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7 lipca 2002
[Fallout 3] Z forum Black Isle
Buszując po forum Black Isle Studios, natknąłem się na bardzo interesujący wątek: Question for the developers: J.E. Sawyer etc.
JE Sawyer kolejny raz wyjaśnia dlaczego nie rozpoczęto prac nad kolejnym Falloutem.

Fallout 3 can't be rushed, and it certainly can't be made without money.
Fallout 3 nie może "być poganiany" i to na pewno nie może być robiony bez pieniądzy.

Like giddy children, as each project approaches its final stages, we whisper about making Fallout 3. This giddy hopefulness has given way to sober pragmatism. We made Icewind Dale, and it helped us survive. We made Heart of Winter, and it helped us survive. We made Icewind Dale 2, and hopefully, it will allow us a margin of prosperity. We're digging our way out of a hole that's about seven years deep.
Jak oszołomione dzieci, kiedy każdy projektu zbliża się ku końcowi, sprzeczamy się o robienie Fallouta 3. Ta oszałamiająca nadzieja dała drogę trzeźwemu pragmatyzmowi[?]. Zrobiliśmy Icewind Dale i to pomogło nam przetrwać. Zrobiliśmy Heart of Winter i to pomogło nam przetrwać. Zrobiliśmy Icewind Dale 2, i jak dobrze pójdzie , to osiągniemy margines opłacalności. Od siedmiu lat próbujemy wyrwać się z tej [ekonomicznej] dziury.

We need to stop working on Infinity Engine games, that's for sure. The IE has provided us with the basis for four in-house titles, but man -- it's 2002. I've said before that the Jefferson project is not Fallout 3. Will we start working on Fallout 3 in the next year, two years? Possibly. And if it does, there are going to be some damned passionate people working on it. We're not moving away from Fallout. We're moving away from losing our jobs. Even with project cancellations, Black Isle has continued to make money for Interplay. We talk about Fallout all the time. We write down ideas, play through scenarios, and yes, we really do read what people post on random websites.
Musimy przestać pracować z Infinity Engine [znany z BG, IWD], to na pewno. IE dostarczył nam podstawę dla czterech wewnętrznych tytułów, ale ludzie -- mamy 2002 rok. Powiedziałem że projekt Jefferson nie jest Falloutem 3. Czy zaczniemy pracować nad Falloutem 3 w następnym roku, za dwa lata? Możliwe...

I would ask one thing of our impatient Fallout fans. Please do not beat on us when our next title is announced and it is not Fallout 3.
Mam jeszcze jedną prośbę do naszych niecierpliwych fanów Fallouta. Proszę, nie wieszajcie na nas psów, kiedy nasz następny ogłoszony tytuł, nie będzie Falloutem 3.


7 czerwca 2002

[Black Isle Studios] Jefferson to nie Fallout!
Jefferson to wewnętrzna nazwa gry, nad którą pracują ludzie z Black Isle. Przez długi czas byłem przekonany, że Jefferson=Fallout 3. Pierwsze wątpliwości pojawiły się po wypowiedziach Chrisa Avellone'a [chodzi o słynne Fallout 3 is not in production], które można było potraktować jako żart. Niestety, dzisiaj jestem pewnien, że pod nazwą "Jefferson" nie kryje się FO3, ale zupełnie nowa i miejmy nadzieję wnosząca "swieży powiew" gra cRPG. Dowód pojawił się na forum Black Isle - fragment wypowiedzi pracownika BIS [J.E. Sawyer] na kanale IRC #blackisle:

<BIS_JESawyer> We really aren't working on Fallout 3. Really. As Feargus said in an interview a while back, a different team started on FO3 designs before IWD, but that got scrapped.

