![]() What was cool was once you had it working on one door, it worked on all of them, and then we extended that to other things, like quests."Ĭain managed to persuade Fargo of Fallout's merits, and with so much of the company's attention being on their new D&D ventures, development on the relatively small-time project was allowed to continue unabated. I want you to steal the key from a guard or buy the key from a guard, bribe him, kill him and take the key, or use an explosive on the door and blow it open. I wanted there to be lots of ways to get through it other than picking the lock. "It started from the idea of a locked door. ![]() Modest as ever, Cain says that such system complexity wasn't all that hard to achieve. Your choices could shape the future of a whole town you could join a Raider gang by killing off their female slaves, or you could save the slaves and potentially gain yourself a companion you could even - quite literally - talk the endboss of the game to death. Boyarsky openly describes the early going as "some sort of Mad Max ripoff," and the reason it evolved beyond that was due to the team's own personalities "taking over in a weird way." Those Mad Max influences are still there - the grimy dieselpunk aesthetic, the jagged leather armour, the arid, sandy state of the game's wasteland - but of course the game went far beyond that.įor a start, the Fallout team created a world with incredible freedom and reactivity to player actions, on the kind of level that even great RPGs like Skyrim and The Witcher 3 dared not strive for. The feel of their post-apocalyptic RPG was starting to come together, though it wasn't on anyone's minds to do something the world hadn't seen before. ![]() I remember that being a big stepping stone." "That's when we went post-apocalypse, and we kept the vault idea. "We had this alien invasion, the world had been destroyed, and survivors are hiding in underground bunkers," says Cain. In fact, Fallout (well before it was called that) went through several permutations before settling on the post-apocalyptic theme it started off briefly as a fantasy RPG, before moving onto a time travel adventure, and eventually a sci-fi alien invasion setting, which is where the Vault idea originated.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |