Exploring A Devastated World: Emil Pagliarulo And Fallout 3.<blockquote>You just won best game and best writing at the Game Developers Choice Awards.
Emil Pagliarulo: Yeah! We did. The shock that people saw was legitimate. I'm actually really shocked at the writing award. I'm shocked at all these award shows where GTA IV hasn't won. I expected them to win. I think the writing in GTA IV is awesome. For us to win over GTA IV, I can't get a bigger honor than that.
And as far as game of the year, we were coming from the DICE awards a couple of months ago, and LittleBigPlanet swept all the awards including game of the year. We were expecting that. So yeah, it was great. </blockquote>Indeed, there is no rational explanation for Fallout 3 beating out GTA IV on writing, dead on there mr Pagliarulo.<blockquote>On the note of recognition, I recently spoke to Jason Anderson, who was one of the original Fallout designers and is making an RPG at inXile. He said he played Fallout 3 and really liked it, but what I found particularly interesting was that what he most appreciated is how Bethesda is to an extent proving the viability of the large-scale single-player Western RPG. It's not the most ubiquitous genre.
EP: Yeah, I couldn't be happier that he feels that way. We certainly do. The talk these days is that if it's not massively multiplayer, it's at least multiplayer. Some people have been really saying that single-player is dead. For us, winning that award, I hope it sends a message that's, "Guess what? Single-player isn't dead."
Obviously, we're doing something that people want and they like. I'm really psyched he said that. I totally agree. I'm glad we get to do what we get to do.
(...)
With the upcoming DLC, you guys are actually going to change the ending, right?
EP: It's the third DLC, Broken Steel. We haven't said exactly how, but the game doesn't end anymore. We looked at the ending cutscenes, we looked at the states of the characters, and we debated, "Should we do this?"
Todd Howard and I had a conversation, and [realized] it would be more seamless than we had first thought. We looked at it, and said, "You know what? It feels pretty natural. It almost feels like this is the way it should have ended to begin with."
So, the game doesn't end, and it raises the level cap to 30. It adds new perks, new weapons, and new quests, too. And obviously it's a new quest where you're dealing with the Enclave. You're working with the Brotherhood of Steel to wipe up the Enclave remnants once and for all.
That must be bizarre from a design standpoint; I doubt that kind of decision gets made in games often. There are new cuts of films released all the time where the ending is changed, but not so much in games. It's almost like a mea culpa here.
EP: "Mea culpa" is kind of the right phrase, actually. Because, you know what? We've said this before, but we ended the game because we thought it should end. Other games end. And we wanted to balance it to level 20.
And while we realized that people saw this game as a sequel to Fallout; they saw it just as much as a sequel to Oblivion, and Oblivion didn't end. People expected that from us. Even when they reached the level cap, they didn't really care -- to them that was was secondary to adventuring more in the world. </blockquote>
Emil Pagliarulo: Yeah! We did. The shock that people saw was legitimate. I'm actually really shocked at the writing award. I'm shocked at all these award shows where GTA IV hasn't won. I expected them to win. I think the writing in GTA IV is awesome. For us to win over GTA IV, I can't get a bigger honor than that.
And as far as game of the year, we were coming from the DICE awards a couple of months ago, and LittleBigPlanet swept all the awards including game of the year. We were expecting that. So yeah, it was great. </blockquote>Indeed, there is no rational explanation for Fallout 3 beating out GTA IV on writing, dead on there mr Pagliarulo.<blockquote>On the note of recognition, I recently spoke to Jason Anderson, who was one of the original Fallout designers and is making an RPG at inXile. He said he played Fallout 3 and really liked it, but what I found particularly interesting was that what he most appreciated is how Bethesda is to an extent proving the viability of the large-scale single-player Western RPG. It's not the most ubiquitous genre.
EP: Yeah, I couldn't be happier that he feels that way. We certainly do. The talk these days is that if it's not massively multiplayer, it's at least multiplayer. Some people have been really saying that single-player is dead. For us, winning that award, I hope it sends a message that's, "Guess what? Single-player isn't dead."
Obviously, we're doing something that people want and they like. I'm really psyched he said that. I totally agree. I'm glad we get to do what we get to do.
(...)
With the upcoming DLC, you guys are actually going to change the ending, right?
EP: It's the third DLC, Broken Steel. We haven't said exactly how, but the game doesn't end anymore. We looked at the ending cutscenes, we looked at the states of the characters, and we debated, "Should we do this?"
Todd Howard and I had a conversation, and [realized] it would be more seamless than we had first thought. We looked at it, and said, "You know what? It feels pretty natural. It almost feels like this is the way it should have ended to begin with."
So, the game doesn't end, and it raises the level cap to 30. It adds new perks, new weapons, and new quests, too. And obviously it's a new quest where you're dealing with the Enclave. You're working with the Brotherhood of Steel to wipe up the Enclave remnants once and for all.
That must be bizarre from a design standpoint; I doubt that kind of decision gets made in games often. There are new cuts of films released all the time where the ending is changed, but not so much in games. It's almost like a mea culpa here.
EP: "Mea culpa" is kind of the right phrase, actually. Because, you know what? We've said this before, but we ended the game because we thought it should end. Other games end. And we wanted to balance it to level 20.
And while we realized that people saw this game as a sequel to Fallout; they saw it just as much as a sequel to Oblivion, and Oblivion didn't end. People expected that from us. Even when they reached the level cap, they didn't really care -- to them that was was secondary to adventuring more in the world. </blockquote>