The long awaited part 2. I'm editing it into my early post aswell.
Slide 35: "We did the same thing with the Pipboy"
Concept art of Pipboy 3000 ["Big believer that whatever you're doing in a game, for us, with role playing, you look at your stats a lot"]
Slide 36: "To make something that's repetitive... So the player's going to look at his stats all the time, right? So you wanna make that entertaining."
More convept art of Pipboy 3000
Slide 37: "So we knew we had to spend a lot of time on the Pipboy"
And more
Slide 38: "(mumbled) That's close to the final design (refering to art)"
And more
Slide 39: "And then VATS. Another thing you're going to do a lot in any of these games, that we do, you're going to kill guys a lot, right?"
Picture of Fast Shot trait Vault Boy with "V.A.T.S. (Vault-Tec Assisted Targeting System)" written above and unreadable text below, looks like a scan from some document ["So we wanted to do something that new there"]
Slide 40: "And make the repetitive action of shooting people, this is one of our early designs for VATS (crowd laughs)."
Picture of 50's style art of a little girl pointing a gun at a little boy who has the VATS % hit markers ["You got the humor, you got violence. We don't let kids kill eachother though (trails off into mumbling, sounds like "that's"). You know, to make it fun every time, make that simple activity of killing enjoyable."]
Slide 41: "This is... These were two of the inspirations aswell."
Picture of car crashing (Burnout?) on the left and a boxer (CGI) getting punched ["You know, we'd sit around like... 'It's like crash mode,' and then like finding the guy's head's blown up"]
Slide 42: "This is concept art from 2004."
Concept art of two Super Mutants in the DC ruins ["How many people... have you all played Fallout? (crowd cheers and claps) Okay, has anybody not? Come on, yeah there we go, your it (mumbled sounds more like "yerit"). Truth teller."]
Slide 43: "So we did this, this concept art"
Closeup of one of the mutant's head in same concept art with VATS box around it
Slide 44: "in 2004 "
Closeup of one of the other mutant's head in same concept art with VATS box around it
Slide 45: "This is what VATS is going to feel like."
Picture of female vault dweller shooting a (rifle? energy weapon? from behind her head?) [""]
Slide 46: "You know, what is the experience of VATS, it's not like a heavy design, it's like 'You target the stuff thing, then it goes and fun"
Concept art of a Super Mutant getting a hole shot through his head with his buddy running next to him
Slide 47: "and people, their heads blow off."
Concept art of a guy charging with an axe next to his buddy with a burning skull for a head (continued from the last)
Slide 48: "Everybody claps, yay."
Concept art of the charging guy geting one of his arms blown off with the vault dweller visable and shooting
Slide 49: "Okay, rule number 2, so that was define the experience, rule number 2 is 'keep it simple'."
Reads "2. Keep it Simple"
"Internal: Doing something really well takes time, more time than you probably have." ["Internal reason for doing this," reads starting after 'internal']
"External: The player won't appreciate or understand your complicated idea." [reads "One of our rules internally too is"]
"We can do anything, we just can't do everything." [reads "This works well with team members who are like (in a mocking voice) 'Why don't you like my idea?' 'It's not that I don't like your idea.'"]
Slide 50: "Another thing to do with keeping it simple is"
Slide reads "Make marketing part of your process." [reads]
Picture of Pete Hines ["This is Pete Hines whose the product manager on Fallout 3, where's Pete? The best in the business at this. (mumbles) There in the back he's waving. So Pete's really, really part of the team and he's a good guy. He has a great since of 'How will the consumer react to this?' so I'll go to him with features and 'Okay, it's like this, what do ya think?'"]
Slide 51: "(in a voice) 'Oh no, that's bad,' and then you keep 'Okay well, how about this what do ya think about this?'"
Slide reads "Make marketing part of your process."
Different picture of Pete
Slide 52: "and Pete's excited that people will think this."
Slide reads "Make marketing part of your process."
Different picture of Pete, this time is an animated gif
Picture of cover of GameInformer with Fallout 3 cover ["And the other thing with marketing to realize is that everything you do from the begining is part of the player experience, that's how we view it. So the ma- you know, when you run your first cover story, that's the first experience of Fallout 3"]
Picture of Bethesda's Fallout website ["and then your website"]
Screenshot from teaser trailer ["and then the teaser trailer"]
Screenshot from X-Play or Attack of the Show interview ["and demos you give"]
Picture of XBox 360 cover of Fallout 3 ["and then they see the box on the shelf. You know, that's an experience- that's experiencing Fallout, what does the box look like?"]
Picture of XBox 360 cover of Fallout 3 instruction manual ["What does the manual look like? Is it in the tone of the world?"]
Picture of XBox 360 Fallout 3 play disc ["What does the actual disc look like? So by the time the player has put your game in, they have already experienced all of this stuff, they have an expectation, they've already learned things if they're savy enough, and most of them are. So you kind of have to work all of that into your process. And again, keep it simple."]
