more news
recently
  • gc_filtr_spiner recently

Editorial: Fallout

Celebrating the Fallout week on GOG.com, David Craddock together with Tim Cain and Chris Taylor from the former Black Isle Studios takes you behind-the-scenes of the Fallout 1 development process.

By the mid-1990s, the once-fertile landscape of computer role-playing games had degenerated into a desolate wasteland. The genre was stagnating, with many developers embracing regurgitation over innovation after achieving success with a particular formula, or flocking to consoles in an attempt to cash in on the success of Japanese RPGs.

by David Craddock



By the mid-1990s, the once-fertile landscape of computer role-playing games had degenerated into a desolate wasteland. The genre was stagnating, with many developers embracing regurgitation over innovation after achieving success with a particular formula, or flocking to consoles in an attempt to cash in on the success of Japanese RPGs.



In answer to the need for a revolution, developer Black Isle Studios and publisher Interplay released Fallout, a post-apocalyptic RPG that took computer gamers looking for something fresh by storm. "I think Fallout hit several gaming sweet spots," explains Fallout designer Tim Cain. "It was open-ended. Today that would be called a sandbox game, but back then, we just knew that we were getting tired of linear RPGs where everyone played the same story in the same order with the same encounters. You could vary your character class, but that really just changed your damage--you killed the monster with a fireball instead of a sword."




Some of the earliest ideas in Fallout came out of [...] dinners, just random ideas that were tossed around. Some of it stuck, but most of it was forgotten.


The conception of Fallout did not occur during tense negotiations or nuclear threats, but casual dinners and brainstorming sessions. "A bunch of Interplay developers used to go out to Coco's for dinner once or twice a week," recalls fellow Fallout designer Chris Taylor, who speaks of secondhand stories relayed to him when he joined the team later on. "It was people like Tim Cain, Scott Campbell, Scott Everts, Jason Taylor, Wes Yanagi and others. They just shot the shit and talked games. Some of the earliest ideas in Fallout came out of those dinners, just random ideas that were tossed around. Some of it stuck, but most of it was forgotten."



Many ideas were modified or vetoed by the design team, but everyone agreed unanimously with one crucial inspiration: Wasteland, a computer RPG developed by Interplay for the Apple II. "We had all played Wasteland and loved that game," says Cain. "From that game, we took the ideas of non-linearity and an open world map, and we also loved that certain quests would lead you into moral dilemmas."



The originality of Fallout's nonrestrictive gameplay, as well as its emphasis on moral ambiguity, is a natural extension of its narrative. After the nuclear war that occurred in October 2077, humanity's few survivors fled into underground chambers known as Vaults. As the game begins, the year is 2161, the setting is Southern California's Vault 13, and you, the protagonist, are as undefined as the world's hazy, radioactivity-laden surface.



Creating a new character wasn't as simple as choosing from pre-constructed archetypes. Black Isle and Interplay wanted to make sure that each player's experience was vastly different from any other. To ensure this, Interplay originally employed GURPS, the Generic Universal RolePlaying System, but a variety of complications caused the team to construct their own system.



"Wasteland designer Brian Fargo had us vote on which license for Interplay to acquire, and there were more GURPS fans at Interplay than gothic horror or fantasy fans," explains Chris Taylor. "But after the GURPS project started, Interplay acquired the actual D&D license ... and GURPS sort of fell off to the wayside. It helped that we had some very experienced RPGers on the team. Tim Cain, Jess Heinig and I were all familiar with different RPGs and we all worked together to craft SPECIAL."



A fitting acronym for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck, SPECIAL allowed for each of its defining attributes to be adjusted to the player's liking. Other skills could be manually tweaked so that players could excel at hacking, proficiently wield large or small firearms, become an articulate manipulator, or a jack of all trades but master of none.



After stepping out of Vault 13 on an assignment by the Vault's Overseer to find a replacement for the Vault's water system, the barren wasteland of Southern California becomes the player's playground. The freedom of exploring such a vast overworld initially seemed imposing, but nervousness was quickly eclipsed by the curiosity and freedom with which players could approach Fallout's often difficult choices.




