
As many of you know, we announced a community Q&A for Fallout 3 a couple of weeks ago. Since Blinzler was so eager to see a community Q&A, I put him in charge of compiling questions that YOU wanted to know about. Not an easy task, considering he (with the help of some folks he selected) had to filter through pages of suggestions in the forums, as well as look at stuff I forwarded from our inbox, and of course, this blog. Did I mention he did all of this while living through a hurricane? Big props to Blinzler!
So head on over to our Fallout forums and take a look at the answers that Todd came up with. Here’s a sample:
14. You have talked a lot about choices and consequences in the quest design. Are you aiming for immediate feedback, or long term (and possibly unforeseeable) consequences? In addition to moral choices, will different characters be able to tackle tasks using their different skill sets? [GhanBuriG]
It’s a bit of both, overall I think the player needs something immediate, or they don’t know if they actually accomplished anything, or felt what they just did had any meaning whatsoever. The longer term stuff is great to surprise the player with, whether it’s positive or negative, but if it’s a surprise, you need to be careful, because that can be frustrating, so you give the player another route, or simply treat the consequence as a flavor thing, and not a game-changing thing.
In regards to using different skills, most definitely, yes. We’re really pushing on that, and I think that’s the crux of the game – what skills you use, so each quest or goal of the player’s can be accomplished in different ways using different skills. Even in dialogue we’re using a lot of different skills, depending on who you’re talking to So if you’re talking to a scientist, your Science skill may give you an extra dialogue option.








