablo is a bad game in it's own right, but it has no right to be called an RPG when there isn't any role-playing involved.

I think it's akin to those who were complaining that PS:T had too many words when they were used to Diablo instead. I see that happening in part, but really not too much.

>4. Fallout Tactics will replace the
>RPG
>Similar to #3. The RPG
>series will remain standalone.
>It will not be affected
>by Tactics, even if Tactics
>sells x2-x10 as much.

This was akin to the gripe that the RPG would be "weakened" by a spin-off. I know it would be separate, but it still carries the name of Fallout. And when a lot of people think Fallout, they think "Good RPG". Now get enough people that think that Fallout means "combat", because even the first 2 Fallout games are a bit focused on combat. It would skew perceptions, and to use the same old cliche I've invented throughout this post, like Diablo has done to the RPG community.

>5. Tactics lacks what made Fallout
>a classic RPG
>In some respects, it does.
>We are leaving out what
>I consider some of Fallout's
>best traits (complex dialogue and
>non-violent solutions). However, we
>are concentrating on different qualities
>to promote. And we
>still have character dependent dialogue
>and non-violent solutions. It's
>a different mix. I
>certainly do not want Fallout
>Tactics to be a poor
>RPG clone. There has
>to be enough differences between
>the two games to firmly
>separate them. This is
>intentional. However, we aren't
>just using the Fallout name
>and slapping a different game
>under the hood without considering
>the source material. We
>are very strongly influenced by
>Fallout, and we are always
>going "In Fallout, we did
>it this way..." and "It
>worked for Fallout because..."
>We have found several solutions
>to game design problems that
>were the exact same solutions
>to gameplay issues in Fallout.
> The reason why have
>is because they work.

This is good, and it alleviates many of my concerns. My first thought was that Interplay was trying to make a quick sell-out of the name Fallout. I have seen this happen for other series, most notably HOM&M (in fact, HOM&M 1&2&3 sales is the only way that the M&M series could be kept going). HOM&M caught on, luckily, and so far 3D0 hasn't killed the series. Though I shudder at the thought of the same engine used and the more limited characters...

I digress.

Still, I do look forward for Fallout Tactics, because there is such quality and effort being put into the game.

>I think Tactics does a couple
>very good things:
>A) Keeps the Fallout name in
>circulation while we wait for
>FO3.

Agreed in full.

>B) Provides gameplay that the RPG
>series cannot provide thanks to
>the different focus.

Again, concerns do arise in focusing mainly on combat.

>C) Allows us to explore different
>aspects of the Fallout world
>and clarify some of the
>history of various Fallout factions.

This I am interested in, due to Cassidy's and Tycho's dialogue about the Mid-West being a radioactive dustbowl. Perhaps we'll see a radioactive tornado or something in the opening animation or as a loading screen. (Like Barry's airplane idea and the loading screen...) :-)

>D) Attract a new population of
>Fallout players.

As long as it doesn't lose focus of Fallout, I don't really mind. I have seen those who have played Fallout 2 and think that the game is nothing more than a fighting game. They never played the first one, so they are unknowing of the origins of Fallout, and don't know the history and basis of a wasteland RPG. That was a fear of mine, is that it would be lost even more. On DAC and elsewhere here, there is several requests of "Kill-O-Zap" gun varieties, as well as mechs and the sort. Kill-O-Zap being the parodied term for a "kill anything with one hit" gun, taken from Douglas Adams books, HHGTTG. Nevermind that a wastelandRPG is supposed to have a desolate feel. Much like how the player first felt at stepping out the the Vault 13, alone, not able to take solace back in the Vault, and not knowing where to go...and what the hell is that large thig with two heads? :-)

>E) Proves the success of Fallout.
>
>
>I'd also like to apologize for
>some of my more emotional
>arguments. While working on
>a game, I get very
>passionate about it. I
>certainly feel this way about
>Tactics.

*sigh*

Chris, no apology is needed. I understand fully how much you love your work, and I would have done the same in your shoes. Without people like you, we wouldn't have good games.

>Hope this is helpful. I
>will be leaving for Micro-Forté
>for a couple of weeks
>soon. Hopefully, I will
>be able to monitor this
>thread before I leave or
>while I am there.
>
>Roshambo,
> Please feel free to
>send me your phone number
>and a time to call,
>if you would like.
>E-mail and posts don't always
>communicate as well as live
>voice can. My e-mail
>address is: ctaylor@interplay.com

Will do, it will be in your box in a little while, Gamestats providing.