If the player wanted to do bad things, we let them but we put consequences in there for as many possible decisions that the player could make.


"We didn't force the player to follow a specific moral path," says Taylor. "If the player wanted to do bad things, we let them but we put consequences in there for as many possible decisions that the player could make."



Tim Cain recalls one particularly difficult quest in Wasteland in which players are assigned to find an orphan's lost dog as a source of inspiration. "You go looking for an orphan’s puppy, only to find that it’s gone rabid and you have to put it down. Then when you try to explain it to the boy, he attacks you. What do you do in that situation? Fight? Run? Disable the boy somehow? That kind of moral ambiguity was the inspiration for many of Fallout’s quests."



Players quickly realized and embraced their role as co-authors of Fallout's dynamic story. Such flexibility added flair to standard RPG quest fare such as rescue missions. "I loved going to rescue Tandi from the raiders, but I never took her home to her father," says Cain. "Instead I gave her a weapon and dragged her all over the wasteland as an involuntary recruit. She was a pretty good shot too. I took her anywhere but back to Shady Sands, even though she complained a lot, and I think she died somewhere in the mutant base, trying to run through an electrified field. Good times, Tandi," he sighs, "good times."



Shady Sands prompted Chris Taylor to recall similarly bittersweet memories. "I accidentally started a fight in Shady Sands and ended up killing the entire town over a pretty minor reason--which I can't actually remember--but I was shouting to Aradesh to try and settle things peacefully. I felt bad about gunning down the inhabitants of Shady Sands. It didn't stop me from looting their corpses, but at least I felt bad about it."



imageimage

Creating a constantly shifting tale required the team to carefully examine each and every instance where players might deviate from what they, the designers, had intended. "We used character archetypes (like Stealth Boy, Combat Boy and so on) as examples of how characters with a particular build would be able to overcome a particular challenge," says Taylor. "We also had a very freeform dialogue system that probably drove our script-writers nuts, but it gave us a good bit of flexibility when it came to writing the actual dialogues."



To the team's amazement, the game's massive fan base began to fill in holes that were difficult for the team to plug due to not wanting to explain a resolution in a way that might not make sense to players who went about solving a particular quest in an unorthodox way.





"We picked up on the 'less is more' storytelling style, and didn't fully explain everything," confirms Taylor. "I was a little shocked to read some of the message boards when the game came out and players were filling in the bits that we purposely--or accidentally--left vague."



For a project as ambitious as Fallout, accidental vagueness is often a best-case scenario. The designers were often plagued by pre- and post-release flaws, many of which were quite humorous to behold.



"The first time I shot the rocket launcher, I used the wrong art for the missile," explains Cain, "and instead of a rocket shooting out and exploding, a man appeared in front of me, ran to my target, and blew up into tiny pieces. We laughed so much that I replaced the man with a dog so we had a puppy launcher."



Chris Taylor was eager to submit another Cain-induced folly. "Tim Cain implemented doors and was excited to show them off. We all gathered around his desk and he clicked on the door. It opened, then it closed, then it opened and then it closed and so on. Each time it opened and closed, it moved a few pixels to the right. Eventually, it moved off the screen and into random memory where it crashed the game."



"I imagine it’s still out there in the wasteland somewhere, headed up to the North Pole," Cain chimes in with a laugh.



"I have to admit that the quotes file was a guilty pleasure," continues Cain. "I would jot down comments from my co-workers during meetings or from conversations as I passed them in the hallways, and anything that sounded funny out-of-context would go into the file. Some of my guys were a bit over-represented in that file, but I think they just used ambiguous pronouns a bit too often for their own good."




Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.


Of course, not every obstacle was a humorous one. Fallout's development initially lacked manpower, which resulted in a longer-than-anticipated cycle. "Fallout took three years to make," says Tim Cain. "For the first six months, it was just me. For the next six months, it was me, a scripter and an artist. For the next year, it was about fifteen people. We finally went up to thirty people in the last year. That’s not a lot of people to make such a big game, especially an RPG. We worked a lot of late nights and a lot of weekends."