Slide 53: "Alright, so the big one."
Reads "1. Great Games are Played, not Made." [reads "Again this is... it sounds fairly easy, right? You play your game and then you change it to the parts you don't like, I mean everybody does that to some level. We do it alot so for the last five months of Fallout, the entire art team doesn't make art, they're playing the game. Everybody plays the game a lot, internally, 'cause it's the game we want to make and play. So finding things that are wrong and agreeing on them is the hard part"]
Picture of "REALITY CHECK AHEAD" caution roadsign ["that you have to look for the signs, okay? And they'll come up and you'll want to ignore them"]
Pictuer of Gandaulf cautuin roadsign that reads "YOU SHALL NOT PASS!" ["'cause you like your ideas, they get less subtle"]
Slide 54: "and eventually just bad things happen if you ignore all that."
Screenshot of Oregon Trail game (I think, I've only played the Mac version of the original) [crowd laughs "You wanna sort of solve it before you get to that point, one of the great examples in Fallout was"]
Slide 55: "we had built a lot of Washington DC, I mean a lot, and we went to play it and it was just too much space, we had done all of this work and we took about half of the downtown DC out of the game."
Picture of a bulding being demolished in four parts on the left
Pictuer of a kid crying on the right ["Removed work that all of these people had done and it makes people upset, right? So you gotta watch your team members, we're from Maryland so we like pictures of Duke Fans crying, make us happy. (crowd laughs) And again, you got- these are big moments, you're going to delete, from the game, 'Hey the last six months? Click.'"]
Slide 56: "You have to treat people with respect okay, you can't go around just take it, we know what we're doin', we'll do what we want. Okay?"
Picture on the left of soldier with "HOW ABOUT A NICE BIG CUP OF SHUT THE FUCK UP"
Gorrila/shark high five picture ["Sharks, gorrilas high fivin', respect your team, be nice."]
Slide 57: "You got to admit your mistakes, like look, this was a bad call, okay?"
Reads "Admitting your mistakes is essential."
Pictuer of newspaper clipping that reads "Correction - A headline on an item in the Fb. 5 edition of the Enquirer Bulletin incorrectly stated 'Stolen groceries.' It should have read 'Homicide.'" ["You have to be very open with your mistakes." pauses while crowd laughs "I actually think this is my favorite slide. And this is really hard to do, believe it or not, okay? It sounds easy but when it comes to your stuff it's hard to do."]
Slide 58: "Now we're gonna go through the four levels of player experience. So what do you looking for when making these changes."
In reverse order reads: "1 Learn" ["The first level, a player is starting your game the first thing they're doing is learning it."]
Picture of a cat with a 360 controller with text that reads "I played your guy and he died." ["How do you make that fun. When people play your game, they... there's this anxiousness when you play, right? So you have these moments when you buy a game, when do actually start having fun? You put the game in well it's like 'I don't quite get it yet,' 'I'm learning the controls.' This is a big thing that the industry has to tackle, how to let people have fun while they're learning."]
Picture disappears, arrow appears above learn pointing to "2 Play" and a picture appears on the right of Mario and Luigi from a game ["And then they get to actually playing. So now they're playing your game, alright?"]
Picture is replaced by a snowman with a sign reading "I'll be dead soon" ["They aren't neccessarily worried yet about dieing. They just wanna play and have fun."]
Arrow appears above play pointing to "3 Challenge" ["Once you're into this stage you move up and then you can start challenging them. It gets harder in some way, they've mastered these skills."]
Picture is replaced by a toddler holding up a pen having written all over a baby's face reading "OWNED!" ["It's not 'till your through that- people wanna win. I love this," crowd laughing "So people like to win, right? So even though they're being challenged, one of our rules is that 'Challenge the player but give him all the tools to win.' A lot of players if you give them stuff, in Fallout we give you this, you know, nuclear (he pronounces it nu-cu-lar) bomb launcher and these shells where people go 'Cool!' as they try it once and then they hold onto the nukes, we know they're gonna do this, and then they run into something hard and they're like 'Well I don't wanna be a wussy, I'm not going to use my nukes yet.' They have a way out, they just don't wanna use it yet, they finish the game with pile of nuclear (same pronunciation) bombs, but that's a good device to always give the player a way out. He can always win."]
Picture disappears, arrow appears above challenge pointing to "4 Surprise" and a picture of a fortune cookie with a fortune reading "Now you know what a cat tastes like." ["It's not till you get through that that you can then surprise them with something new." crowd laughs "I think that's my second favorite one."]
Picture is replaced with a picture of an arrow from 4 back to 1["So now you've shown them something new and the whole thing repeats. Now they're learning the new thing. Too many of us focus on number 3 and 4, 'cause we're trying to impress our coworkers who understand the game. The really good game makers, Nintendo is the best at 1 and 2, okay? So you can take a que from them. Games that do this cycle really well, if you look at Half-Life 2, does this cycle really well, 'Here's a new enemy, here's a new weapon.'"]
END PART 2