A Fallout New vegas dev diary, and below that some questions the Bethesda community have asked have been answered, there is more to come.
Feargus Urquhart, President of Obsidian EntertainmentHi everyone! I'm Feargus Urquhart, President of Obsidian Entertainment. I am excited to kick off this interesting series of developer diaries about us and our experiences working on Fallout: New Vegas.
In a lot of ways, it is really odd to be writing about working on Fallout again. Odd, but awesome.
As some of you might know, I had the privilege of working on the original Fallout 1 and as one of the Lead Designers on Fallout 2 when I was the head of Black Isle Studios. While I didn't get that chance to work on Fallout 3, us getting to make Fallout: New Vegas here at Obsidian right now is like coming home. Well, if your home was a burned out bomb shelter with radioactive goop and a Deathclaw staring down at you wondering what your liver is going to taste like.
Now when it comes to making Fallout games, I've always found it easy to work on them. I guess my twisted view of the post-apocalyptic world just fits with what Fallout became during the original development of Fallout 1. But, what wasn't easy was actually getting Fallout 1 finished, since we were still figuring out how to make big RPGs back in the mid 1990's. To help, I ended up polishing up one of the larger areas of the game, the Hub, and also finished up a couple of the later areas - the Boneyard and Adytum. I made some good decisions and some bad ones. My addition of a quest in the Hub to get a special gun turned out to be a fun quest that people liked, while my addition of the Turbo Plasma Rifle unbalanced the game. It was near the end of the game, but it's still one of those things where I look back and go "Feargus.....".
All of this really taught me a lot about designing areas and how we need to think about making games like Fallout. In fact, I took away ideas and methods we still use to this day. I do have to give an immense amount of credit to the design team on Fallout 1, in particular Scott Campbell, Jason Taylor, Chris Taylor, and Tim Cain. A lot of their original thoughts and ideas are what really made Fallout what it ended up being.
Now fast forwarding about ten or twelve years, here at Obsidian, it's not just me with all of that experience, but a bunch of other people who have worked on other Fallout projects. Chris Avellone, one of Obsidian's other owners, created the huge (and I mean HUGE) New Reno portion of Fallout 2, and he also became the unofficial minder of the Fallout Bible for a good number of years. The Project Director on Fallout: New Vegas, Josh Sawyer, came to Black Isle Studios to be the web guy on Planescape: Torment, but after seeing his work in posing for one of the original D&D modules (no joke), we had to bring him over as a designer on pretty much every one of our projects after that, and then almost every project at Obsidian. Brian Menze has drawn most of the beloved pictures of the Vault Boy - a few of which should maybe have never been actually put down on paper. And, Scott Everts created the level layouts for almost every level on the original Fallout 1 and a good portion of the maps in Fallout 2 using our level layout tool at the time - Mapper. While great for the time, I wouldn't wish Mapper on any of my worst enemies now.
In addition to Chris, Josh, Brian and Scott, we have a really great team working on Fallout: New Vegas, and what we really all realized from the very start of the project was that we had a tall order to live up to with what the internal team at Bethesda created with Fallout 3.
So, we are going to take Fallout back across the United States to the west and bring some new ideas into the mix. But, what's important is that whatever it is that we do create - it all remains distinctly Fallout.
Questions:
Will perks be available every level, every other level, every third level, etc.?From OakTable via Bethesda Blog
Josh Sawyer: We have shifted the perk rate to a game setting within the GECK. We currently have it set to one perk every two levels. Internal feedback to it has been mixed, so it's too early to say if we will keep it at this setting.
Will we be able to level past 20? Or 30? From Justin via Facebook
JS: Our level cap is 30.
Will the PC retail game be able to be activated via Steam?From @litrock via Twitter
Jason Bergman, Senior Producer at Bethesda Softworks: Yes. Fallout: New Vegas will fully utilize the Steamworks SDK. This means that retail PC copies will activate via Steam. We are also using Steam for achievements and other features (but not multiplayer, of course. FNV remains a single player only game).
I’m assuming that you are reusing some of the animations from Fallout 3. Have you done anything to improve these or are they going to stay the same way that they did in Fallout 3?From Zearox via Bethesda Blog
Josh Sawyer: We started our animation work by determining what new animations we needed, what existing animations we thought needed revision, and what else we could revise. We have already changed some of the core combat animations (for example, all first-person firearm aim animations have been revised) as well as creature animations (our "West Coast" Super Mutants have new idles, walk, and run cycles).
Can you confirm 'Dogmeat' will be a companion?From Barry via Facebook
JS: The Mojave Wasteland is full of dogs. Who knows who will want to be your pal this time around?
You hinted at multiple ammo choices being available. How deep are you going with that? Will that only be regular and AP ammo?From DanishMIKI via Bethesda Blog
JS: What ammunition sub-types are available to the player depends on the base type. Not all ammunition types have standard, hollow point, and armor piercing variants. For example, there is no armor piercing .22 ammunition. In addition to "standard" ammunition, hollow point and armor piercing are the two most common variants. 20 gauge and 12 gauge shotguns have slug variants in addition to the standard (buckshot). Some calibers also have +P (overpressure) rounds, military surplus rounds (bought in bulk, increased power, increased wear on the weapon), or hand loads. Hand loads are always built at reloading benches in the world and can take a number of different forms. For example, you can craft .308 Jacketed Soft Points or .45-70 Gov't Semi-Wadcutters with very "hot" loads.
Energy Weapons and Explosives can also use ammunition subtypes. Some energy ammunition has "over charge" or "bulk" variants, the former being high-powered but damaging to the weapon and the latter being cheap but under-powered. 25mm grenades (used in the grenade machinegun) have a high explosive variant and 40mm grenades have an incendiary variant.
Are the Super Mutants in the screen shots graphical stand ins? Will they eventually have the unique appearance of the Mariposa Super Mutants from FO1 & FO2 (as seen in talking head dialogues), or will they appear as they do in the screen shots, almost identical to FO3 Vault 87 mutants?From Chadious Maximus via Bethesda Blog
JS: Our early Super Mutant and Nightkin models were placeholders. All of them have been re-textured, slightly remodeled, and re-animated to more closely resemble the Mariposa Super Mutants.
Will the ending slides for all of the settlements return in New Vegas?From @B3nt0k via Twitter
JS: We may not hit every single group or location, but our ending is pretty comprehensive in what it covers.


Cazador concept art
What other creatures are in New Vegas, and is it possible to see concept art of a new creature?From Richard via Facebook
JS: One of my favorites is the Cazador. Cazadores are mutated tarantula hawk wasps that have found their way north from the Sonoran Desert. They aren't very durable, but their poison is deadly and they are very creepy looking.
Will each faction have a radio station?From @hawker101 via Twitter
JS: Not every faction has a radio station, but I hope people are happy with the radio stations, DJs, and music selection we have.
Will there be any sort of party involved? A few companions to tag along?From Rui via Facebook
JS: Yes. The player may have one humanoid and one non-humanoid companion at any given time.
Will you get to meet that badass from the teaser trailer?From @Xenoliath via Twitter
JS: Eventually.
Modifié par Funkcase, 09 juin 2010 - 01:01 .