[Naprawdę nie pracujemy na FO3. Naprawdę. Jak już Feargus jakiś czas temu powiedział w wywiadzie inna grupa rozpoczęła tworzenie FO3, ale prace zostały zarzucone na rzecz Icewind Dale]

<BIS_JESawyer> Jefferson will make some people happy, some people sad. It's not Fallout 3, as we've already said.
<Rhombus> So Josh... Is Jefferson an IE game?.. or can't you answer that?
<BIS_JESawyer> I think I can safely say that, whether you like or dislike the rules and setting for Jefferson, it is going to be a ROLEPLAYING GAME.
<BIS_JESawyer> Emphasis on ROLEPLAYING.
<Rhombus> So, Josh.. Can you comment on when you'll announce Jefferson?
<BIS_JESawyer> With Jefferson, I hope that we will make a game that focuses a great deal on character development, mature character interactions, and really engrossing roleplaying environments.
-------
a najbardziej dziwi mnie plan wydawniczy CD Projekt, w którym nadal widzimy pozycję Fallout 3 [producent: Interplay, w sklepach: dalej w 2002]


14 maja 2002

[Fallout 3] ...is not in production
W wywiadzie z RPGVault dotyczącym Icewind Dale II Chris Avellone z Black Isle Studios wielokrotnie powiedział, że Fallout 3 nie jest na razie w produkcji:

"ALT key: The ALT key is the greatest hotkey in the game. Just hold it down, and ALL doors and containers and ground items in the area are highlighted. Fallout 3 is not in production. You should always keep your left pinky hovering over the ALT key and stab it occasionally while playing to see if you've missed anything."

i

"Combat: The space bar is your friend. When you see an enemy, hit it, and then drag your cursor over your opponents to see what you're up against. Fallout 3 is not in production...."


4 lutego 2002
[Fallout 3] Status
Na forum Black Isle trwa nieustająca dyskusja na temat przyszłości Fallout 3 [tzn. czy ma być 2D, czy 3D; walka turowa, czy w czasie rzeczywistym, itp.]. Nadszedł czas, aby Feargus Urquhart nakreślił, jak wyobraża sobie Fallout 3:

[...] the point of posting was to say what I believe Fallout 3 should be and why.

1) I think it should be 3D, because I think the effects that we can do with lighting and particles will make mini-guns look really freakin cool. We will also be able to have a whole lot more varied types of people by being able to swap out body parts. We'll be able to represent the actual weapons on people instead of just using the same pistol for every kind of pistol in the game.

2) I would like for us to come up with a game system that is detailed and quick. I don't have an answer for how we are going to do that yet, but that is what I'd like to see us come up with. The detailed part because that is what I think most of us felt was the joy of Fallout, the quick part because I think big battles are fun - but the time it took to go through them in the Fallouts was soul numbing.

3) I'd like there to be changes to the game system that make skill points mean more and not seem so arbitrary sometimes. We need to come up with something concerning skills that make it fun to get your Small Guns to 23,000, but is also balanced in the game. Ramping up the cost per skill point in Fallout 2 worked, but was kind of lame as well.

4) We need to come up with other things for the skills to do. This could help non-combat characters be more viable and less likely to get dropped - or just used as pack mules.

5) The Companion systems needs to be thought about and balance made between how much they act independently and how much the player has control over them. I liked the fact that you could get shot in the back by one of your party members, however if you have to re-load the game 40 times because of that then it's not so cool.

6) The colors of the wasteland have to remain what they were in Fallout 1 and Fallout 2. Since the game no longer has to be palatted (256 colors) we might be tempted to go in a different direction. This might make sense for certain new types of areas, however areas like the Hub should still be a dry, dilapidated place.

7) We need to use a real world place located somewhere in the US. This connects it to the past events of Fallout, and gives us context for the creation of what is new over what is old.

8) We need to make absolutely sure that we balance all of the character types. If we have melee characters they need to be no more, and no less viable than small guns, big guns, or sniper type characters.

9) The different power groups developed in Fallout 1 and 2 should not be forgotten. These really helped give the wasteland flavor.

10) The player should be able to be naughty or nice and still get to the end of game. However, a lot of decisions people can make shouldn't be clear when it comes to which is the nice way and which is the naughty way.

