Moving forward on their Fallout week, GOG.com looks back on the original Fallout teams leaving BIS, and the new guys who picked it up, in their Fallout 2 editorial.<blockquote>Black Isle knew that the moral theme that had garnered so much praise for Fallout would be just as pivotal to Fallout 2. To expand the theme, Avellone and the team placed heavy emphasis on the narrative's scope. "We chose events that would be referenced between towns, and whenever possible, set up chains of towns that would respond to each other; Gecko and Vault City are the most prominent example," Avellone says. "Whenever possible, we also used perk scripting checks and tokenization of nicknames to create the illusion of popularity or infamy in some towns, such as New Reno."
Avellone was no stranger to the ripple effects made by every in-game decision. "I felt an intense desire to murder the kids in the Den when I realized they were stealing my stuff," he recalls from one early play session. "Then I realized that if I did that, I would be stigmatized in the game. This was a holdover from the original designers for Fallout 2, their souls be damned."
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Fallout 2's development also contained its fair share of snafus that, despite the hectic pace of the schedule, made for fond recollections. "Ron Perlman threatened to kill me for how I wrote the end-game narrative text," Avellone says, grinning. "It had some pretty horrible lines for any voice actor to try and say. I wasn't there at the session, but the audio producer brought in mp3s of Ron Perlman threatening to kill me, my family, and I believe my dog, even though I don't have a dog. It was pretty scary.
"To conclude the tale, I had to sit in on a voice session with him for Icewind Dale: Heart of Winter, but he didn't know who I was. Then I had to explain he was going to be playing a transvestite dragon [in Heart of Winter], and I got that sinking feeling he would simply murder me for the hell of it."</blockquote>
Avellone was no stranger to the ripple effects made by every in-game decision. "I felt an intense desire to murder the kids in the Den when I realized they were stealing my stuff," he recalls from one early play session. "Then I realized that if I did that, I would be stigmatized in the game. This was a holdover from the original designers for Fallout 2, their souls be damned."
(...)
Fallout 2's development also contained its fair share of snafus that, despite the hectic pace of the schedule, made for fond recollections. "Ron Perlman threatened to kill me for how I wrote the end-game narrative text," Avellone says, grinning. "It had some pretty horrible lines for any voice actor to try and say. I wasn't there at the session, but the audio producer brought in mp3s of Ron Perlman threatening to kill me, my family, and I believe my dog, even though I don't have a dog. It was pretty scary.
"To conclude the tale, I had to sit in on a voice session with him for Icewind Dale: Heart of Winter, but he didn't know who I was. Then I had to explain he was going to be playing a transvestite dragon [in Heart of Winter], and I got that sinking feeling he would simply murder me for the hell of it."</blockquote>