Strategy Informer interviews Pete Hines

JamieSI

First time out of the vault
Strategy Informer had a chance to interview Pete Hines. It is big and worth a read.<blockquote>Strategy Informer: Would it be fair to label Fallout 3, “Oblivion with guns”? It seems as if the dialogue seems to be the same, the wide open spaces and there are a lot of similarities.

Pete Hines: Well, from the standpoint of both Fallout and Oblivion are kind of “go wherever you want” kind of games, so certainly from an engine point of standpoint, we designed it to be something where we wanted to give you big vistas and really sort of impress upon you the level of destruction as well all the possibilities. All of these places you can see, you can walk to in real time and go explore.

You know, the dialogue is exactly like the dialogue from Fallout so it may feel similar to Oblivion and I guess in terms of how it’s structured, but it’s sort of exactly the way Fallout presented its dialogue; You know what it is you want to say, how people respond back, trying to do a lot more with the dialogue in terms of choices of how you talk to people, the ability to unlock certain options in dialogue based on having a higher speech skill or having certain attributes that allow you to unlock a certain dialogue option that you usually wouldn’t be able to get, different perks, you know when you levelled up you may have noticed “The Ladykiller” or if you’re playing as a girl, it’s called “Black Widow” where you pick that perk, then talking to certain people you get a dialogue option that you wouldn’t normally have gotten. All of that is very different ad unique to Fallout in terms of giving the player options they wouldn’t normally have gotten because of the type of character they are playing with; you get to say this because of who you are.

To answer your question, I don’t discount that folks are going to call it that, it’s based off the same engine, it’s still doing big epic vistas, but I think Oblivion was a really good game, my only hesitance with that phrase is that it doesn’t take in to account how much effort we put in to making this a very true Fallout experience with characters, dialogue and setting and all that stuff to make it very different and true to what the series is about. I think we’ll certainly get that and I don’t think that’s ever going to go away but I think it probably sells the game a bit short.
(...)
Strategy Informer: Talking about the game world, obviously it’s massive, you can do anything you want, go anywhere you please. Do you think there’s a danger you went too far?

Pete Hines: Did we go too far? (laughs) I don’t know…

Strategy Informer: Well during the play-through, I noticed that there wasn’t much around. Obviously this is a post apocalyptic setting, but the world was pretty barren. Apart from the main story, you’ve got no real direction, no incentive to go one way or the other.

Pete Hines: Well, a couple of things. First of all, we sort of take a risk in having you guys go out into the world without having experienced the first thirty to forty-five minutes where you get everything explained to you. If you pay attention to your compass, and where it’s trying to direct you to unknown locations out in the world. You actually come across a lot of that stuff, it’s just that it’s fairly easy to just walk past it without even trying. In Oblivion it’s a little easier because it’s like, there’s a mountain and then there’s a cave in the side of the mountain.

Whereas in Fallout it’s not always quite as ‘beat-you-over-the-head’ obvious, but I do think it is a combination of using your compass to recognise when you’re walking past lots of things you can see and do. Also, we’re preventing you guys from doing anything in the main quest, which is pretty prohibitive in that we use the main quest to send you out to parts of the world, which intentionally run you past a lot of other things to do. So when we keep you from doing that we keep you from going right past all this stuff that we lead you to in the main quest.

So we might take you out to this part of the map knowing that you’re going to come across all this stuff here. And then we know that you’re probably going to go over here, and then go to this point of the map. So we’re kind of smart about using the map as a setting for different parts of the main quest, and how you’re going to get there and what you’re going to cover along the way. But take Megaton for example, there’s like a good 5,6,7,8 hours worth of quest stuff available too you just like that. One lady’s putting together a survival guide, another lady wants you to go to another town. Next thing you know you’ve been playing the game for a long time.</blockquote>
 
Wow.
He talks and talks but says nothing.

I don't even feel like stepping in to analyze the morass that is Pete's corporate double-speak. It's like a verbal tar-baby.

You know, the dialogue is exactly like the dialogue from Fallout so it may feel similar to Oblivion and I guess in terms of how it’s structured, but it’s sort of exactly the way Fallout presented its dialogue

He's like a fuckin' Dilbert character.
 
"You know, the dialogue is exactly like the dialogue from Fallout so it may feel similar to Oblivion"

Is he serious ? Oblivion was at the exact opposite of Fallout in terms of dialog and NPC interaction...
 
I think it’s probably fair to say that we don’t feel compelled to beat people over the head with the letters RPG and to insist that they acknowledge they are playing a role playing game.

Yeah, why would a Fallout sequel play like a role-playing game?

Most games, if they want to treat you like an infant, they’ll just simply tell you what you have to do next and once you do that thing, then they’ll give you the next thing you have to do.

Using a quest compass or something.