11) The one thing I'm not totally sold on is allowing people to talk their way through the whole game. This is probably something Chris Avellone and I might disagree on - but this is more a personal opinion, which I'll probably keep to myself when we start really deciding on things.

I'll think of other things and post those as well.

1 luty 2002

[Fallout 3] Dlaczego jeszcze nie powstał?
Takie pytanie padło ostatnio na forum Black Isle Studios. Bardzo często sam sobie je zadawałem, tym bardziej ucieszyła mnie zaskakująco szczera odpowiedź Feargusa Urquharta. Odpowiedź przytoczyłem tutaj w całości:

Fallout 3 not Starting : This is sort of long, so you'll need to bear with me. We actually did begin in early 1999, a couple months right after we shipped Fallout 2. Things were not coming together very quickly, which we were working on to figure out why. At the same time, I was very concerned about not being able to ship a title in 2000, because of what was happening across the rest of Interplay. Interplay seemed to be having a lot of problem deciding products to ship that would actually make money, and I didn't want to have to lay off anyone else (we had gone through a lay off in late 1998).

So, I thought about using the Infinity Engine to make a dungeon crawl game that was initially called Dungeon Crawler, then Dragonspine (I think), and then finally Icewind Dale when the team thought that the snowy look would help differentiate the game even further from Baldur's Gate. So in essence, the Fallout 3 team became the Icewind Dale team.

About eight months later, the Torment team finished Torment and we decided to have them go onto work on the project that would become TORN. That decision was made for two reasons. The first was that I didn't want to take Fallout 3 away from the Fallout 3 team that was currently working on Icewind Dale. The second reason was that a lot of the people on Torment wanted to go work on something new and different - not a Fallout game.

So, after patches and localizations the Icewind Dale team was ready to work on something in July of 2000. The problem at that point was that Chris Parker and I needed to put all of our effort into getting Baldur's Gate 2 to ship, so that Interplay could make money in September of that year. We couldn't really focus on launching another title right then, because of the time crunch and because of the resources in the division. At that time, we really did not have any programmers that could go onto Fallout 3 or an engine that we could use to develop it. I also knew, that the company was in no condition to hire people for a full third internal team in Black Isle. So, I decided for us for most of the Icewind Dale team to go onto Heart of Winter and the rest of the team to round out the TORN team.

So, everyone in the division was working on titles until about March of 2001, which was when Heart of Winter shipped. During that time, we had also cancelled Stonekeep 2 for a number of reasons, and lost most of the programming staff from that project. However, we did launch a new title in October or November of that year for the remains of the Stonekeep 2 team and started hiring people. Now, I probably shouldn't say this, but I will anyway. We chose to not have that be Fallout 3, because we had promised the people on Heart of Winter that many of them would be the core team on Fallout 3. Also at the time, the person who would and will be the Lead Designer on Fallout 3 was helping Snowblind out with the design of Dark Alliance. All of that and the feedback we received about Heart of Winter being too short led to our decision to develop Trials of the Luremaster.

That brings us to June of 2001. We then tried to ramp up TORN, because it was obviously in trouble and pretty much everyone that wasn't working on the new game went to work on that project. Then with Interplay's financial problems, we layed some people off and cancelled TORN. So that I could retain as much of Black Isle as I could, I had to come up with a project that could be finished relatively quickly and was a slam dunk with very little to no risk of it getting done on time. That project is the Monroe project which we are announcing within the week.

As I said that is a long winded explanation of what happened. I'm not sure if that explains why Fallout 3 hasn't happened to you. But those are the reasons and the decisions that were made that have taken us from right after Fallout 2 to today.

25 grudnia 2001
Feargus Urquhart na forum
Nie wiem, jak mogłem przegapić TO wydarzenie? Pisząc TO, mam na myśli wypowiedź Feargusa Urquharta [dla mniej zorientowanych Feargus Urquhart jest szefem Black Isle - firmy odpowiedzialnej za powstanie Fallout] na oficjalnym forum Black Isle. W wątku napisał:

"Fallout 3 - You guys don't have to convince us to make it. It is what we want to do. I will hopefully have more to say on this early in the new year - and this is not just to put you all off."