When Fallout debuted in the third quarter of 1997, its impact on computer RPGs was felt as strongly as a nuclear blast. Many respected video game critics such as PC Gamer and GameSpot have given it noteworthy positions in multiple "greatest games of all time" compilations, and GameSpot immediately awarded it RPG of the Year upon its release.



For Tim Cain, the special place reserved for Fallout in many a gamer's heart makes its arduous three-year development cycle well worth the struggle. "Fallout had a really engaging style--funny but dark, nostalgic but futuristic, optimistic but depressing. Getting these opposing styles balanced was a difficult task, but the entire team saw the same vision for the game, which helped immensely."



"Fallout came out at an odd time for computer RPGs," agrees Chris Taylor. "It was very popular in the 8-bit days, but had kind of been replaced with the console RPG. There weren't a lot of CRPGs being made and I think Fallout managed to be in the right place at the right time."



In the next part of GOG's Fallout retrospective, Black Isle Studios returns to the surface for Fallout 2--but many key team members quickly realize that the world they created has changed in ways they were not prepared to face.


Back to frontpage
22
Great read.
Just a quick question: this is a different Chris Taylor than the one from Cavedog/Gas Powered Games?
Seems to be a good name for good Gamedevelopers
23
avatar
Carra: Thanks for the interesting read!
@KenrilZ. That's just a matter of opinion. Fallout 3 is the best game I've played since years and many others agree.

I'm one of them. It's spectacular! It's the only single-player game that I've played for over 70 hours without even beating the main story yet! My only major problem is the shockingly low Level Cap, which is why I can't wait until the new Broken Steel DLC! Until then, I'm currently sucking balls at Fallout 1. Thanks GoG.com!
BTW, I heard there used to be a time limit, but was later patched. Is this true, because I hate being under the clock.
24
That was a great editorial, very insightful and interesting.
I look forward to the Fallout 2 one!
25
i want more!
26
Nice read, thanks. Have there been such editorials before that I just missed? Hard to imagine as I check the site at least every other week... Will you add a page to your site with links to all these nice articles as they come along? *hint* ;)
27
Great Editorial... I've been a fan of Fallout since the beginning, and you really did a great job with this...
I was super excited with Fallout 3, then after I beat it I've had this sort of melencholy attitude for the longest time. But, I've recently picked it back up, and for it's own rights, it's a good game. But, I just miss the story that came along with the oiginal two games, and the detail in that story. Ahhh, the good ol'days.
28
avatar
gunnar_z: Nice read, thanks. Have there been such editorials before that I just missed? Hard to imagine as I check the site at least every other week... Will you add a page to your site with links to all these nice articles as they come along? *hint* ;)

Yes there were some editorials posted before:
Giants: Citizen Kabuto
Sacrifice
Oddworld: Abe's Oddysee
Oddworld: Abe's Exoddus
FreeSpace 2
MDK 2
You can find the links on games' pages, but we sure need to think of some Editorials page.
Have a great read!
Post edited April 24, 2009 by Cook
29
avatar
Cook: Yes there were some editorials posted before:

excellent, thanks for the list
avatar
Cook: but we sure need to think of some Editorials page.

I would very much appreaciate this, as these articles interest me even if I am not interested in the particular game they're about.
Thanks again,
Gunnar
30
Thanks for the editorial! These are always very interesting to read
31
avatar
KenrilZ: @Cristianolopes
Fallout 3 is a first person shooter whose only similarity to the first two Fallout games are the names and models of some creatures, and is in no way worthy of bearing the Fallout name.

