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Bethesda Softworks' Pete Hines Interview

PC Xbox 360 PlayStation 3 Interview by Christian Donlan

18 August, 2008

Page 2 of 2. <- Page 1

Eurogamer: You've gone for a very traditional dialogue system. Did you consider trying something new?

Pete Hines: It's old school. After a certain point, when you're taking on a project of this magnitude, you've got to pick your battles, and you can't pick them all because you just end up trying to be everything and not being anything. Dialogue wasn't a battle we wanted to pick. It is a bit old-school, but it works well for what we're trying to do, and there were other things that were more important for us to spend time and energy on, like trying to incorporate VATS into a real world combat system and still incorporate the stats and not unbalance the game. That's a big undertaking, and spending time from a development standpoint on the actual dialogue and the camera angle it's being presented on - we just don't have unlimited monkeys and typewriters.

You just have to put everything up on the list and decide this is the stuff that's most important for the kind of experience that we want.

Eurogamer: Were you tempted to make the Karma system a little more morally ambiguous?

Pete Hines: One of the things we really tried to avoid is surprising the player with whether they've been good or bad. We wanted to be clear to you that you're making a conscious choice to be one or the other. I've played games where I made a choice and I thought I was being the nice guy, and then it's, "Wait, wait, why is he upset?" We didn't want it to be a surprise. Sometimes it's a surprise in terms of how a person reacts if you are being a jerk, but it's not a surprise as to whether you're good or bad.

'Bethesda Softworks' Pete Hines' Screenshot 3

Novelty cigarette lighters are also serious business.

Eurogamer: Is this true for the choices in the wider game, and making sure people know what they're giving up when they make a crucial decision?

Pete Hines: There aren't many decisions where you're locking off a whole part of the game. We're trying to remove the surprises, which includes having parts of the game that are suddenly unavailable, completely unbeknownst to you. "If you told me when I picked this dialogue option I wouldn't get to do any of that, then I wouldn't have picked it in the first place!" That's a bad experience. We don't have to tell you when you blow up Megaton early in the game that all of those people are going away: it's a very obvious situation and if you really are evil enough to do it because you want to know what happens then that's okay. You can live with the consequences because you knew what you were doing when you pressed the button.

Eurogamer: In terms of combat, are you worried that VATS is so much more powerful than real-time combat that it could unbalance the game?

Pete Hines: Not if it's fun. It's about giving the player the choice on how to play the game. We don't want VATS to be so overpowered that people are saying, "I finished the game in five hours because of VATS." It is balanced. We do have people who play the game heavily using VATS making sure those numbers and stats line up with the experience we're trying to provide and you can't just blow through everything.

Eurogamer: Talking of balance, with a game as wide as this, how do you balance the main narrative and the side-quests?

'Bethesda Softworks' Pete Hines' Screenshot 4

Lose the fur and we'll talk.

Pete Hines: It's just always been our approach to make big, open, go-where-you-want games. This is just another version of that. We like to try to do big epic scope, big world stuff. But I think with Fallout it's adjusted differently to how it was with Oblivion, because Oblivion had so much extra content.

Fallout doesn't have quite the same amount - it's not eight cities filled with guilds and all that stuff. It's more sparse, there's fewer locations, fewer people. You have a smaller scope of stuff, with more ways to do it, and as part of the overall, the main quest is much more or a presence than it was in Oblivion, because you don't have two hundred hours of stuff - you have seventy or eighty hours, which is still a stupid amount, but it's not in the same proportion.

I think the main story's going to be a lot stronger, and a lot more people are going to want to play it this time around.

Fallout 3 is due out on PS3, 360 and PC this October.

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Comments: 1-22 of 22 in total

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w00t
18/08/08 @ 10:35
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/wants
dryden555
18/08/08 @ 10:44
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if they can improve from oblivion the dungeons that all look the same and fix the auto-leveling issues, they've got a winner.
Icebox
18/08/08 @ 10:48
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When's this out over here? I've looked at a few sites and they're giving different dates in October.
Quint2020
18/08/08 @ 10:48
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Bethesda shits on Fallout franchise SHOCK!

Oblivion was tedious beyond all reason and it's combat was just plain broken, I knew they'd screw this up.
UncleLou
18/08/08 @ 10:51
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One of the things we really tried to avoid is surprising the player with whether they've been good or bad. We wanted to be clear to you that you're making a conscious choice to be one or the other. I've played games where I made a choice and I thought I was being the nice guy, and then it's, "Wait, wait, why is he upset?" We didn't want it to be a surprise.

Oh damn, that's a shame. That was one of the best features of The Witcher, that it wasn't quite clear how things would end up if you decided this or that. Much better than Bioware's heavy-handed devil himself/Mother Teresa alternatives.
Ainudil
18/08/08 @ 11:25
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I love the front page header. Hines looks like barely able to hold down a tear.

