Elsewhere on GameTrailers site, you can check out Geoff Keighley’s interview with Todd Howard from this year’s D.I.C.E. Summit. You won’t have to do too much searching, Geoff’s interview with Todd starts within the first minute of the video.
“Where most designers tend to think in terms of simplicity and economy, Howard’s games have been defined by a staggering sense of scale and immersion that few others can match.”
The list is still ongoing, but there’s some of names worth mentioning. Morrowind/Oblivion composer Jeremy Soule cracked the list at #86. Meanwhile, Fallout fans might recognize a few other names on the list, including Feargus Urquhart (#89), Tim Cain (#85), and Chris Avellone (#80).
Sticking with developer news, if you haven’t seen it already, Todd answered questions for G4 while at this year’s D.I.C.E. Summit. In the ten minute interview, he discusses The Pitt, answers reader questions, and more.
Emil is in the news in a few places, too. At Edge, he was honored in their Hot 100 Games Developers list (#17). Meanwhile, a new feature on storytelling in games features him as well. You can read that here.
The 2009 D.I.C.E Summit wrapped up on Friday and there’s a few more interviews and Pitt previews that you might want to check out.
We start at Gamespot, where Richardo Torres interviewed Pete to find out more details on The Pitt (slated for release next month on Xbox LIVE and Games for Windows LIVE). To check it out, just hit play on the video above.
Last night at the 2009 D.I.C.E. Summit, the Academy of Interactive Arts & Sciences handed out their awards for the top games of 2008. Fallout 3 received awards in two categories — winning Best Role Playing Game and Outstanding Achievement in Story — Original. On hand to accept the awards were Todd, Istvan, and Emil. If you’d like to watch a replay of the show, IGN has a stream of it, and IFC will be airing it later this year.
In other D.I.C.E news, Todd lectured today at the event. His talk, titled “Great Games are Played, Not Made” finished earlier today and you can find recaps at several sites — including IGN, MTV Multiplayer, and Gamasutra. Wish I could have seen it — I hear the LOLcats were legendary.
Still haven’t downloaded Operation: Anchorage? Today, The Escapist put up their Fallout 3 Challenge, where you’ll have a chance to win a download code for either Xbox 360 or Games for Windows. To win, you’ll need to correctly answer 10 Fallout 3 trivia questions. I’m going to go out on a limb and say that anyone that frequents Bethesda Blog will have no trouble answering the questions. Keep in mind the challenge is a one day affair, and winners will be selected at random from those that correctly answer the questions. For more details, head to The Escapist.
Wanna know Todd’s ritual on release day? Kotaku’s Brian Ashcraft got answers from Todd, as well as other notable developers for a post titled “What Game Developers Do When Their Games Launch.” You can check it out here.
Finally, of all the Fallout 3 coverage I’ve sifted through, this has got to be the weirdest. At GameGrep, I found this clip where a guy is discussing his dreams on a radio station. Give it a listen, and within a few seconds, you’ll realize he’s pulling the DJ’s leg. I bet Three Dog is having a good laugh about this somewhere.
“Some Washington area game fans have been wondering whether they’ll be able to find their office or the buildings in their neighborhood in the game. Chances are, they might not. Bethesda Softworks executive producer Todd Howard says the studio didn’t seek to create a street-to-street level of verisimilitude. Instead, it tweaked the city’s map in a way that made sense for a video game’s pacing. He thinks people who know the area will periodically experience a more general ‘Hey, I know this view!’ feeling.”
GameSpy: What real-world weapons did you use to create the sounds of the ones in the game?
Mark Lampert: Quite a bit of the action on the game’s small arms (pistols, rifles, shotguns, etc.) is actually recorded from real firearms. A colleague kindly brought two pistols and three rifles over to my place where I could set up a couple of mics and record the sound of the bolt being opened and slammed shut, magazines sliding into place and being taken out, dry firing, etc. The actual sounds of the game’s weapons being fired were composited together from field recording libraries, as well a as little bit of Foley recording in places where I might want to add some extra bass or exaggerate the sound of the weapon’s action.