FO3 is a very different game than FO1 or 2 but it's still an amazing one. FO1 still has a special place in my heart (and on my hard drive) but I love what Bethesda did with the franchise too. I know that there is a lot of nerd rage directed at Beth but it still feels like Fallout to me.
32
avatar
KenrilZ: @Cristianolopes
FO3 is a very different game than FO1 or 2 <snip>

But that's my point. If they wanted to do a spin-off game in the Fallout universe, that'd be fine, but they shouldn't have titled it Fallout 3. Fallout - in my mind - should never have been turned into an action game. It's pandering to the lowest common denominator.
Fallout 3 may be a great FPS, even with Deus Ex style RPG additions... but that doesn't make it a true sequel to Fallout 1 and 2.
Post edited April 28, 2009 by KenrilZ
33
avatar
KenrilZ: But that's my point. If they wanted to do a spin-off game in the Fallout universe, that'd be fine, but they shouldn't have titled it Fallout 3. Fallout - in my mind - should never have been turned into an action game. It's pandering to the lowest common denominator.
Fallout 3 may be a great FPS, even with Deus Ex style RPG additions... but that doesn't make it a true sequel to Fallout 1 and 2.

Well what would make a game Fallout then? A top down isometric perspective? Turn based combat? 16 bit graphics? Engaging story? Dogmeat? S.P.E.C.I.A.L? 10mm Ammo? Moral choices? Fallout 3 has at least 4 (I would say 5) of those.
I agree that FO3's story isn't quite as strong as FO1's but I would put it above FO2 for sure. 11 years ago When I was 16 years old Fallout blew my mind, it was insane and I'd have a tough time telling you how many times I've beaten it. It's had its moment though and it's time to move on. Games do that, sometimes I like the changes other times I don't (Just look at the failed X-Com clones) I'd rather see a company with the resources, ability and desire to do something genuinely cool with a franchise than watch it get stuffed into obscurity like most the other 80's - 90's era CRPG's like Might and Magic, Ultima, Wizardry ect.
I guess to me at least what it boils down to is FO3 still captures what I see as the essence of Fallout. The retro-futurism, the post apocalyptic wasteland, the freedom of choice (though I wish there were more options for a pacifist build) and a touch of lightheartedness. I don't know about anyone else but as one example I found Moira's naivete and eagerness to try and 'fix the world' to be quite touching. Particularly the line of dialogue where she compares the world to a broken piece of glass and says that even though it's impossible to make back the way it was maybe we can make something better out of it.
*edit* Then again, perhaps I'm more willing to forgive Fallout 3 because I've seen what happens when a development company well and truly buchers an IP annihilating 20 years worth of background and properly alienating an entire fanbase to the point that the current publishers of the Shadowrun PnP game came out and said that the computer game so extensively rewrote the backstory for Shadowrun that it would be better described as being 'loosely inspired by Shadowrun'
Post edited April 28, 2009 by imperialus
34
avatar
imperialus: Well what would make a game Fallout then? A top down isometric perspective? Turn based combat? 16 bit graphics? Engaging story? Dogmeat? S.P.E.C.I.A.L? 10mm Ammo? Moral choices? Fallout 3 has at least 4 (I would say 5) of those.
I agree that FO3's story isn't quite as strong as FO1's but I would put it above FO2 for sure. 11 years ago When I was 16 years old Fallout blew my mind, it was insane and I'd have a tough time telling you how many times I've beaten it. It's had its moment though and it's time to move on. Games do that, sometimes I like the changes other times I don't (Just look at the failed X-Com clones) I'd rather see a company with the resources, ability and desire to do something genuinely cool with a franchise than watch it get stuffed into obscurity like most the other 80's - 90's era CRPG's like Might and Magic, Ultima, Wizardry ect.
I guess to me at least what it boils down to is FO3 still captures what I see as the essence of Fallout. The retro-futurism, the post apocalyptic wasteland, the freedom of choice (though I wish there were more options for a pacifist build) and a touch of lightheartedness. I don't know about anyone else but as one example I found Moira's naivete and eagerness to try and 'fix the world' to be quite touching. Particularly the line of dialogue where she compares the world to a broken piece of glass and says that even though it's impossible to make back the way it was maybe we can make something better out of it.
*edit* Then again, perhaps I'm more willing to forgive Fallout 3 because I've seen what happens when a development company well and truly buchers an IP annihilating 20 years worth of background and properly alienating an entire fanbase to the point that the current publishers of the Shadowrun PnP game came out and said that the computer game so extensively rewrote the backstory for Shadowrun that it would be better described as being 'loosely inspired by Shadowrun'

I sir applaud you. FO3 has it's flaws, but all things considered, it's an excellent addition to the franchise.
35
avatar
imperialus: Well what would make a game Fallout then?

