GameTrailers interviews Chris Avellone

Brother None

This ghoul has seen it all
Orderite
GameTrailer has interviewed MCA. Twice! Mining the past talks about Van Buren and Fallout 2. With footage from the Van Buren demo we leaked all those years ago, with classic Mark Morgan tunes over it. Lots of new-looking New Vegas footage afterwards as MCA talks.<blockquote>When I was working on it, the goals of that title were...I had always recognized that the biggest group of adversaries that you're likely to face, that have a chance to really mess up the world, that's another player adventuring party. So part of the focus for Van Buren was, I wanted the player to have a series of rivals in the game that weren't necessary a enemy. They were someone you were competing against with different goals. They weren't necessary evil, what they were...they had a different agenda than you.
(...)
There are still some references to Van Buren in terms like names and various organizations you encounter in New Vegas. Like Ceasar's Legion for example came out of one of our pen and paper gaming sessions that was done for Van Buren while I was doing that production work. All that stuff, you'll see little trademarks of that in New Vegas, but the context is much much different there than in the original conception.

My favourite thing in New Vegas, there's actually a sort of high-level thing that I like about it. One is that New Vegas has no evil bad guy. What it does is sort of put the player in a situation, then the player decides what faction they believe in based on their philosophy and their actual repercussions of their philosophy on the environment. For example NCR, very democratic, seem like the good guys, but when you go around the wasteland, you sort of see all the after-affects of what they're trying to do, and it really sort of makes you question whether they're really the right thing for the wasteland or not.
(...)
So I worked on Fallout 2 and designed a location called New Reno as one of the areas in Fallout 2. What I learned from that experience is...what you want to do when you're designing areas for the campaigns like Fallout, is you want to make sure that no matter the character build or how they've constructed their character, you want the actual environment to react to it. You also want to make sure there's plenty of quests, and ways to solve those quests to compliment the character builds. So I guess in terms of the New Reno design, we actually try to make sure those elements are present in the area design for Fallout: New Vegas.</blockquote>He follows by talking about how you should adapt the dialogue mechanic style to the franchise.

<center></center>
New features focuses on, well, new features. MCA explains the Fallout setting, the New Vegas setting, the Strip, it being a sequel, the Strip being more thanfour Megatons, adaptive narrative, new skills, the reputation system. Nothing new for people who've been keeping up, but a good quick refresher if you haven't.<blockquote>Well, if we're to draw any comparison between Planescape: Torment and Fallout: New Vegas, I guess it would compliment what we've been trying to do at Obsidian Entertainment. That is, we try to make sure that when you have characters in your title, in other words the companions in New Vegas, we try to make sure the people that travel with you have really rich, deep personalities. They have questlines, they can comment on their perspectives of the factions in the environment and basically act as more than just your gun-toting sidekicks.

In terms of easter eggs that could be showing up in New Vegas. We haven't included anything from previous titles, like Planescape, or not from Fallout 2. You will catch references to Fallout 1 and Fallout 2. I guess the Easter Eggs for the special encounters you may have encountered in Fallout 1 and Fallout 2, we actually have a trait that is solely tied to that and it's called Wild Wasteland. The Wild Wasteland trait, what it'll do is, it'll actually open brand new encounters across the wasteland. It's solely an optional thing that if you want to choose it, you can actually have these special encounters that have references to pop culture, other game references. That's something our project director Josh Sawyer felt very strongly about, so when we put it in the game, people that encountered it at the studio are pretty excited about it.</blockquote>
 
What are the bad effects of this "Wild Wasteland" trait, do you think? Every trait has a good and a bad thing, I'm assuming that finding Easter Eggs (there's no avoiding it, it's a Fallout 2 sequel not a Fallout 1 sequel) is the good thing, what's the downside?
 
The game will be full with lulzy shit. Isn't this bad enough? :>
 
Lexx said:
The game will be full with lulzy shit. Isn't this bad enough? :>

And on top of that you won't be getting any benefits like you would from the other traits. So picking it is the punishment!
 
I don't get why Black Isle and Obsidian rely so much on Easter Eggs as part of their Fallout games.

Then again, it's still going to be better than Fallout 3, which took itself way too seriously for such a retarded setting.
 
Reconite said:
What are the bad effects of this "Wild Wasteland" trait, do you think? Every trait has a good and a bad thing, I'm assuming that finding Easter Eggs (there's no avoiding it, it's a Fallout 2 sequel not a Fallout 1 sequel) is the good thing, what's the downside?

i'm sure it's a trait so that you can choose it at the beginning of the game. it's negative effect is having a game full of lulz and pop-culture references, something which has divided Fallout fans since Fallout 2.

i personally think it's a p. neat idea, as i both love and hate Fallout 2 for it's lulz and pop culture. this, in theory, sounds like they're attempting to give us the atmosphere of both 1 and 2 in the same game. i like it. nobody can really claim then that New Vegas went over the top with those things, since...if you don't want to see it...you don't have to.

p.s. haters gonna hate, but i'm looking more and more forward to this game every day.
 
