{"id":102358,"date":"2019-10-23T18:15:00","date_gmt":"2019-10-23T18:15:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/352752"},"modified":"2019-10-23T18:15:00","modified_gmt":"2019-10-23T18:15:00","slug":"dont-miss-20-years-of-fallout-lessons-learned-shipping-games-in-the-wasteland","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/10\/23\/dont-miss-20-years-of-fallout-lessons-learned-shipping-games-in-the-wasteland\/","title":{"rendered":"Don&#8217;t Miss: 20 years of Fallout: Lessons learned shipping games in the wasteland"},"content":{"rendered":"<p>Perhaps war never changes, but game development sure does.<\/p>\n<p><span>As Bethesda Softworks <a href=\"http:\/\/www.gamasutra.com\/view\/news\/251864\/After_Fallout_4_Bethesda_aims_to_even_out_its_rocky_release_schedule.php\">braces<\/a>&nbsp;for the launch of a new <em>Fallout<\/em> game,&nbsp;it\u2019s worth taking a moment&nbsp;to look back at how the high-profile franchise got its start &#8212; with one game developer, in a room at a California game company, coding an engine in his spare time.<\/span><\/p>\n<p><span>\u201cIt was just me working on an engine,\u201d recalled <em>Fallout<\/em> lead Timothy Cain during his <a href=\"http:\/\/www.gamasutra.com\/view\/news\/245058\/With_Fallout_4_announced_check_out_how_the_first_one_was_made.php\">GDC 2012 postmortem<\/a> of the project, which is absolutely worth going back to watch.&nbsp;<\/span><span>\u201cI just kind of wanted to make my own engine, and nobody said no. That was just kind of the way Interplay worked in the \u201890s.\u201d<\/span><\/p>\n<p><span>Dig into the history of <em>Fallout<\/em>, from a developer\u2019s perspective, and you get a sense of how both the series itself and the industry it grew up in have changed&nbsp;since Cain first began working on&nbsp;the game&nbsp;at Interplay in 1994, just over two decades ago.<\/span><\/p>\n<p><span>It didn\u2019t start out as <em>Fallout,&nbsp;<\/em>of course.&nbsp;During his postmortem, Cain told the story of how the game, known internally as <em>Vault13,<\/em>&nbsp;came to be branded <em>Fallout <\/em>at the suggestion of Interplay&#8217;s then-CEO&nbsp;Brian Fargo after he took a build&nbsp;home to play.<\/span><\/p>\n<p><span>\u201c<em>Fallout <\/em>had a double entendre of the radiation from the bombs and then the alternative definition, which is a lingering effect or set of consequences,\u201d Fargo, now chief of <em>Wasteland 2<\/em> developer InXile, tells&nbsp;Gamasutra. \u201cPerfect for a game that stakes its rep on choice and consequence.\u201c<\/span><\/p>\n<p><span><img loading=\"lazy\" decoding=\"async\" alt height=\"480\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/10\/dont-miss-20-years-of-fallout-lessons-learned-shipping-games-in-the-wasteland.png\" width=\"640\"><\/span><\/p>\n<p><span>Looking back, Fargo suggests modern game developers appreciate the boon that crowdfunding and open development can be, from a playtesting and bug-stomping standpoint,&nbsp;compared to the QA departments and services of yore.<\/span><\/p>\n<p><span>\u201cWhen we worked on <em>Fallout<\/em> we had a QA department, but that doesn&#8217;t give you a true indication of how players will react,\u201d says Fargo, who contrasts the Kickstarted\/Early Access development of last year&#8217;s&nbsp;<em>Wasteland 2<\/em>&nbsp;as more of a &#8220;spectator sport&#8221; than game development ever was in his days at Interplay.&nbsp;<\/span><\/p>\n<p><span>He also advises that developers lay&nbsp;out a clear mission statement and vision for a project early in the production process, as in hindsight it proved a key turning point in&nbsp;<em>Fallout<\/em>&#8216;s development.<\/span><\/p>\n<p><span>\u201cI remember us dissecting [spiritual predecessor]&nbsp;<em>Wasteland 1<\/em>&nbsp;before <em>V13<\/em>\/<em>Fallout <\/em>began and breaking the key sensibilities into a vision document &#8212;&nbsp;things like moral dilemmas and providing a diverse pathway for players,\u201d notes Fargo, echoing Cain&#8217;s comments that the game only came together once the team wrote themselves&nbsp;a mission statement.<\/span><\/p>\n<p><span>You can read an archived copy of that statement <a href=\"https:\/\/www.scribd.com\/doc\/288769966\/Fallout-1-Vision-Statement\">here<\/a>, though it&#8217;s worth noting it was written while <em>Fallout<\/em>&nbsp;was still being designed to use the GURPS tabletop game license &#8212; something that changed late in development.<\/span><\/p>\n<blockquote><p>&nbsp; <\/p>\n<h6><span>&#8220;I look back on <em>Fallout<\/em> as probably being one of the most exciting and juvenile times of my career.&#8221;<\/span><\/h6>\n<\/blockquote>\n<p><span>The game would go on to outstrip Interplay\u2019s sales expectations when it launched in the fall of \u201897, though a lot of that has to do with the fact that Interplay doesn\u2019t seem to have had very high expectations to begin with. <\/span><\/p>\n<p><span>Cain noted that the project was \u201cnot a typical Interplay game,\u201d because it was built on its own custom engine (rather than say, BioWare\u2019s Infinity engine, which Interplay had the option to use) and didn\u2019t bear a well-known license.<\/span><\/p>\n<p><span>(Incidentally, the question of<a href=\"http:\/\/www.gamasutra.com\/blogs\/DietmarHauser\/20151007\/255394\/License_an_engine_or_create_your_own.php\"> whether to use an existing engine or roll your own<\/a> is one many developers still struggle with&nbsp;today, even as Unity and Epic have done their best to make their engines easily available and approachable.)