For a Fallout game? There are a number of things I'd have preferred done differently to varying degrees, but the biggest? Turn-based combat is a deal-breaker. Fallout was not an action game.
Post edited May 02, 2009 by KenrilZ
36
avatar
imperialus: I'd rather see a company with the resources, ability and desire to do something genuinely cool with a franchise than watch it get stuffed into obscurity like most the other 80's - 90's era CRPG's like Might and Magic, Ultima, Wizardry ect.
avatar
GoodFoodDude: As most may know Fallout 3 was in the works under Interplay long before the IP was even up for grabs for Bethesda. Van Buren I would've loved to see today as it had everything Fallout was. Unfortunately it wasn't given the chance to shine!
For those too that say Isometric doesn't have a place in today's game then I pity you. Games are great because of choice and diversity of gameplay and style. FPS is not only all was ever seem to see today but also FPS itself is old as well (Wolfenstein 3D anyone?) Isometric would still sell. Diablo 3 is staying with its roots and not letting anyone change that. Van Buren (Original Fallout 3) was going to have close to the same engine and the worst is though Van Buren had a much better story than Beth's Fallout 3.
As others I give Beth's Fallout venture a hand for being a good game. Its a spin off now matter how you look at it though. The SPECIAL system has been picked to the bone and changed soo much to fit the "oblivion" style of gameplay that its just a turn down for me. The fact that the game stops you from being "over powerful" or "too good" is a yet another. If I see a lock pick on a door I want to be able to try to break it instead of seeing the "Your Lock Pick Level is not High Enough" (Talk about taking away the immersion of its not a game feel). I could go on with bone picking this game but it doesn't matter cause over all its a good game in its own right.
I said the same for Fallout Tactics when it came out. Waiting 11 years for a true blue sequel to Fallout and getting a spin off title such is disappointing. The reason so many others are enraged. Bethesda is a good company but not great. They are good at what they do, FPS/RPG, but that's all. It's almost as if these days they are afraid to just break out and do something that's truly old school. Blizzard did it and are doing it today while making new innovations to newer forms of games and thus why they are on top of the top.
So over all I guess I stand in the middle here. I have my views of Fallout 3 which are good and bad. Even if it is silly I do agree thought he biggest was the title.
37
avatar
GoodFoodDude: As most may know Fallout 3 was in the works under Interplay long before the IP was even up for grabs for Bethesda. Van Buren I would've loved to see today as it had everything Fallout was. Unfortunately it wasn't given the chance to shine!
Just to let you guys know not sure why the heck is typed what I said as "GoodFoodDude" quoting it. Sorry for any confusion!
38
Just one bone pick :P This is bad for any game but cause I played Fallout 3 i hated hearing the same voice stretch across countless NPCs. The voice actors could've at least try to mask their voice such as Ron Perlman did in Fallout 1. Oh wells... I just hope it gets better for number 4.
39
avatar
Npl: Great read.
Just a quick question: this is a different Chris Taylor than the one from Cavedog/Gas Powered Games?
Seems to be a good name for good Gamedevelopers

Holy deadthread Batman, but on your question no. It's not that Chris Taylor, although they are commonly confused with one another. The Fallout Chris Taylor actually still works at Interplay.
40
avatar
Carra: Thanks for the interesting read!

@KenrilZ. That's just a matter of opinion. Fallout 3 is the best game I've played since years and many others agree.
I disagree. Fallout 3 is piece of $#^t compared to Fallout. Fallout is much stable than Fallout 3.in Fallout 3 you got lot a chrashes and freezes.not even super duper high end systems safe from chrashes.For Fallout you can find patches that fix bugs and make Fallout gameplay safe from lock ups.
41
On the other hand, Fallout 1 is also much older. While Fallout 3 is quickly getting to be no spring chicken in this industry, Fallout 1 is old enough that it would be damning criticism by the public and/or its company were it not thoroughly patched out of its errors.
Back to frontpage