videogaming247 interviews Todd Howard

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Another day, another one-month-year-old site that's not even a quarter of our size gets an exclusive interview with Todd Howard. The interview is short, but the questions are fairly well put.<blockquote>videogaming247: You’ve been keen to stress that Fallout 3 isn’t a shooter, that it’s an RPG in which you shoot. Firstly, why does the game’s classification matter so much, and, secondly, doesn’t the fact that the game has shooting elements means it’s going to appeal to both those interested in RPGs and those interested in FPSs?

Todd Howard: You’re probably right, in that it appeals to fans of both, and we’re OK with that. I don’t know that the game’s classification does matter much. I like to think of RPGs as the best genre-blenders, in that you can do anything in them. No type of interaction is off limits and you can have action parts, puzzle solving parts, or anything else. When you’re making a shooter, you never ask “can the player get married and have kids?” When you’re making an RPG, that type of thinking goes on all the time, so while it may look like a shooter, I think that dramatically undersells what the game does.

Obviously, the game’s pedigree is second to none, but this is a radical departure from the first two titles. What elements have you been careful to preserve as Fallout makes the jump to 3D?


The world around you and the lore of the Fallout world, it’s very important to us, and we’ve always loved it. It was that world we wanted to make come alive. In addition, I think the basic character system of Fallout, with your SPECIAL attributes and perks, is something we’ve tried hard to maintain. It’s a great system, where you have to make hard choices and those choices really define who you’re going to be and what type of game you’re going to play.
(...)
Twelve alternate endings sounds, to be frank, mental. Why so many? Do you feel the need for this product to be definitive?


That number is artificially inflated, in that what you get at the very end is based on a number of things you’ve done. Some of those tweaks to the ending are pretty small, so I think it’s better to simply say the game has multiple endings based on what you did. Some of the really big decisions that affect the end you make right at the end, but some of them deal more with your karma, and how you’ve lived your life.</blockquote>Link: Todd Howard interview on videogaming247.
 
So, suppose they have 6 small choices for the endgame with each 2 different outcomes, that'd be the 12 endings they spoke of.

Heh.
 
Todd Howard: You’re probably right, in that it appeals to fans of both
Both what... oh, right, Halo and Oblivion.


The world around you and the lore of the Fallout world, it’s very important to us, and we’ve always loved it.
Stopp the lying Todd... You already f-ed up BoS.

Some of the really big decisions that affect the end you make right at the end, but some of them deal more with your karma, and how you’ve lived your life.
Yeah, I suspected that. Saying that FO3 will have 12 endings is like saying F2 has xx endings, because every outcome for every town is a 'different' ending. But really FO2 had only one ending.
 
Black said:
The world around you and the lore of the Fallout world, it’s very important to us, and we’ve always loved it.
Stopp the lying Todd... You already f-ed up BoS.

Still, the answer is very telling and indicative of what they're doing.

One would argue that it's a very superficial approach. Since they're moving cross-continent and already changed the BoS, the actual plot connection to the original Fallouts will be close to nihil. That means all you have are circumstantial setting elements, which - to be really honest - is really not that much more than coating.

's a bit of a weird approach to take to a sequel.
 
^^ but I think many would say that Beth doesn't have a great track record of making sequels, that are true sequels.

But the 'the world around you' is just set dressing which you'd think was pretty hard to screw up, and 'the lore' may have been preserved but that doesn't mean that they have done much to follow it directly, rather than using it as a guide book.

Look at the bible and how many crazies have used it as a guide book for various insanities...

Just because they loved the 'lore' doesn't mean they loved the same aspects as others...

But as I'm not a purist, I just hope it's a game worth playing regardless of the title and it's poorness to follow the FO lineage...
 
Also, while I thought they picked some good questions to ask, this...

videogaming247 said:
Twelve alternate endings sounds, to be frank, mental. Why so many? Do you feel the need for this product to be definitive?

Is this a variation on the "Your game kicks ass. How do you make games that are so awesome?"-theme. You really, really shouldn't frame questions like that. It's horrible.

Especially consider "twelve alternate endings" doesn't sound mental or definitive at all. Hell, it doesn't even sound good compared to Fallout 1/2.

Then again, maybe if you're a one-month old blog you need to say stuff like "Fallout 3 is likely to be awesome beyond all belief".

That's good journalism, prefacing an interview like that :roll:
 
Every time the anger subsides, someone at Bethesda has to go and open their mouth and make me angry again.
 
generalissimofurioso said:
Just to satiate my boredom...

