Leonard Boyarsky Retrospective Interview

Brother None

This ghoul has seen it all
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RPG Codex offers a retrospective interview with Fallout and Troika designer and artist Leonard Boyarsky, about his career in the industry.<blockquote>You are famously associated with the original Fallout mood and look. Was it hard to convince everyone else at Interplay that the "future 1950s" art style was the way to go? What rival ideas were there for the game's look?

When I told people about my ideas for the look of the game, they looked at me like I was crazy. Why would we make a post-apocalyptic game look like a cheesy fifties B-movie? Much to Interplay’s credit however, even though they thought I was insane, no one said we couldn’t do it. So we did. I started pitching the fifties vibe so early that there were really never any other competing art styles considered.

Aside from Fallout's overall art style, can you give us a rundown of what exactly you designed and wrote for Fallout 1 and Fallout 2? Apart from the look, which is the obvious high point, what contributions to the Fallout games are you most proud of?

I’m not going to try to write an exhaustive list of what I designed/wrote in Fallout, as that would be, well, exhausting. When I think about all the writing we did on Fallout, the first things that always come to mind were the edits we had to do for the talking head conversations. A lot of times the conversations didn’t make sense or deliver the information they were supposed to, but they had already been recorded and we didn’t have the budget to rerecord them – so we had to go in and edit/rewrite the player responses and rearrange the NPC lines so that the conversations worked. In some instances, like Vree, the information we wanted to impart to the player just wasn’t there so I had to add her assistant (Sophia, I think?) so that there was at least an NPC around who did have the necessary info. And she wasn’t the only one—we had to add several NPCs with vital information that was supposed to be covered with the talking heads but for some reason wasn’t. I did extensive rewrites on Gizmo, Killian and the Master as well as one or two others. One scenario I really enjoyed designing was in Adytum – Zimmerman’s situation with the regulators, his son and the Blades. I wrote a lot of NPCs, too many to list (or remember). I also wrote some of the holodisks.

From a design standpoint, I’m really proud of the tone we hit for the game, the humor style. Even though I was the one who started the fifties ironic horror/comedy vibe, I can’t take full credit for its final form in the game – it really ended up being an extension of a combination of our personalities. Once it was established, however, I was the policeman who made sure that we hit that tone whether it was in the art or the design. Above everything else, though, the two things I am specifically most proud of are the intro and ending to the game. I guess those would be half design and half art, but I’m proud of both aspects of them. I think the intro did a great job setting the mood, and the ending had a nice haunting feel to it. I still can’t believe Tim let us kick the vault dweller out of the vault to end the game.

For Fallout 2, Jason, Tim and I designed the main story arc and a few side quests before leaving Interplay. They kept a lot of what we had designed, but changed some significant parts of it as well.
 
" ' You Can't Go Home Again ' "

" ' You Can't Go Home Again ' "




Leonard Boyarsky said:
… and the ending had a nice haunting feel to it. I still can’t believe Tim let us kick the vault dweller out of the vault to end the game. ...

WTF, "' haunting '" is too polite, I was stunned.

And yes, that " ' You Can't Go Home Again ' " meme was the roll of quarters in that sucker punch,

a sad bit of life experience that throws salt onto the lacerating logic.

"' Haunting ending'", one of many happy accidents that made FO a RPG classic?

I wonder if the unique design dynamics, flying under the radar of 'adult supervision' a.k.a marketing, may have insured such a last reel plot twist,

the ironic / tragic twist, very true to the Sci Fi school.

In regards to the story telling, "' haunting ending'", one of many happy accidents that made FO, not a fantasy, but a Science Fiction classic.



4too
 
A pity he ended up at Blizzard...sure his finances will be healthy but I doubt he gets much artistic freedom looking at how dumbed down D3 has become imo.
 
I recently replayed Fallout so it's nice to have everything fresh in my mind again. The companion NPCs is kind of a hilarious concept and it really highlights how a lot of design comes down to the constraints of a limited budget.

I love the Zimmerman storyline in the Boneyard and I can only imagine how much better Fallout 2 would have been if the three of them were still there throughout.
 
SumsoluS said:
A pity he ended up at Blizzard...sure his finances will be healthy but I doubt he gets much artistic freedom looking at how dumbed down D3 has become imo.

I'm not so sure that's fair at all.

Frankly Diablo was always a dumbed down RPG. When a lot of people were playing Diablo 2, I was playing Fallout 2 because I thought Diablo was too simple and dumb.

