Damien "Puuk" Foletto commented on a bunch of issues concering project Van Buren in the Interplay forums.
First, a rather interesting thought on the subject of Karma vs reputation:<blockquote>I agree whole-heartedly that reputation > karma. It better illustrates a player's actions in the game world and furthers the "one man's heaven is another man's hell" world-feel. If the player slaughtered an entire village in the middle of nowhere, it should not have any affect on the towns and villages that are hundreds of miles away. Unless, said towns and villages had trade with the massacred town, investigated the crime scene, found a survivor or two, got a good description of the player, and then put out a bounty. Nothing karmic about that, just reputation based as a result of a living, active (and reactive) world.</blockquote>
He also shared some info over in this thread about moral decisions:<blockquote>I think with games like Fallout it seems more "natural" (for lack of a better term) to hover the character in the gray area. Basically, your character will try to do almost anything to save his vault (referencing F1), and the severity of being either good or evil depends on how much work you want to do. Sometimes it's just easier to kill the dork blocking your path, other times it might be interesting to see what happens if you do the same dork's task. In the Wasteland, good and evil are really not so clearly defined - what's good for you and your people may cause major suckage for others. But does it make you evil for helping your people at the expense of others? Morality becomes very ambiguous when survival is at stake. </blockquote>And about using skills to operate work stations:<blockquote>Since skills are a big part of VB, the player would need the requisite skill to use an appropriate work station. Ergo, vis-à-vis , in order for a character to be able to use a mechanic's work station, for example, he would need a decent mechanic's skill. The more complicated the mechanical endeavor, the more skill is required.</blockquote>
First, a rather interesting thought on the subject of Karma vs reputation:<blockquote>I agree whole-heartedly that reputation > karma. It better illustrates a player's actions in the game world and furthers the "one man's heaven is another man's hell" world-feel. If the player slaughtered an entire village in the middle of nowhere, it should not have any affect on the towns and villages that are hundreds of miles away. Unless, said towns and villages had trade with the massacred town, investigated the crime scene, found a survivor or two, got a good description of the player, and then put out a bounty. Nothing karmic about that, just reputation based as a result of a living, active (and reactive) world.</blockquote>
He also shared some info over in this thread about moral decisions:<blockquote>I think with games like Fallout it seems more "natural" (for lack of a better term) to hover the character in the gray area. Basically, your character will try to do almost anything to save his vault (referencing F1), and the severity of being either good or evil depends on how much work you want to do. Sometimes it's just easier to kill the dork blocking your path, other times it might be interesting to see what happens if you do the same dork's task. In the Wasteland, good and evil are really not so clearly defined - what's good for you and your people may cause major suckage for others. But does it make you evil for helping your people at the expense of others? Morality becomes very ambiguous when survival is at stake. </blockquote>And about using skills to operate work stations:<blockquote>Since skills are a big part of VB, the player would need the requisite skill to use an appropriate work station. Ergo, vis-à-vis , in order for a character to be able to use a mechanic's work station, for example, he would need a decent mechanic's skill. The more complicated the mechanical endeavor, the more skill is required.</blockquote>