>Thank all of your for giving
>me an opportunity to understand
>these issues.
>
>pax,
>-Chris
 
Ain't Chris quite a guy? How many other game designers would do this? Close to zero. Him being part of the Tatics team is one of the biggest reasons I think it will be good.
 
The Future of Fallout

If we get a good strong response from Tactics, we will make another Tactics game. It does have a larger focus on combat than the RPG, and if people want more combat, that's the place we'll give it to them.

I cannot speak for the future FO3 team at BIS. It's their game to make when they get a chance to make it (and that will hopefully be soon). I do think that they (the BIS designers) will view Tactics as a place to keep that focus on combat. I really don't see them changing the magic formula for Fallout the RPG.

The combat in Tactics isn't intended to be arcade level fighting. Almost all of the missions have situations that will show that good tactics and a little planning will defeat "rushing". There are also multiple paths to victory on almost all of the missions (send in a thief character to sneak and steal, use some science/repair/demolitions to do something that makes your mission easier, the speech skill does have a role within the game and I'm trying to add a few more places where it can be used).

We're also changing the way the world map/mission selection works to include random encounters (and unique random encounters).

Have to go -- meeting.

pax,
-Chris
 
RE: The Future of Fallout

[font size=1" color="#FF0000]LAST EDITED ON Jul-24-00 AT 10:24AM (GMT)[p]Sorry I haven't replied in a while, been a bit...absorbed by IWD... :-)

>If we get a good strong
>response from Tactics, we will
>make another Tactics game.
>It does have a larger
>focus on combat than the
>RPG, and if people want
>more combat, that's the place
>we'll give it to them.

Agreed. However, akin to those who *still* post game help questions and stuff on the General Board, we'd have a load of people insisting that one become the other, and everything gets in a convoluted mess. Much like the recurring FOOL (Fallout Online) topics that sprout over various message boards and get quickly weeded out. Or debated into the ground until most realise that there is no way to make the online game anything like the original, or follow the concepts of the real RPG games.

>I cannot speak for the future
>FO3 team at BIS.
>It's their game to make
>when they get a chance
>to make it (and that
>will hopefully be soon).
>I do think that they
>(the BIS designers) will view
>Tactics as a place to
>keep that focus on combat.
> I really don't see
>them changing the magic formula
>for Fallout the RPG.

Exactly what I've been hoping. For FO3, I want the character depth of Planescape: Torment, the depth of Planescape: Torment, the dark feel of Fallout 1, and a bit of the multiple storypathing from Fallout 2. Being able to play evil in depth in the storyline as well would be a good bonus, or somewhat of the "rough but still good guy" story base, but if you could play Chaotic Evil through the game, and have it profit yourself to finish the game a certain way....hmmm, speculation for another time.

>The combat in Tactics isn't intended
>to be arcade level fighting.
> Almost all of the
>missions have situations that will
>show that good tactics and
>a little planning will defeat
>"rushing". There are also
>multiple paths to victory on
>almost all of the missions
>(send in a thief character
>to sneak and steal, use
>some science/repair/demolitions to do something
>that makes your mission easier,
>the speech skill does have
>a role within the game
>and I'm trying to add
>a few more places where
>it can be used).

That addresses one of my most-feared worries, of the game being something like...oh, say...Shining Force, for example. Level after level, and there is some advancement, but it's linear as a board and only one way of going through it. It's good to see that you are putting in skills and such to get through obstacles, as it fills it out a lot more and possibly adds a bit of stress as you would like have to guard the scribe as he recovers some vital info or whatever from an old computer, etc.

>We're also changing the way the
>world map/mission selection works to
>include random encounters (and unique
>random encounters).

A la Fallout world-map. A good touch, and it will make many feel more at home with the game. I'm not going in any deeper of what we talked about on he phone, as I haven't seen what you have posted on the official boards and don't want to say anything that you don't want out yet, just in case you let something slip (I don't like the new Interplay boards, to be honest. I like this setup much better, as it is extremely secure and each board is customizable through a style page).

>Have to go -- meeting.

You poor bastard....
Always in meetings...or late to them...
:P

>pax,
>-Chris
 
Rosh,

One thing you're neglecting in your assessment is what Diablo and Diablo 2 does do well.. MULTIPLAYER! That's why it's so popular.

Without a lot of interaction, you can make a dandy little romp that several people can enjoy together.

