{"id":22218,"date":"2018-05-29T19:28:00","date_gmt":"2018-05-29T19:28:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/319022"},"modified":"2018-05-29T19:28:00","modified_gmt":"2018-05-29T19:28:00","slug":"dont-miss-what-20-years-of-fallout-games-have-taught-the-series-devs","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/05\/29\/dont-miss-what-20-years-of-fallout-games-have-taught-the-series-devs\/","title":{"rendered":"Don&#8217;t Miss: What 20+ years of Fallout games have taught the series&#8217; devs"},"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>\u00a0for the launch of a new <em>Fallout<\/em> game,\u00a0it\u2019s worth taking a moment\u00a0to 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.\u00a0<\/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\u00a0since Cain first began working on\u00a0the game\u00a0at Interplay in 1994, just over two decades ago.<\/span><\/p>\n<p><span>It didn\u2019t start out as <em>Fallout,\u00a0<\/em>of course.\u00a0During his postmortem, Cain told the story of how the game known internally as <em>Vault13<\/em>\u00a0which came to be branded <em>Fallout<\/em> at the suggestion of then-CEO of Interplay Brian Fargo after taking\u00a0a build 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\u00a0Gamasutra. \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=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/dont-miss-what-20-years-of-fallout-games-have-taught-the-series-devs.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,\u00a0compared 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\u00a0<em>Wasteland 2<\/em>\u00a0as more of a &#8220;spectator sport&#8221; than game development ever was in his days at Interplay.\u00a0<\/span><\/p>\n<p><span>He also advises that developers lay\u00a0out a clear mission statement and vision for a project early in the production process, as in hindsight it proved a key turning point in\u00a0<em>Fallout<\/em>&#8216;s development.<\/span><\/p>\n<p><span>\u201cI remember us dissecting [spiritual predecessor]\u00a0<em>Wasteland 1<\/em>\u00a0before <em>V13<\/em>\/<em>Fallout<\/em> began and breaking the key sensibilities into a vision document &#8212;\u00a0things 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\u00a0a 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>\u00a0was still being designed to use the GURPS tabletop game license &#8212; something that changed late in development.<\/span><\/p>\n<blockquote>\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\u00a0today, 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\u00a0<em>Skyrim\u00a0<\/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>.\u00a0By 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;\u00a0nearly $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)\u00a0at a time when some\u00a0developers 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.\u00a0<\/span><\/p>\n<p><span>In the face of that initial outlay,\u00a0Interplay started production on a new <em>Fallout\u00a0<\/em>game using the same tech and assets\u00a0while the first one\u00a0was still being finished, and set a strict ship date of holiday &#8217;98.\u00a0<\/span><\/p>\n<p><span>Project lead Feargus Urquhart,\u00a0then chief of Interplay&#8217;s Black Isle Studios and now CEO of\u00a0<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/134315\/taking_back_fallout.php\"><em>Fallout: New Vegas<\/em><em>\u00a0<\/em>developer<\/a> (and Black Isle spiritual successor) Obsidian Entertainment,<\/span><span>\u00a0remembers 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=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/dont-miss-what-20-years-of-fallout-games-have-taught-the-series-devs-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.\u00a0That meant we would have about 18 months to make the game in order to get it out for Christmas of 1998,&#8221; says Urquhart.\u00a0<\/span><span>&#8220;I pushed everyone incredibly hard to get the game done.\u00a0 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; \u00a0<\/span><\/p>\n<p>The team hit\u00a0their ship date, an achievement\u00a0Urquhart 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\u00a0<em>Fallout\u00a0<\/em>franchise.<\/p>\n<p><span>&#8220;One of the biggest, and most visual bugs, was the car trunk bug,&#8221; says Urquhart, relating\u00a0a Pratchett-esque tale of a trunk run amok.\u00a0&#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.\u00a0 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\u00a0for the launch of a new Fallout game,\u00a0it\u2019s worth taking a moment\u00a0to 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":22219,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-22218","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\/22218","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=22218"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/22218\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/22219"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=22218"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=22218"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=22218"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}