After reading the interview, I am optimistic about this. One cannot just do another Fallout 2 - it is imperative to go with the gut feeling and try to create something new. Hopefully it turns out fun.
Darren
18/08/08 @ 11:26
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Nice screenshots... after a couple of negative EG previews, I'm still really looking forward to this game because it's the kind of thing that could keep me playing it for weeks if not months. That Fallout 3 is smaller than Oblivion might be a blessing if the story and gameplay are better quality (not that I had any complaints about Oblivion's quality mind!). Whatever, 50-70 hours sounds plenty to me and I'm sure I'll get more life out of it than that. Really all I want is this and Banjo-Kazooie: Nuts & Bolts this year, nothing else comes close on my Must-Have meter.
RandyKleen
18/08/08 @ 12:10
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I'm still looking forward to this game but I have a nagging feeling of doubt in my mind. It could so easily go either way at the moment.
mcbi4kh2
18/08/08 @ 12:10
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Bethesda shits on Fallout franchise SHOCK!

Oblivion was tedious beyond all reason and it's combat was just plain broken, I knew they'd screw this up.


How do you know, have you played it?

IGN gave it some quite glittering previews.
ps3owner
18/08/08 @ 12:12
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Hmpf... this reads more like an Oblivion clone.

just different story, smaller world, less content. new VATS system

I'll wait and see what happens, I could be wrong.

miiiguel
18/08/08 @ 12:19
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I wanted to know about the DLC...
mkreku
18/08/08 @ 12:35
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I think this might be a fun game. The worst part of Oblivion was the auto-levelling of everything around you. They seem to have fixed that so I have my hopes up for this. I am not expecting a Fallout-like experience though. I am expecting a good game, nothing more.
Silvervein
18/08/08 @ 13:18
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@Ainudil

'One cannot just do another Fallout 2 - it is imperative to go with the gut feeling and try to create something new. Hopefully it turns out fun.'

Your sentence makes me wonder if executives at sony felt the same way when they took star wars galaxies and turned it into another everquest/wow clone with NGE.
The problem is not in creating something new, since anyone can do it, but creating something new within the limits of existing game.
Van buren (which was original fallout 3), if it got completed would add new things to fallout while still being fallout. That's positive example. Negative one is bethesda take on 'innovation'.
What they did with fallout was to take out the name, postapocalyptic setting, and then transplant that into oblivion with couple of quirks to keep it from being stale, like vats. It's not a fallout game, despite the name. If you liked oblivion you might like this one.
If you didn't like oblivion, save yourself the cash.
Nill
18/08/08 @ 13:50
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Van buren (which was original fallout 3), if it got completed would add new things to fallout while still being fallout. That's positive example. Negative one is bethesda take on 'innovation'.
What they did with fallout was to take out the name, postapocalyptic setting, and then transplant that into oblivion with couple of quirks to keep it from being stale, like vats. It's not a fallout game, despite the name.


From the countless of information we've seen on this game, I can say Amen to that.
fightman7
18/08/08 @ 14:14
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why is this guy such a fucking twat?
ChthonicEcho
18/08/08 @ 14:23
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Oh damn, that's a shame. That was one of the best features of The Witcher, that it wasn't quite clear how things would end up if you decided this or that. Much better than Bioware's heavy-handed devil himself/Mother Teresa alternatives.
Agreed. What's with this obsession with predictable consequences in games nowadays, anyway?
slivir
18/08/08 @ 14:41
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And the word of the day is... "stuff"
BillyBrush
18/08/08 @ 14:41
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some people would be excited about Fallout 3 though if the preview was just a picture of a greyhound squeezing a turd out

miiiguel
18/08/08 @ 15:15
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/honest mode on/

^ yay! that's me...
Farfarer
18/08/08 @ 18:00
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The interview didn't do a lot to, well... do anything for the game either good or bad. I'll buy it... but I'm not holding out much hope.

I'm taking the approach that if I expect nothing of it and it turns out to be half decent, I'll be pleasantly surprised. Rather than hoping for a true sequel and having my hopes shattered by the clumsy hands of Beth.
ekko
18/08/08 @ 18:24
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Why are they scared of "surprising" the player?

I think I know what he's on about - not wanting the player to feel cheated - but I hope there is surprises, a big plus from the earlier Fallout games was not being 100% certain what your actions would do to the post-apocalypse wasteland. If they are just going to have big flashing neon signs pointing out the "choices" then I'm not sure they've really understood the spirit of Fallout.
Snidesworth
18/08/08 @ 23:36
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I'm still hesitant about this game. Still, the SINGLE dialogue screenshot there is slightly reassuring. Up until now we've seen nothing but guns and combat.

Comments: 1-22 of 22 in total

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