As to artistic freedom, I seem to remember early comments from him that stated Blizzard was making Diablo 3 in an isometric perspective because that is how the team wanted to make it, even though Acti-Blizzard was pressuring them to try out other styles. They're making exactly the game they want to, which was never an in depth RPG to begin with.
 
At least Diablo has never pretended to be anything other than what it is. Not a game genre I get super excited about, but some people like it.
 
UniversalWolf said:
At least Diablo has never pretended to be anything other than what it is. Not a game genre I get super excited about, but some people like it.

Exactly how I feel, which is why that seemed like a cheap shot to me. They're staying true to Diablo, and that is exactly what the fans wanted.
 
Publishers would never allow a team to make what ever they wanted nowadays, and that's a great pity. With every Troika game it was the publisher that fucked up, fucked up in the sense they pushed out games that were only 90% finished (that allowed too many bugs to slip through), or forced stupid changes towards the end of a project (real time combat in Arcanum - new D&D rules for TOEE). If they only had faith to give these guys another 6 months, or trusted their initial ideas, then Troika would still be making games IMO. :?
 
I think I was misunderstood here. I know exactly what type of RPG it is, it's mostly action. The point I was trying to make is it has gone away from the direction of D1/D2 in terms of individuality, making builds, attribute point selection etc. Its why I'm playing PoE now instead as it lets me specify exactly what type of character I want, even if it's not the best damage or tank or etc. I can basically totally screw up my build and learn from it.

D3 tells you whats best for you, holds your hand and generally is far more stripped down than D2, there are forum posts about what has been lost so far. Quite a few of the lost features were promised then binned, with some believing it was considered too complicated for players to comprehend. I will find some links later if anyone wants me to explain further about this. As for the style, I feel it's going away from what D2 was about, disturbing, gory, dark atmosphere. D3 is just really bright, wow-ishy and pretty similar to Torchlight [not to my liking]
 
SumsoluS said:
I will find some links later if anyone wants me to explain further about this.
I would like some links, haven't really looked up D3 yet so I suppose something like this is what I need.
 
their plans for D3 was to be an upgraded D2, then they said they wanted to get rid of stats because people min/maxed so much. then they said they wanted to explore removing skill trees and give everyone every ability. and then they did it.

and changed runes/runewords from D2 into skill improvements for D3 to allow for some form of customization.
 
TheWesDude said:
their plans for D3 was to be an upgraded D2, then they said they wanted to get rid of stats because people min/maxed so much. then they said they wanted to explore removing skill trees and give everyone every ability. and then they did it.

and changed runes/runewords from D2 into skill improvements for D3 to allow for some form of customization.

Is that what actually happened, or is this a cruel joke?
 
I played the Diablo III free week-end, and sadly I can tell you that actually happened.
 
Well, from a pvp-perspective seen, I can understand this move. Pvp in D2 was pretty much impossible if you don't do ultra-metagaming. Making this system more even in favor of more balanced pvp matches, I can understand this.

Then again, I never liked pvp in D2 and never played it much, because I always got raped when I tried, so...
 
I kinda like how D3 looks, to be honest. It reminds me a lot of ToEE. Maybe this is because I never played WoW. As for game mechanics, I think it wasn't Boyarsky how decided to dumb it down.
 
Lexx said:
Well, from a pvp-perspective seen, I can understand this move. Pvp in D2 was pretty much impossible if you don't do ultra-metagaming. Making this system more even in favor of more balanced pvp matches, I can understand this.

I'm part of this camp: I don't want to have to constantly rebuild characters as things are nerfed. Should they charge you gold for respecing? In my opinion, yes - a la Titan Quest. But anything's better than the hard-set skill points in Diablo 2.
 
I did promise some links to discussions regarding diablo3, however it seems a couple of threads that I found gave valid arguments were deleted of course on the blizzard forums. A couple I had that are still up are on the PoE forums, yeah yeah course they'd leave it up, but I find myself agreeing with most of the points.

http://www.pathofexile.com/forum/view-thread/23123/page/1

http://www.pathofexile.com/forum/view-thread/29028

There are arguments from 'both sides' but in the end I find myself agreeing diablo3 has been corrupted by management and 'make it like wow' crowd.

Here are some screenshots of what diablo3 was originally going to be like [bare bones screenshots apparently] Story is, 3 blizzard north team leaders said in simple words "please get rid of the management bullshit so we can be left alone to develop our game. If not, we resign."

http://diablo.incgamers.com/blog/co...ts-from-blizzard-norths-version-of-diablo-iii

Maybe I'm just a rabid d2 fanboy but I really prefered the style here and this is not even finished.. Angelic Lands is probably my favourite.

As for PVP in d3, it will not be available on release.
 
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