Sean K. Reynolds interview at DAC

seankreynolds said:
kumquatq3 said:
Hell yes. There was "PC Town," a part of the Dam where you could direct the construction of different businesses and residences

I believe the "PC Town" is actually called Fort Abandon. You buy it off "NCR", more on that in a bit. The Prison, at least at one time, was supposed to be a sort of "pc town" too. Not sure if that got cut.

FA and PCTOWN are two different things, actually....

My bad, I assumed, because this is what I have on FA:

Fort Abandon: a rundown NCR fort and a central
location in the game. The railway has a crossroads
here, and if the player so chooses, he can slowly
upgrade the fort into a center of prosperity.

That and you saying it was by the The Dam (which is NCR territory) made me think it was one and the same
 
Im assuming that the PC part refers to the fact that it's the PC's town.


My guess is you get to choose what to call it, like when becoming a made man.
 
FA did have its own "PC can help upgrade" options, but not nearly as much as PCTOWN.

And yes, you got to pick the name of PCTOWN. :)
 
What where the name options ?

Or was something implemented where you could type the name in on the deed or something ?
 
Gawd, why didn't anyone leak the goddamn game like Half Life 2?

PS:
Bah, you are just pulling our legs anyway. Filling us up with all sorts of incredible features since we can never, ever check it anyway. :P
 
lilfyffedawg said:
yay FO4!! Oh wait... Bethesda now is doing Fallout. Doh! :cry:

5. Did Van Buren contain the key element of an RPG, having your actions affect the world? If so, list some of the things that you could do in the new engine.

Hell yes. There was "PC Town," a part of the Dam where you could direct the construction of different businesses and residences. You could set up a trade agreement between the Dam and the salvagers of Dog Town, trading medical supplies for valuable resource materials salvaged from the city. You could send the Hangdogs and Blackfoots to Dog Town to capture the wild dogs that have the run of the place (just look out for the CRB-S units!). And the choice of prisoners you decide to drag back to prison affects the areas in which they're hiding out....

That sounds interesting. A lot different than anything that has been in the Fallout games thus far.

PC Town was cut - I know, I re-wrote all of Hoover Dam and what happened within. It would have been pretty cool, but the time frame to flesh out such an area compared to the ship date did not mesh. But you could still get a habitat in Hoover Dam - a choice of two, in fact. One was in the slummy area at the bottom of the dam, the other was at the dam's rim where all the rich folk and military lived. Getting either place depended on your actions, your reputation, and of course how much cash you had.
 
in regards to currency, i found it interesting how in FOT, different groups used different currency. the majority of people in the wastes used the caps, while the BOS used cash.

What does a company do with all of its assets when they aren't used? Does Van Buren just end up in a vault (13)? that's kind of sad. like hell for a computer program.
 
Foletto's right, PCTOWN was cut (we went through several iterations of the game and I've lost track of what was still in at the very end). But yeah, the player had the option of naming it what they wanted in a type-in field.

Any dev: was the Prison still supposed to be "pctown-like"

The Prison was one of the things reduced in playability-size as we worked on the game; at one point it was going to be a possible base of operations but it became much less so as we made PCTOWN and Fort Abandon more of a PC-base option.

Bah, you are just pulling our legs anyway. Filling us up with all sorts of incredible features since we can never, ever check it anyway.

Yes, I forgot to mention that you got a free sports car when you bought the game.
 
kumquatq3 said:
Any dev: was the Prison still supposed to be "pctown-like"

The prison? No, not that I recall. It was a place you could return to (had to from time to time to return prisoners and interact with the computer) from time to time.
 
seankreynolds said:
Foletto's right, PCTOWN was cut (we went through several iterations of the game and I've lost track of what was still in at the very end). But yeah, the player had the option of naming it what they wanted in a type-in field.

Any dev: was the Prison still supposed to be "pctown-like"

The Prison was one of the things reduced in playability-size as we worked on the game; at one point it was going to be a possible base of operations but it became much less so as we made PCTOWN and Fort Abandon more of a PC-base option.

