Around the Web — Interviews Edition

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Gamespot (UK) has a video interview with Pete up now. Meanwhile in reading format, we’ve got new interviews with Pete in a variety of places.

First, the folks Gamesindustry.biz cover a lot of ground in their inteview Surviving the Fallout:

Q: How far are you going with the ‘go anywhere’ sense in this game?

Pete Hines: Very. If you want to see how many of the hours you can play without seeing an hour of the main quest, give it a shot – it will be lots. You could spend 50 hours, 70 hours, just doing stuff in the world and never once make an effort to figure out what happened to your dad. We want it to be a self-directed world, for players to just see what happens.

And the idea is that the main quest is not the only cool stuff going on – there are tonnes of miscellaneous free-form things out there for you to do that will be a lot of fun, that maybe you’ve got five or six quests at any time where you can figure out what to do next.

There’s also a new interview up over at Gamasutra, and here’s a blurb from that one:

One of the things that was often said about Oblivion is that, despite having an enormous number of characters, you often did have that problem where they were somewhat less personal, they felt like there was more carbon copying. One of the things you have said about Fallout is that you’re looking for a smaller overall number of NPCs, with more depth. How is that playing out practically?

PH: Well, it’s inherent in the approach, that when you have so many fewer NPCs, when you remove a zero from the end of that number, you instantly get a ton of time to spend on those characters, that you’re not having to spend on other characters.So that if you have 300, versus 3,000, you don’t have to do anything else but reduce the number by that many, to have it make a huge impact. Because you’re spending all the time on that 300, that would’ve been spread out over that 3,000. You just can’t do the same level of detail, the same level of dialogue, any of that stuff, when you have that many of characters to do. So, I think just by its nature, it’s given us an opportunity to be more creative, and to bring those characters to life.

The latest downloadable issue of 360Zine has another look at Fallout 3, as well as an interview with Pete. Here’s a snippet from them:

Q: Is Dogmeat your only companion in the game?

Pete Hines: He’s your only canine companion. You can have a human companion join you along the way — you can recruit people depending on your karma, which is affected by your behavior in the game. If you have good karma and they have bad, then they won’t join you, so you’ll need someone with similar karma to you.

Finally, WarCry held a sort of MMO roundtable on the State of MMOs including a number of folks from the MMO space, like ZeniMax Online Studios’ Matt Firor. Here’s one of Matt’s comments in the piece:

“If you try for too much innovation, you turn people off,” argued Firor. “That’s the Catch-22 of MMO development. MMOs are about giving people a world they are comfortable in, and if you don’t follow the rules they expect, then they are not comfortable and look for online housing elsewhere.”

Reader Comments

  1. All good stuff. In the video interview, Pete shows up about 12 minutes in – I couldn’t see an option to just jump to that section.

    The Gamasutra interview’s pretty interesting too :)

  2. Wow this sounds like the first game since The Elder Scrolls that will have endless gameplay that players will only stop playing when the sequel is created years down the road. Boggles the mind to think they’re making games that have such life spans.