
178
T: Like what? I’m–
D: Oh, would you ever go back to something not necessarily timed quest, but like a, something that’s
pressuring the player to progress. Because I’m trying to think of something else that would do that…
T: I don’t think I’d go back to time, because even now as a game player I don’t like thinking ‘If I don’t
do the quest the right away I’m going to have problems.’ But I do like consequence for actions. So
probably what I would do, I would say…. if you don’t have the water by this date, some of them die,
if you don’t get them water after this date, certain supplies wouldn’t be available anymore. If you
don’t get them water after this date, they don’t really like you, you know their reactions to you
would be negative. I’d put a string of those far in the future. It’s not so much that that you’ve hit this
failure point. What I’ve learnt is that people don’t really like black and white, they like grey, they
don’t like cut offs they like slopes. So I would progressively punish them so eventually everybody
would reach the point where they don’t want everyone in the Vault to hate me so I’m going to get
the Waterchip for them. But the people of the Vault are pretty confident. So I probably would do
something like that instead of this hard and fast 180 days then game over.
26.45 D: No no fair enough. With the design of the character skills, and I guess player abilities. How
much of that was early game engine design, that players would have access to skills, or have access
to combat, or have access to dialogue and how much of that was a product of the quest, like… I’m
trying to think of an example… I think there’s a bunch of science and mechanical quests that rely on
those skills. Did the narrative design push that forward or did the game engine produce that?
T: Well since we were originally using GURPS, GURPS had a lot of skills like that in it. Well what
happened was we were really busy trying to make enough quests that were connected with these
hundred GURPS skills. When initial owner Stephen Jackson didn’t like the levels of violence in the
game he also didn’t like the Vault Boy. He started requesting a lot of changes, and I was worried
because we were only six months away from shipping. And I was like These changes are going to
push us forward a year at least. So he finally, I didn’t make some of them, in fact I didn’t make a lot
of them, so then he ordered me to. And he has his own take on this. he ordered me to, I had to pop
it up to a level above me, I had to give it to my boss, who ended up giving it up to the owner of
interplay and their lawyer. So now it was completely out of my hands. All that happened was they
argued about it for weeks, one day the president came in, and I was sitting in my office with the lead
designer. He said ‘How long would it take you to design a new system’ And he and I put our heads
together, and said Hold on… maybe a couple of weeks. Because we were stupid and naïve and we
didn’t realise. And he said okay, next thing we knew we weren’t a GURPS game, he told the guy
Fallout’s not a GURPS game.
So what we did was, Chris came up with the minimal number of skills that, because remember we
had all these GURPS skill a hundred of them, he said we’ve got a lot going on, so every different
science skill, chemistry, physics, biology just became SCIENCE which meant ‘OHH’ we didn’t have to
have five quests for chemistry, five quests for biology and five quests for physics, we just had to say
we can take the ones we had and just reconnect them up to science. So that really encouraged us
because suddenly this was doable.
Chris came up with 6 stats, he didn’t put in Luck, so I’m like I want luck in there. I thought it spelt
ASCLIEP someone else told me to make it SPECIAL. So we looked at the skill list and we were done.
We showed it to Brian Fargo the president, and he said I really love it the only problem is I don’t
think you’ve got enough things to spend points on. So Chris said hey we’ve got all these advantages
in GURPS we can treat them like perks and instead of you buying them in the character creation why