<\/span><\/p>\n<p><span>What\u2019s more, Cain recalls that some folks at Interplay tried to get <em>Fallout <\/em>cancelled multiple times because they were afraid it would compete directly with the company\u2019s other projects, role-playing games based on the Forgotten Realms and Planescape licenses that had larger teams.<\/span><\/p>\n<p><span>Todd Howard once estimated that roughly 80 people worked on the team that made <em>Fallout 3, <\/em>and studio follow-up&nbsp;<em>Skyrim&nbsp;<\/em>boasted a team size of <a href=\"http:\/\/blog.joelburgess.com\/2013\/04\/skyrims-modular-level-design-gdc-2013.html\">more than 90<\/a>.&nbsp;By comparison, the original <em>Fallout<\/em> was developed by a team of one for months &#8212; at its height, the game had a total team size of roughly 30 people, according to Cain, who recalls the game costing \u201cabout $3 million\u201d to develop &#8212;&nbsp;nearly $4.5 million in 2015 if you account for inflation.<\/span><\/p>\n<p><span>That&#8217;s a significant amount of money, and I think it&#8217;s important to talk about game budgets (then and now)&nbsp;at a time when some&nbsp;developers are <a href=\"http:\/\/www.gamasutra.com\/view\/news\/243844\/Why_asking_for_less_than_you_need_on_Kickstarter_hurts_fellow_devs.php\">undercutting themselves and the industry<\/a> by asking for too little on Kickstarter, making the cost of game development seem cheaper than it is.&nbsp;<\/span><\/p>\n<p><span>In the face of that initial outlay,&nbsp;Interplay started production on a new <em>Fallout&nbsp;<\/em>game using the same tech and assets&nbsp;while the first one&nbsp;was still being finished, and set a strict ship date of holiday &#8217;98.&nbsp;<\/span><\/p>\n<p><span>Project lead Feargus Urquhart,&nbsp;then chief of Interplay&#8217;s Black Isle Studios and now CEO of&nbsp;<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/134315\/taking_back_fallout.php\"><em>Fallout: New Vegas<\/em><em>&nbsp;<\/em>developer<\/a> (and Black Isle spiritual successor) Obsidian Entertainment,<\/span><span>&nbsp;remembers hard lessons learned during that period about pushing yourself and your team to hit a ship date.<\/span><\/p>\n<p><span><img loading=\"lazy\" decoding=\"async\" alt height=\"480\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/10\/dont-miss-20-years-of-fallout-lessons-learned-shipping-games-in-the-wasteland-1.png\" width=\"640\"><\/span><\/p>\n<p><span>&#8220;<\/span><span>The biggest challenge of <em>Fallout 2<\/em> was that we had set its launch date based upon having started it in the middle of 1997.&nbsp;That meant we would have about 18 months to make the game in order to get it out for Christmas of 1998,&#8221; says Urquhart.&nbsp;<\/span><span>&#8220;I pushed everyone incredibly hard to get the game done.&nbsp; It was pretty early in my career, so I&#8217;ll admit that we (mostly me) pushed too hard to get <em>Fallout 2<\/em> done that year&#8230;<\/span><span>we ended up making most of the game in about 8 months.&#8221; &nbsp;<\/span><\/p>\n<p>The team hit&nbsp;their ship date, an achievement&nbsp;Urquhart feels is weighed down by how buggy the game was at launch &#8212; a recurring <a href=\"http:\/\/gamasutra.com\/blogs\/AndrewLavigne\/20130325\/189185\/Glitch_Reading_Glitched_Reading_Bethesdas_quotBrokenquot_Worlds.php\">issue<\/a> in the&nbsp;<em>Fallout&nbsp;<\/em>franchise.<\/p>\n<p><span>&#8220;One of the biggest, and most visual bugs, was the car trunk bug,&#8221; says Urquhart, relating&nbsp;a Pratchett-esque tale of a trunk run amok.&nbsp;&#8220;We came up with idea about midway through development for the player to have this car that they could store stuff in. We could easily store stuff in containers on a map, but we didn&#8217;t have a system that would have that same container available on another map. To make the inventory of the container, the car&#8217;s trunk, persistent across maps, we decided to make it a companion.&#8221; <\/span><\/p>\n<p><span>&#8220;However, it was a special companion that didn&#8217;t follow you and only showed up on certain maps.&nbsp; And, when it showed up, it showed up in a specific space and didn&#8217;t follow you. Unfortunately, we didn&#8217;t find all the bugs before we shipped, so a disembodied (disem-chassied) trunk would follow the player in areas from time to time.&#8221;<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Perhaps war never changes, but game development sure does. As Bethesda Softworks braces&nbsp;for the launch of a new Fallout game,&nbsp;it\u2019s worth taking a moment&nbsp;to look back at how the high-profile franchise got its start &#8212; with one game developer, in a room at a California game company, coding an engine in his spare time. \u201cIt [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":102359,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-102358","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/102358","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=102358"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/102358\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/102359"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=102358"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=102358"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=102358"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}