Pete said:
You know, the dialogue is exactly like the dialogue from Fallout
X360A said:
The dialogue system works and looks very similar to that present in Oblivion.

If you’re very nice, they’ll reach out to you and ask you for help and ask you to help them with a quest and if you’re a real jerk they may be like “screw you, I don’t need your help anyway”.

I would assume, you didn’t want to do that quest anyway if you were being a jerk.

This is something I don't like in CRPGs. It shows up everywhere, including Torment, but it's not how the world works. When people need help, they will put up with someone being a jerk. They'll ask you again, and they'll humble themselves, and they'll tell themselves it's only proper to do so. Heck, most people put up with jerks anyway. And when threatened, they will not stand around and go, "Well, kill me if you want, I'm just an NPC anyway and you won't get my quest that way. Or you can apologize and then we'll go back to the quest node." This is one of those lazy stereotypical designs that I hate. If people wrote dialogue to be psychologically consistent instead of just moulding it around the needs of a quest structure or other, we'd be seeing much less of it.

When you’re walking down the ruined streets of a blown-up D.C. you’re not just looking down at somebody walking down the streets, you are that guy

No matter how many times this is said, it's still a blatant lie.

There’s no one source in this world for “I determine the Fallout-ness of any game in this universe”, nobody gets to do that, everybody has to decide for themselves

Yay, post-modernism.
 
Anyone else wish that they they expanded the evil way of playing through from the original fallouts? I mean you typically have to play every rpg as good or neutral but there isn't really a way to play through in an evil manner. You always will be a hero. You can't join some shady underground organization of killers. I mean there are the slavers but I wish that it would expand beyond that. You could become a drug, dealer a crime boss, a pimp, or a hitman. Fallout did the evil thing the best but it did still leave a lot of room for improvement.

By the way, I am glad they have a people testing out achievements. When the hell did achievements take the gaming world by storm? I mean even valve is doing it now. It just pisses me off.
 
EnglishMuffin said:
By the way, I am glad they have a people testing out achievements. When the hell did achievements take the gaming world by storm? I mean even valve is doing it now. It just pisses me off.

I myself have a Xbox 360 and I must say that the achievements IMO are great. It is little thing, but it puts a lot of replay value and fun to game.
 
In more noteworthy news, the world's largest sauna has been discovered today.

Observe:
missouri-physical-map.gif


You know, the dialogue is exactly like the dialogue from Fallout so it may feel similar to Oblivion and I guess in terms of how it’s structured, but it’s sort of exactly the way Fallout presented its dialogue

Say what?
 
How to do a proper interview

Interviewer: Would it be fair to label Fallout 3, “Oblivion with guns”? It seems as if the dialogue seems to be the same, the wide open spaces and there are a lot of similarities.

Pete Hines: <evasive>

Interviewer: But could it be called "Oblivion with guns"?

PH: <more>

Interviewer: So, yes or no -- would you say that Fallout 3 could fairly be called "Oblivion with guns"?

PH: <evasiveness>

and so on until the interviewee's evasiveness becomes so blatant the readers can see it.

Same with the other questions. Re-ask the question if it isn't answered. Request clarification, in simple language. If all you get is "I already answered that question", ask them to re-state their answer in fewer words or just focus on the core question.

Repeatedly answering closed questions with open statements only serves to make yourself look ridiculous. As long as you stay friendly, the worst thing that can happen is that the interviewee will abort the interview, causing bad PR for himself.

This is basic rhetoric, folks. One should assume that interviewers at least had some common sense.
 
Ashmo said:
This is basic rhetoric, folks. One should assume that interviewers at least had some common sense.

I would assume that some of the interviewers know this, but don't want to get chewed out by their superiors.

The other ones are probably just stupid.
 
Mind you that journalists have lots of don'ts and limits. And most of them are there for money on the first place. So in the of the day they are not bothered.
 
Nice to see that Beth is making sure that the 360 achievement whores have something to gun for, and PS3 trophies are a "maybe." Why no love for us PS3 owners? :(
 
rcorporon said:
Nice to see that Beth is making sure that the 360 achievement whores have something to gun for, and PS3 trophies are a "maybe." Why no love for us PS3 owners? :(

Why?

I could name a few reasons

richguy.jpg

medium_f29.jpg

01-large-sack-cash.gif
 
Lies and defamation!
The PS3 is like totally hard to program for
 
Makagulfazel said:
Say what?

Which of these games have these dialog characteristics?

1. Time pauses around you while you have a conversation.
2. You have a list of options of what you're going to say.
3. You never hear what your character just told the NPC.
4. Every time you enter into a conversation, you are stuck looking at that person's torso/face.

Answers:
a. Fallout 1
b. Fallout 2
c. Fallout 3
d. Oblivion
e. All of the above.
 
Back
Top