Fallout 1's first lead designer R. Scott Campbell is often cited by other Fallout developers as one of the most underestimated key creators of Fallout. NMA and Michał "deadlus" Bielerzewski sent him the developer profile and other questions a while ago to get his take on the history of the game. Since answering the questions became quite a story in itself, he decided instead to write out his memories of the origins of Fallout instead.
The 25-page document was submitted to NMA (again with thanks to deadlus). We've split it into three parts, added some formatting, links and images, and now offer you the first part, which is mostly about his own history with Interplay and the very beginnings of the GURPS project, as well as the hilarious first drunk draft of the game's story.<blockquote>When Interplay approached Steve Jackson Games for GURPS, they were extremely skeptical. They were told of the long line of great RPGs that Interplay had made. No response. They were told that they would have creative control over the game. Still no response. Then they were told the up-front license money they would be getting. Suddenly, there was a response.
With GURPS given a green light, Tim assembled a team, and (because SimEarth was just canned) chose me as the Lead Designer. It was a bit of a rocky start, as much finagling was needed to secure people for the team from other projects.
Once the contract was signed, Steve Jackson came to the studios for a meet and greet with the team. I remember him being extremely cool with our overall ideas about handling the game. One pointed question was, “What do you think about blood and violence in the game?” With a smirk and a wave of his hand, he answered, “The more the better!”
Words that would eventually come to haunt us.</blockquote>
The 25-page document was submitted to NMA (again with thanks to deadlus). We've split it into three parts, added some formatting, links and images, and now offer you the first part, which is mostly about his own history with Interplay and the very beginnings of the GURPS project, as well as the hilarious first drunk draft of the game's story.<blockquote>When Interplay approached Steve Jackson Games for GURPS, they were extremely skeptical. They were told of the long line of great RPGs that Interplay had made. No response. They were told that they would have creative control over the game. Still no response. Then they were told the up-front license money they would be getting. Suddenly, there was a response.
With GURPS given a green light, Tim assembled a team, and (because SimEarth was just canned) chose me as the Lead Designer. It was a bit of a rocky start, as much finagling was needed to secure people for the team from other projects.
Once the contract was signed, Steve Jackson came to the studios for a meet and greet with the team. I remember him being extremely cool with our overall ideas about handling the game. One pointed question was, “What do you think about blood and violence in the game?” With a smirk and a wave of his hand, he answered, “The more the better!”
Words that would eventually come to haunt us.</blockquote>