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Postmortem: Micro Forte' s Fallout Tactics
After a rough design document was put together by Ed Orman, our designer, a design meeting was set up and key members from Micro Forte visited the Interplay offices for five days to thrash out the initial design specification. Much was discussed, including doing the game as turn-based only, and where the game would fit in the Fallout timeline. We would stick to the original prerendered appearance of Fallout, as we felt that current 3D technology would not give us the detail that we wanted to show in the environments. The game would run in much higher resolutions than other prerendered games, and our engine would make extensive use of alpharing for antialiasing and other effects. Brian Fargo, Interplay's chairman and CEO, stipulated early on in the design process that one of the major components of the game would be the inclusion of a multiplayer game. A ship date was fixed so that the game would be on the shelves for Christmas 2000, and a series of milestones created. The first major demo called for us to show a fully playable multiplayer game at E3 2000, and this became our initial focus.
It was a rocky ride. The first few months were spent bringing the team together and getting a clear idea of what the game was going to be. Because the lead programmer from the original design left, we had to work extra hard with 14 Degrees East to convince them that the project was still viable. They, in turn, had internal problems convincing the powers that be that this was going to be a successful game and that we would deliver it on time. Along the way we got into arguments with the Fallout fans about what the game should be and often felt that we would never be able to produce a decent product. We got through it, and we all learned a hell of a lot. There are a lot of things I would do differently in retrospect, but changing the people involved is not one of them. ________________________________________________________ |
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