The huge problem with Diablo/Diablo 2 is that it's just so watered down in terms of options for me. I also like Turn Based combat. The fact I can accidentally misclick on a monster in Diablo/Diablo 2 and run in to the pack of monsters I'm attacking from a distance annoys me. Ooops, I'm rambling!

Fallout Tactics: Brotherhood of Steel has the potential to be a great multiplayer game in the Fallout universe due to the lack of interaction.. Except one thing.. You can't keep and advance your character/team in multiplayer. That pretty much results in a "Watered Down" multiplayer experience, so I really don't think you have to worry about Diablo players enjoying this game.

The sad thing is, I was thinking Archanum was looking good until I found out you couldn't keep your items in multiplayer. Now I find out that with FOT:BOS, you not only can't keep the stuff you obtain in multiplayer, you can't keep any advancement your characters have made.

Basically, you've got FOT:BOS being a turn based Nox as far as multiplayer is concerned, and that's not a good thing.
 
Resurrecting this thread too:

Namely to say my main concern doesn't seem to be the one that would be the most damaging. IMO, I should have been more concerned with the concept art the like, hoping that FOT would fit in with the rest of the Fallout Universe.

Instead, with the PA and DeathClaws so out of whack, it really resembles the flop Godzilla movie a couple years back. Same name, but different look and disregarding the prior marks of Godzilla's history almost entirely.

That's what I see here.

To be honest, I've just about given up on the Fallout world, because it seems to be headed in a direction that I really have seen go bad in the past. The concepts are being skewed, like with the rust on the power armor that really isn't made from iron of an amount that would allow that much rust. Compounded iron doesn't rust like that.

To be honest, I've been quite blunt and trying to spark a loud voice through all this. I know it might not be appreciated or welcome, but it's been my intent mostly to challenge and see if perhaps that would help keep sight of the Fallout Universe into FOT. I don't mean any of this personally, and if anything, I've been wanting to be proven wrong all this time.

Best regards, Chris.
I hope this game really does well, but I hope subsequent ones do follow the universe more closely.

[font color=orange]
--------------------------------------------
Dennis Leary stole my song! That...asshole!
--------------------------------------------
"Robert, your time has come!"

"OOOH! Thank you, Master!"

"Don't mention it."

*Robert explodes in a shower of sparks*
--------------------------------------------
It's me, Jack Brown! The wind-up ass-hole!
--------------------------------------------
=========================
Try Arcanum, by those who brought you the first Fallout:
http://fp.geocities.com/jonaac/2.jpg
 
I'd like to take back what I said to Roshambo about why the hell is he holy-crusading. Now I can see it has some pluses in it.

I'm not going to blast BiS or Microforte for ruining the vision of Fallout for me, and I'll try to mean business. Here are the questions, I'd be glad if Chris Taylor would answer them by giving his best guess.

- Do you think Interplay will take notes on success/failure of FOT as a successful/unsuccessful game?
- Will these notes be passed to Black Isle as a guidelines on what players will appreciate?
- How likely is Black Isle to follow these guidelines (for ex. how likely is it to see hairy deathclaws in Fallout 3)?
- Don't you think 'keeping Fallout name in circulation' is precisely the problem for Fallout 3? Imagine a 'Russian Roulette' with one 'player' spinning the revolver over and over and over. The probability that he will make a fatal mistake will grow with the time he does the spinning. If we will have dozen games keeping Fallout name in circulation, don't you think it will at least SOMEHOW affect the development of Fallout 3? I mean, come on guys, you are making HISTORY, not just writing a nice little spinoff game. I just want to make sure you understand the tremendous pressure on you, that it's not as simple as you might see it.

Sorry if it might sound like I'm profiling you as a bad guy and sometimes sound a little hostile. I really appreciate members of game development team dropping by and answering questions.

[hr width=440]
[p align=center]
http://fallout.gamestats.com/forum/User_files/3aa70eb96ee16565.gif[/p][p align=center][font color=FF00FF face=fixedsys]- Why hello there, Ranger -
[font color=00DD00 face=fixedsys]- (Sigh) Go away! -[/p]
 
Very good points:

And excellent questions indeed.

I've been letting the fact that Fallout is about the only good CRPG series left get to me.


[font color=orange]
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Dennis Leary stole my song! That...asshole!
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"Robert, your time has come!"

"OOOH! Thank you, Master!"

"Don't mention it."

*Robert explodes in a shower of sparks*
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It's me, Jack Brown! The wind-up ass-hole!
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=========================
Try Arcanum, by those who brought you the first Fallout:
http://fp.geocities.com/jonaac/2.jpg
 
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