...co w wolnym tłumaczeniu: "...nikt nie musi przekonywać nas do zrobienia Fallout 3; mam nadzieję, że na początku 2002 roku będę mógł powiedzieć więcej na ten temat..."

20 października 2001

Przegląd wydarzeń tygodnia:)
W mijającym tygodniu wydarzyło się wiele rzeczy, które mają jakiś związek z Fallout [dziwne, że wcześniej nikt Was o tym nie poinformował]:
przede wszystkim serwis RPG Vault przedstawił drugą część wywiadu z szefem Black Isle Studios, czyli Feargusem Urquhartem. Bardzo ciekawa lektura, gorąco zapraszam! Najważniejsze pytanie [moim zdaniem] dotyczyło Fallout 3, tzn. czy realne jest stworzenie F3 w ciągu dwóch następnych lat?

Jonric: How does Black Isle fit in this picture, and what are your plans and key goals for the next two or three years? How realistic would it be to expect Fallout 3 within this time? Is it likely you'll make more D&D-based games?

Feargus Urquhart: Over the next two or three years, the goals of the division are really to keep on creating and producing the CRPGs that people have been buying over the last five years. I hope that we can evolve what we do in such a way that we can keep on making these games with enough newness in them that people will enjoy each one without us having to write a new engine every single time. This will really let us continue to make games quickly and hopefully not have to let people wait years for the sequels to some of our games like Fallout.

As for the timeline of Fallout 3, since we are not currently working on it, it's hard to say when it is going to come out. I hope that we can start production on it within the next six months or so, and then get it out within a two-year time frame from that. I don't want anyone to take that as a promise, because as I said, we are not currently working on it. Now for D&D games, most of us still really enjoy working with the D&D system and the Forgotten Realms, so there really would be no reason other than business ones where we would stop making those kinds of games as well.

Feargus Urquhart powiedział, że obecnie nie trwają żadne prace nad Fallout 3. Ma jednak nadzieję, że w ciągu sześciu miesięcy uda się rozpocząć proces tworzenia Fallout 3.
źródło: RPG Vault

Lista PC Gamer
Jedno z najlepszym czasopism dla graczy [PC Gamer] stworzyło listę najbardziej oczekiwanych gier. Na czwartm miejscu znalazł sie Fallout 3.
źródło: DAC

28 sierpnia 2001
Koniec kryzysu?
Podpisanie umowy między Titus Interactive i Vivendi Universal może przyspieszyć powstanie Fallout 3. Dlaczego? Titus jest właścicielem Interplay - Interplay posiada licencję na gry Fallout - Vivendi jest właścicielem Sierra - Sierra wydaje gry Troika Games - Troika Games to ludzie, którzy pracowali nad serią Fallout - Titus i Vivendi podpisali umowę o współpracy. Czy to jest logiczne? Dlaczego świat biznesu jest tak skomplikowany?
źródło: vault13.net

13 sierpnia 2001
:(
Jak donoszą zagraniczne serwisy informacyjne dla graczy [np. Desslock's RPG News], Black Isle pracuje nad Icewind Dale 2!
Oto cytat:
"While it hasn't been officially announced yet, Interplay is working on Icewind Dale 2, another BioWare Infinity engine game. While I've hinted in past ramblings that we may not have seen the end of the Infinity engine, and that Interplay was considering other Dungeons & Dragons products (in addition to Neverwinter Nights ), I can now confirm that Icewind Dale 2 is in the works (and it's not necessarily the only new D&D game that is being contemplated)."

Z tego cytatu wynika również, że BIS planuje już następną grę opartą o AD&D. Cóż to oznacza dla miłośnika Fallout? Oznacza to, że na razie [dwa lata] możemy zapomnieć o Fallout 3.
Jak widać Interplay bardzo potrzebuje pieniędzy, ponieważ Icewind Dale 2 planuje wydać na Święta Bożego Narodzenia '01.
Biorąc pod uwagę złożoną budowę gry cRPG [nawet diablopodobnej, jaką jest IWD] pozostało bardzo mało czasu.