Bah, you are just pulling our legs anyway. Filling us up with all sorts of incredible features since we can never, ever check it anyway.

Yes, I forgot to mention that you got a free sports car when you bought the game.

No that was reworked, too. We opted for a Real Doll in every box. We expected people wouldn't leave the house very much when they started playing F3, and the Real Doll didn't require snuggling and pillow talk.
 
Jabbapop said:
in regards to currency, i found it interesting how in FOT, different groups used different currency. the majority of people in the wastes used the caps, while the BOS used cash.

What does a company do with all of its assets when they aren't used? Does Van Buren just end up in a vault (13)? that's kind of sad. like hell for a computer program.

*shrug* got me. Maybe Bethesda got the assets to use as a reference point, maybe the assets are being stored in a disk and filed in Herve's bathroom cupboard.
 
Puuk said:
We opted for a Real Doll in every box. We expected people wouldn't leave the house very much when they started playing F3, and the Real Doll didn't require snuggling and pillow talk.

Ah the lub of a Real Doll....sigh....
 
Reel World / Real Doll

Reel World / Real Doll

I can see the logistical difficulties of lining up enough vintage Austin-Healey Sprites (950cc--overhead cam--4 cylinders--twin SU carbs---80mph? AHHH... Safe for the side walk! Park with the mo-peds!)
With the appropriate screen advertising 'skins', much like your city bus'es, if your 'burg is so..ooo 'retro' that it still has a bus system,

such an advertising opportunity could not be missed.

THE FO-3 ----- INTERPLAY ---- BLACK ISLE ---- SPECIAL ED!!

Not having to ride the 'short'-bus to school would sell billions of bundles!

But who would be showing up for home room, roll call, or the time clock when they have the latest and greatest FO-3 to ravage.

The intricate logos of gaming glory will gather dust and begin the bio-degradable spiral to rust and dry rot with out emptying a single carburetor bowl. All that wasted Venturi potential ...

I see the Real Doll option is a Reel World concession, but let me inseminate a spot of pathos in-to this happy nuclear family.

During all this intensive focus on the greatest FO-3 since sliced ... cheese ...

how will you keep that .... for we all know that boredom never sleeps ...
an' NO babe, be she 50% silicone, 40% hot-sultry air and 10% plastic,
is goin-a wait for the FO-3 (self)absorbed to grunt a clue of recognition after the dishes are in the sink, the toilet is flushed, and the paint has dried on her finger nails ...

This is the Reel World .... horns of dementia ... or is that horns of dilemma? Well it's all on the same page in this scenario ...

How will you keep that Real Doll around unless you give her the sports car? Or the charge card.

Jus' bein' Reel


4too
 
I know there will be other post-apocalyptic games, but that doesn't keep me from mourning every time info from FO3 is leaked...

So much potential at Interplay, and all of it squandered.

Fallout fans are mocked as the most rabid, harsh fans around, but after following this forced march into HELL from the beginning, it's hard to keep your sanity.
 
The reservation was actually a kewl location, with the Nelly and a scientific experiment *caughbornghoulscaugh*..
 
All the places I know of, that I remember:


Fort Abandon: a rundown NCR fort and a central
location in the game. The railway has a crossroads
here, and if the player so chooses, he can slowly
upgrade the fort into a center of prosperity.

Jericho: Formerly the Jericho Desalination Plant of
New Canaan, Jericho is all that is left of the Mormon
city. The town's prosperity revolves around the fresh
water the still-working plant produces. However, the
plant is old and inefficient, and Jericho is a long
way from being the economic powerhouse it wants to be.

Hoover Dam: The largest city in the game and the
headquarters of the NCR government. The town is built
along the top and sides of the dam. Unfortunately,
Governor Dodge is a weak leader, and the ongoing war
with the Brotherhood of Steel hasn't helped his
popularity much. Still, he's determined to hold the
NCR together after the destruction of Shady Sands by
the Enclave.

