1Up has released a new interview with Fallout 3's lead designer, Emil Pagliarulo.
The interview talks about a few new things, including some more detail about schematics and item construction:
<blockquote>
In Fallout 3, the player will come across schematics for different custom-made weapons. These might be found in different places in the world, or obtained as quest rewards. Each set of schematics lets you build a certain, pre-determined weapon, as long as you've got all the components, and most of the components are junk objects you'll find in the world.
So, one weapon might require the brake assembly from an old motorcycle, and that's where you'll find it, near a destroyed motorcycle. Or maybe you need some surgical tubing, located in an abandoned hospital. Once you have the schematics and all the components, you can create the weapon, and your Repair skill dictates its condition. </blockquote>
Emil also talks about karma, and mentions that dialogue decisions will not impact the ending:
<blockquote>EP: We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation. What you say and how you say it will certainly affect how NPCs react to you, and whether or not they'll give you quests, but not the ending of the game. [That] really depends on some of the big decisions you make during the course of the game, as well as your karma. And your karma changes based on your actions. So [if] you destroy Megaton [a city built around a supposedly inert atomic bomb], your karma plummets, so that will certainly affect the ending. But there are other moments too, key moments during the game, that greatly determine which ending you get.</blockquote>
Link: 1Up interview with Emil Pagliarulo
Thanks, Briosafreak
The interview talks about a few new things, including some more detail about schematics and item construction:
<blockquote>
In Fallout 3, the player will come across schematics for different custom-made weapons. These might be found in different places in the world, or obtained as quest rewards. Each set of schematics lets you build a certain, pre-determined weapon, as long as you've got all the components, and most of the components are junk objects you'll find in the world.
So, one weapon might require the brake assembly from an old motorcycle, and that's where you'll find it, near a destroyed motorcycle. Or maybe you need some surgical tubing, located in an abandoned hospital. Once you have the schematics and all the components, you can create the weapon, and your Repair skill dictates its condition. </blockquote>
Emil also talks about karma, and mentions that dialogue decisions will not impact the ending:
<blockquote>EP: We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation. What you say and how you say it will certainly affect how NPCs react to you, and whether or not they'll give you quests, but not the ending of the game. [That] really depends on some of the big decisions you make during the course of the game, as well as your karma. And your karma changes based on your actions. So [if] you destroy Megaton [a city built around a supposedly inert atomic bomb], your karma plummets, so that will certainly affect the ending. But there are other moments too, key moments during the game, that greatly determine which ending you get.</blockquote>
Link: 1Up interview with Emil Pagliarulo
Thanks, Briosafreak