29 lipca 2001
Fallout 3
Na forum Black Isle pojawił się wątek dotyczący przyszłości gier wydawanych przez BIS. Po wstrzymaniu prac nad TORN, załoga Black Isle powinna zająć się a)Fallout 3, b)inną grą na konsolę c)grą sieciową[Fallout Online]? Jeśli jesteś zainteresowany tym wątkiem - zapraszam.

26 lipca 2001
Fallout 3 bliżej niż kiedykolwiek?
Czy Interplay "wyrzucił do kosza" grę TORN? Niestety, tak. Informację potwierdził Chris Taylor. Zwolniono czterech programistów zaangażowanych w produkcję gry - niestety jest wśród nich Chris Taylor.

Poniżej "analiza" znawców tematu z serwisu Gry Online:
"Po tym jak wczoraj niepotwierdzona informacja dotycząca wstrzymania przez Black Isle Studios prac nad grą Torn doszła moich uszu coś mi zaświtało. Podobno zespół pracujący nad nią został przesunięty do innych działań i tu nagle pojawiło się pytanie - czy tymi innymi działaniami jest może Fallout 3, który jak wiadomo już od roku 1999 jest w ciągłej produkcji? Jest to bardzo prawdopodobne ponieważ ten tytuł może stać się dla firmy Interplay, borykającej się ze sporymi problemami finansowymi tzw. kołem ratunkowym. Miesiąc temu przedstawiciele Black Isle Studios oficjalnie przyznali, że pracują nad Fallout 3 lecz wszystko posuwa się wolno, ponieważ inne gry (Icewind Dale, Baldur's Gate 2, Icewind Dale: Heart of Winter, Torn) mają wyższy priorytet. Jednak może teraz w obliczu swego upadku Interplay postanowił postawić wszystko na jedną, ale za to mocną kartę - Fallout 3 i już niedługo ujrzymy kolejną część legendarnej serii (...)"

3 lipca 2001
Wywiad
Killian: Continuity is something we discussed at the chat a few days ago, but at the same time, realistically, the Fallout universe would be a society on the mend...How far, technologically speaking, do you envision Fallout 3's universe being as opposed to Fallout 1 where there weren't any running cars?
Feargus Urquhart: Speaking off the cuff - I think the world is going to be a little more advanced, but not a whole lot. With the breakdown of everything after the bombs dropped and the leftover technology - the reign of people living for themselves is probably going to survive quite a while. What I mean by that is that for a while in the Fallout universe, the people who will use old technology to control areas instead of re-building them are going to out number the people trying to re-build a new world. So, the world is going to stay somewhat feudal for a while longer.

Killian: It seems you can't release a PC game these days without a multiplayer component, have you started kicking around ideas for what sort of multiplayer you'll be using for FO3? Will there be character development? Tools for GM'ing? Have you looked to any games for inspiration?
Feargus Urquhart: Currently I think the way we would have a multi-player system that would be similar to that of the Infinity Engine games. The people playing together would cooperatively work to complete the game. However, we are definitely going to be sitting down over the coming months to think about multiplayer in all our games to see if we can add some other form of playing the games on-line that does not compromise the single player game.

Killian: Fallout's quest had many routes to be taken, for example--in Fallout you could defeat the master by talking him into suicide, fighting him one on one, or just flat out nuking the place. This degree of replayability gives Fallout an edge over even many of today's multiplayer RPGs; is preserving this "choose your own adventure" manner of accomplishing things one of the top priorities for Fallout 3 or will you be shifting the focus to a more action oriented type of gameplay?
Feargus Urquhart: Actually we are looking to continue the same plot style in a Fallout 3 that was in Fallout 1 and Fallout 2. I believe that very linear games serve action based games very well. This is because the action is what is drawing the player through, not the story. If the story then gets in the way of the action, people can get confused. In a game like Fallout 3, where the story takes a more central role we want the player to immerse themselves in the world. This means getting them to travel around at their own pace (in some ways). The one thing I do want to make sure though is that people do know where they need to go to next to continue the story if that is what they want. I think sometimes people can get lost in the "non-linearity" of things and lose their way. When that happens, people get frustrated at the game and don't end up finishing it.

