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Fallout - Design Lessons 101

by Dhruin, 2008-10-30 21:19:41

Designer Manveer Heir writes about Fallout / Fallout 2 for his regular Design Lessons column at Gamasutra:

In Fallout 2, I was granted a temporary day-pass to go inside the gates of Vault City, a very closed-off city that could have information that would help me with my main quest. While inside Vault City, I spoke to a high-ranking official in a rather rude manner. As a result, I was immediately kicked out of the city and my pass was permanently revoked.

Unless I fought my way into the city and killed everyone within, I was now unable to get inside the walls of Vault City. All of the quests that I had accepted in the city, were now impossible to complete. The important information inside the city was unreachable. The people in the city would not speak to me, sell me goods, help me out. They reviled me.

In many games, this would be the end. The poor choice I made in talking to an official in a snide manner would result in the consequence of game over, since the critical information was hiding within.

However, in Fallout, while the consequence of making my life more difficult was apparent, the game wasn't over. There were other sources that had the same information elsewhere. I just had to explore some other cities to find them. I had to find an alternate path. A path that the designers made available, knowing that someone would talk themselves into a pickle inside Vault City.

The game never told me if I talked back to the man in Vault City that I would get the boot. It just did it. I made that choice. I remember clicking the dialog option and thinking to myself “Man, this guy is a little annoying. I'm going to be a smart-ass." Nowadays, many games would broadcast you the consequence of your choice before the choice is made. Give the player all the information up-front, and they can make the right decision.

Information about

Fallout

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released


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