Contents
Revitalizing a Heritage: The Writing of Fallout 3
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Revitalizing a Heritage: The Writing of Fallout 3
by Chris Remo
9 comments
Share RSS
 
 
September 4, 2008 Article Start Previous Page 4 of 4
 

So what do you think about episodic gaming? It hasn't really spread. Valve is in between episodic and full-length, Telltale is doing true episodic, and Hothead is just getting started. Do you think it's actually a valuable way to go?

EP: You know, it depends on who the company is. It says a lot about the state of PC gaming too. You've got companies like Valve and Blizzard who say, "PC gaming is great!" I think that's a little misleading. It's great for them, because they're Valve and Blizzard. Valve has Steam, the most important PC distribution network in the world. It's fantastic.

Advertisement

I don't think a lot of games have that opportunity. That's why I think [Xbox] Live [Arcade] is great. [For] smaller games like Braid, it's a great avenue.

For us personally, we've had a lot of success with our downloadable stuff, just our add-on stuff. But again, I think full releases simply generate more excitement for people. An expansion can be exciting, but it will never generate as much excitement as something new and fresh.

Going back to your comments on the PC industry, where do you think that's going? It seems like the PC industry is trying to figure itself out right now.

EP: It's funny. There are a lot of great PC games still being made, don't get me wrong. Now you're seeing a lot of great Eastern European games that are coming into their own. You look at something like The Witcher, which is a fantastic game. It's going to be made even better with the huge patch they're doing.

At the end of the day, it's a numbers game. It's still the case that a decently-selling PC game sells 300,000 copies or 400,000 copies, while a decently-selling console game sells around a million copies.

For a lot of publishers, they can't help but look at that. It's hard to take a chance on a new, high-scale PC game, unless it's [World of Warcraft expansion Wrath of the] Lich King or Half-Life 3.

PC gaming will never die. But I think there's definitely a tendency towards consoles because of that. As more smaller developers get eaten up by the larger publishers, and that's what they want... We're still committed to PC gamers, and we'll never stop doing that, but I think we're a dying breed. We'll see.

I think a lot of that is due to scale -- a big, full-scale project like Bethesda's would be impossible to justify as a PC exclusive, but then you look at what Stardock does. They just teamed up with Gas Powered Games, another PC-oriented dev.

EP: Yeah, it's funny you mentioning Stardock, because it was such a good feeling to look at the PAX exhibit hall map and see that Stardock has such a big booth. Good for them! I've played Stardock games, and I think they're great.

It's a good model. That model works for them. They don't sell millions of copies of their games, and that's okay for them. They've got a little bit of a lower budget. If that's the model that works for the future, then great.

Are you guys pretty much in the home stretch on Fallout?

EP: Yeah, now that we've announced a release date -- October 28 -- the game's pretty much done. We're fixing the worst crashes, and the glaring bugs, but for all intents and purposes it's done. It's hard to wrap your head around that.

It's funny. Todd and I were talking the other day, and he showed me a design document that I had written, and it was like four years ago. It seemed like yesterday, really. We couldn't believe we had started pre-production on the game so long ago. It's been a great road.

 
Article Start Previous Page 4 of 4
 
Comments

Sande Chen
profile image
Definitely, I'm a fan of brevity in dialog and I don't appreciate those "lore bombs." In every writing genre, a writer needs to learn how to handle exposition.

And glad to see mention of The Witcher!

Lorenzo Wang
profile image
This was an excellent interview, thanks. It reminded me of how short-sighted that "Case Against Writers" article was. I'm thrilled, as a Fallout fan, that Emil and his team understood that Fallout wasn't about "lore-bombs", it was about the unimaginable consequences you could get yourself into in a world that was open-ended in design, but also in theme. It was that dance around (or for) transient in-game authorities that made the game unique, and what really sold the post-apocalypse.

Writers as experiences-designers is really the right way to look at game writers, not just people who pump out characters and plot. Crafting an game experience doesn't even necessitate a narrative. The magic lies in exposition through player involvement, and I see no reason why that role should be antagonistic to that of game designers.


Sion Williams
profile image
I must admit i'm really quite looking forward to Bethesda's take on this game. I consider Fallout my favourite game/s and although im dissapointed the original creators aren't making the 3rd installment - I am quite intrigued, and looking forward to the Bethesda approach. The decider for me will be its likeness to oblivion - I dont like the Elder scrolls so the moment I feel like im playing a re-skinned version its going on Ebay!!

kid koexist
profile image
Great interview! I'm looking forward to Fallout 3 above any other release this year.

I'd like to see an interview with Bethsoft's audio guy/team for Fallout 3

Anonymous
profile image
A "heritage"? Is that what they call it when they're too scared to do something that isn't entitled [Insert Franchise Name] 3,4,5,6, (etc)... milking it for all its worth? That's laughable.

Chris Remo
profile image
Anonymous,

A heritage is what they call it when you're talking about something that has a prior history, generally a respected one.

Nick Halme
profile image
Very honest interview. The Dark Brotherhood was such a great series of quests for me in Oblivion that once I finished them I stopped playing the game. It was the only thing that grabbed my attention and really, genuinely played with my emotions when I had to go about killing all of my brothers in arms.

As the Megaton quest seems to suggest, there should be even more of these 'heavier' types of quests in Fallout 3 -- I can't wait :)

Jose Eduardo Teran
profile image
One of the most important task as a game developer is to inmerse the player in a unique and creative story. As Emil says, is not about reading tons of text, it's about how the user is going to "feel" the story and, finally, understand it and experience it.

Great article, keep on the good work.

Tyler Shogren
profile image
Very noble of you to abandon "lore bombs" when the game doesn't support dialogue texts longer than 80 characters.


none
 
Comment:
 


Submit Comment