Maxson Bunker: A small outpost of the Brotherhood of
Steel. The Brotherhood has become a shadow of its
former self. No longer the sole custodian of advanced
technology in the wasteland, the Brotherhood is
struggling to find a new identity. The current
leadership favors a return to power by wresting all
advanced tech from the hands of "lesser people" by any
means necessary. This attitude hasn't won them any
friends, and because many in the Brotherhood disagree
with such brutal methods, the whole organization is on
the verge of civil war.

Grand Canyon: Due to uranium demand shortly before The
War, the U.S. government removed the GC's status as a
national park and allowed private mining companies to
exploit the GC's supply of uranium (yes, there really
is uranium in the GC). The resulting mess was an
environmental disaster. As a result, the Canyon has
become one of the deadliest places in the wasteland,
home to hideous mutant things seen nowhere else. Sane
people avoid it; too bad The Prisoner will probably
find himself in the deepest, darkest depths of the
Canyon at some point...

Mesa Verde: A small cliff dwelling set high in the
side of a mesa. The people there, called the Ciphers,
seem like any other group of tribals. In reality,
they're quite skilled in science. They hold onto their
secret knowledge in preparation for the day they are
once again worthy to use it. The schematics for many a
forgotten device is painted all over the village
walls, but the few travelers that visit the village
are unaware of the significance, dismissing the
scribblings as "tribal art".

Oroborus: Home to Hecate, a tribal madwoman who sees
herself as a goddess and a prophet. The Daughters of
Hecate are her prime servants, spreading Hecate's will
to all the tribes. The Vipers, Raider exiles from the
West, have become Hecate's fanatical army and crush
anyone who challenges her. The other tribes fear
Hecate's power, and rightly so.

The Nursery: The last hope of the wasteland, where
seeds and another genetic information, preserved from
the world before The War, have been stored. This
hidden valley is a lush, verdant place. Harold the
Ghoul has found his way here, but thanks to the tree
in his head, has been marked as an "interesting
specimen" and has been prevented from leaving by the
Nursery's security bots.

The Twin Mothers: As tribal as tribals get, that's
these guys. They do well for themselves, having skill
in agriculture. They're the descendants of Vault 31,
and their village is built on top of the Vault. The
Vault itself has ceased working long ago, but it's
still a holy place to the Twin Mothers. Hecate has a
powerful influence here, but the tribe hasn't
completely fallen under her sway.

Hangdog Village: More tribals, but these guys are all
about dogs: pets, food, guards, etc. The Hangdogs are
slavers and scavengers, and are often in league with
Hecate. However, they're not all bad and they just
might not try to enslave The Prisoner if he proves
he's good enough to be one of them.

Boulder Dome: A research outpost, filled with all
sorts of scientific equipment. A ZAX supercomputer is
here, but it's been damaged and is unable to run at
full power. Still, the few scientists here seem to
make do, though they're somewhat tightlipped about
what exactly they're working on.

Denver: A ruined city of dogs and skyscrapers. There
is no real civilization here, just a series of
salvager camps set up high in the skyscaper ruins,
away from the endless pack of feral dogs which roam
the streets below.

Burham Springs: A fiery hellhole, thanks to the
ever-burning coal in the mines. Naturally, there's
*something* The Prisoner needs which can only be found
here. Heh.

The Reservation: A ghoul town, and naturally highly
radioactive. The ghouls are sick of being the
underdogs of the wasteland, and they have a new leader
who's going to stick it to the humans good. Firing
radioactive artillery shells via Nuclear Nellie, the
ghouls' bigass gun, into every town ought to clear
those pesky humans out. Of course, Nellie isn't quite
working right and the ghouls haven't figured out a way
to move Nellie around easily.

Bloomfield Airbase: An old Airforce base, littered
with the rusting carcasses of numerous air vehicles.
It's also got not one but TWO working shuttles. Anyone
up for a trip into space?

B.O.M.B. 001: The Ballistic Orbital Missile Base and
the U.S.'s far more destructive version of Sputnik.
It's the endgame area, and won't be seen until the end
of Act 3.
 
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