TwinkieGorilla said:
i personally think it's a p. neat idea, as i both love and hate Fallout 2 for it's lulz and pop culture. this, in theory, sounds like they're attempting to give us the atmosphere of both 1 and 2 in the same game. i like it. nobody can really claim then that New Vegas went over the top with those things, since...if you don't want to see it...you don't have to.
That's a good point. I hope it turns out like you say. :)
 
Reconite said:
What are the bad effects of this "Wild Wasteland" trait, do you think? Every trait has a good and a bad thing
Probably like Bloody Mess?
No downside except it takes some of the fun out of the game. Makes it less rewarding.
 
Collector's edition, here I am!

It is always pleasure to listen to Chris. Wild Wasteland sounds like a great idea, I will definitely take it.

I have no idea how they made this game in what, year and a half? I mean, strip larger than four megatons - when megaton was just about the biggest "city" in FO3 ? Sure, they have engine, but then Beth had that engine from Oblivion too.

I really hope it will not be bugged too much.
 
I don't think all traits had a negative effect. None that were significant to me anyway.

I like that Wild Wasteland, essentially "lulzy" encounters, is optional. Certainly ups the replay value of the game.
 
It's funny, even though I know the (...) is basically just the skipping of random text in the article that is being quoted, It's still hard to think of it that way. It always looks like the person who's quoting the article is using ellipsis to make a point. Like this for example:

"Fallout 3 will feature the Brotherhood of Steel fighting the good fight! Protecting the people of the wasteland!"
(...)

Most of their ideas sound promising. What gets me though, is all this talk about making your followers more charismatic and having their own stories and stuff.. Why bother making them any more than they were in Fallout 1? They should just spout a few 1-liners or whatever because we honestly don't care about an idiot that is most likely going to get blown to bits by a rocket and/or spoil the majority of the gameplay experience by being overpowered.

When you have no control over allied NPC's tactics in combat, like you have in Torment and Baldur's Gate, then I see no point in the game designers wasting all this time giving them all this dialogue and background. Fallout 1 did it right. Fallout 2, 3, and now LV all have it wrong.

Marcus makes a good NPC.. but a follower? No. Not in Fallout 2, and not here. Talking heads are for important characters, not for some idiot that is going to die (unless you baby their AI).
 
Reconite said:
What are the bad effects of this "Wild Wasteland" trait, do you think? Every trait has a good and a bad thing, I'm assuming that finding Easter Eggs (there's no avoiding it, it's a Fallout 2 sequel not a Fallout 1 sequel) is the good thing, what's the downside?

Remember the Pariah Dog?
 
generalissimofurioso said:
Remember the Pariah Dog?
How can I forget?
verevoof said:
I don't think all traits had a negative effect.
Yeah, I remembered now. I was thinking of ones like Small Frame and Finesse and forgot about Bloody Mess (because I never take it).
 
Reconite said:
What are the bad effects of this "Wild Wasteland" trait, do you think? Every trait has a good and a bad thing, I'm assuming that finding Easter Eggs (there's no avoiding it, it's a Fallout 2 sequel not a Fallout 1 sequel) is the good thing, what's the downside?
It's probably like bloody mess. It doesn't have a big enough positive effect to warrant a negative one. And personally, it sounds like a stupid trait, but kudos to Obsidian for making dumbness toggleable.
 
PaladinHeart said:
Why bother making them any more than they were in Fallout 1? They should just spout a few 1-liners or whatever because we honestly don't care about an idiot that is most likely going to get blown to bits by a rocket and/or spoil the majority of the gameplay experience by being overpowered.

That's one opinion.

Personally i don't share it. Just because Fallout didn't have a backstory for companions doesn't mean the rest of the series shouldn't. Personally i welcome the idea of connecting with and expanding the character on a deeper level, both for the obvious RP Benefit's as well as fleshing out what out significant characters within the game.

Besides, if they are a "Idiot" who gets blown up if i have a connection with the character I'm more inclined to care. Involving the player like that is good.
 
I'm contemplating picking wild wasteland on the first playthrough. It's nice to get a laugh here and there.
 
sea said:
If Wild Wasteland is essentially a way of toggling whether you want silly random encounters or not, then that's great, though I would imagine that it just means you get a lot more of them.

now what the feck would be the point of that? seriously. i think Obsidian of all people understand how divided the fanbase is over the pop-culture/lulz of the series. i don't even feel like i'm going out on a limb saying this either...Avellone and Sawyer read/post at The Codex and people haven't exactly been subtle about New Reno or Fallout 2 there...like, ever. not to mention the devs themselves have gone on record various times admitting they took FO2 too far.

my guess is that Wild Wasteland = pop culture easter eggs and special encounters and without it, sure...there will be some lulz in the game but likely not pop culture/over-the-top/Monty Python-up-your-ass ones.
 
To get to something totally different: I like the loading screens on the background tv. Looks to me a lot better than the Fallout 3 stuff.
 
Back
Top