If you had an interview with Todd Howard, what sort of questions would you ask?
"Since we already know what is fantasy for you, would you tell us what's post-apocalyptic for you?"
 
generalissimofurioso said:
Just to satiate my boredom...

If you had an interview with Todd Howard, what sort of questions would you ask?

None. Or possibly some solid questions about gameplay, very yes-no-just-the-facts type of questions.

There are just groups of developers that just turn into PR spiels in interviews. It's a shame because they're really useless to interview in any meaningful way.
 
I like to think of RPGs as the best genre-blenders, in that you can do anything in them. No type of interaction is off limits and you can have action parts, puzzle solving parts, or anything else.

Wrong...That's Bethesda's approach to CRPGs ( which unfortunately seems to be considered standard nowadays ). Interaction with the NPC's, choices and consequences should be what matters the most in terms of roleplay, not that friggin lockpicking minigame thingy, because guess what : CRPG does not stand for CASUAL RETARDED PUZZLE GAME...
 
I like to think of RPGs as the best genre-blenders, in that you can do anything in them. No type of interaction is off limits...

Except, of course, for child killing, or any other content deemed to be "too mature" for a game nowadays.

Because, you know, certainly in a world as rough as the one of Fallout, you'd never have people who'd be psychotic enough to kill children...
 
MrBumble said:
I like to think of RPGs as the best genre-blenders, in that you can do anything in them. No type of interaction is off limits and you can have action parts, puzzle solving parts, or anything else.

Wrong...That's Bethesda's approach to CRPGs ( which unfortunately seems to be considered standard nowadays ). Interaction with the NPC's, choices and consequences should be what matters the most in terms of roleplay, not that friggin lockpicking minigame thingy, because guess what : CRPG does not stand for CASUAL RETARDED PUZZLE GAME...
hahahah Awesome!
 
ep_503_09.gif


"Wow, what a t-t-terrific audience."
 
I have a feeling the blending of FPS and RPG in Fakeout3 is going to be highly annoying. What is the point of FPS'ing if your aim isn't totally dependant on your own skill as the player. If I aim the damn gun perfectly, I shouldn't have to deal with magical deviation based on a characters skill points. In Fallout it was the character shooting not me, but now instead of directing most of the characters actions you are the character. Only in this games Head Explosion Mode will you get any kind of Fallout like combat, and know your actual chance of hitting something. Though I assume if you can't disable the cinematic slowmo's it will get old really fast.
Todd Howard said:
In addition, I think the basic character system of Fallout, with your SPECIAL attributes and perks, is something we’ve tried hard to maintain.
For a game so-called Fallout 3, it shouldn't have been hard to maintain SPECIAL at all!

I really should stop reading up on this game. I've already decided to not buy anymore Bethesda products after the insult that was Star Trek Legacy. Plus every time I see someone say something like "The games going be crap, but it says Fallout so I'll have to buy it", I feel like an angel lost it's wings.

I think I might have gone off-topic, apologies if that's the case.
 
if i'm not mistaken, shooting in fallout 3 will be kinda like shooting in hellgate london, another RPG gone horribly wrong.
 
Again Todd Howard is not telling us anything new and personally I am getting sick of the 'wait and see' attitude.
Be a bit more aggressive dammit!

As for the whole genre blending, I have seen that a couple of times in games, the problem is when you do that to much is that at a certain point the game itself 'doesn' know' what it exactly is.
Minigames can be fun for example to beat repetition but if you constantly have to play these damn things in order to progress they soon become tiresome.
 
As one that can speak heavily on Hellgate: London the way shooting works is that weapons have a cone of fire that varies in size and shape depending on the weapon and modifications to that weapon. But that only applies to 'spray' weapons. Very low round per minute weps are much more accurate but the rate of fire or slow round speed make up for that.

I'm not sure how that would work out to 'work' in turned based combat. I mean if you have a single shot rifle and your dead-on on a close target, you simply don't miss. Where as this fps turn based makes it sound like that even if you are 2 feet away and standing still you still might miss. Where as in Hellgate that simply doesn't happen.

As well the mechanic in Hellgate that your Accuracy stat effects your cone of fire, by raising the stat your cone of fire gets smaller, doesn't really account for a non spraying weapon.

Most every FPS has a standard weapon cone of fire or deviation, typically, so I don't really think that Hellgate is an appropriate comparison.
 
Or even worse: your shooting skills could have an impact on the damages caused, just like in Mass Effect, which is even more idiotic because, until contrary is proven, a 5mm bullet shot by an amateur can cause the same damage as a 5mm bullet shot by a sniper if both reach their aim.
 
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