Killian: What have been the biggest stumbling blocks over the last few years in getting Fallout 3 made?
Feargus Urquhart: The biggest thing has really been resources and time. We did start Fallout 3 in early 1999, but things were not moving forward that quickly. Plus, we needed to get another project out relatively soon because of Interplay's financial situation. So, the Fallout 3 team became the Icewind Dale team. We had then hoped to start Fallout 3 after Icewind Dale was completed, however at that time both Chris Parker and I had to jump in and spend pretty much every waking moment on Baldur's Gate 2 until it shipped in late September of 2000. Since we were going to be very busy and not able to help a Fallout 3 get started, I decided to have the team work on the Heart of Winter expansion. Since the team completed that in February of this year, they have been working on the miscellaneous projects - but have started thinking about Fallout 3. Plus, a lot of people have been transferred over to work on TORN to help that get done as quickly as possible. In other words, we've had to make a lot of decisions to get projects out the door that have made it hard to get Fallout 3 moving forward.

21 maja 2001
Fallout 3
"Specjalny wysłannik" serwisu Duck and Cover na targach komputerowych E3 przeprowadził wywiad z Dave'em Maldonado [twórca Torn'a, pracownik Black Isle], który zdradził, że Fallout 3 może pojawić się szybciej niż wszyscy myślimy. Jak szybko? Tego D. Maldonado nie powiedział. Oto cytacik:
<<journalist said "Fallout 3 won't be out for a LONG time anyways", Dave kinda started to say something, stopped and said "Not that long">>

16 maja 2001
Post Feargus'a Urquhart'a na boardzie Terra-Arcanum
You guys don't need to worry, it's going to be cool. It's not going to be the same game that the original Fallout's were, but I think that is a good thing. We've learned a lot about making games in the past few years, and we are going to apply that to the Fallout series. Is it going to be a little more faster paced in combat - of course, it has to be because we can't make a solely turn based game anymore. But, we talk all the time about how to keep it from becoming a Diablo type game as well. That is not to say that we've started making Fallout 3, it's just something that we talk about a lot.

Well the tough thing is that at some point most games will have to go 3D. We are trying to make the jump now rather than later. It has not been easy, and we are still working to make TORN look as good as possible - the current screen shots are certainly not there yet. I'm hoping we can get it up to the standards of Icewind Dale, and each day it is getting closer. If you are curious I can go into some more detail as to why almost everyone eventually has to go 3D. As for turn-based vs. real-time it is a very tough decision. I really enjoy turn-based games, but the unfortunate thing is that game making is a business. On average, a real-time game sells more than a turn-based game. Since we have to sell between 150K to 200K units now just to earn back what it takes to get a game on the shelf, we need to look at what features can get us there and what features might not. And I do agree with you that real-time can make combat less strategic. However, we are really trying to come up with ways to combat that and keep combat interesting.

Hmmm... It is hard to figure out what is the best solution to making games like TORN and Fallout 3. I totally agree that the screenshots of TORN are not there yet, and the guys have been working the last month straight to get them looking better. I can totally see how a lot of you feel that Fallout just won't be Fallout without a turn-based mode. It's a very hard call. I guess I feel that if we can keep the mood, look, quests, open-ended nature, and the complex character development of Fallout, then having real-time pausable combat will not make it an un-Fallout game. I could be totally wrong and it just won't work. However, it's something we have to try so that we get to make a next Fallout game. I guess how I look at the real-time vs. turn based thing is that we just can't do turn based anymore and have enough people buy the games to make us able to keep on making them. However, I really don't think that the real-time of the Infinity Engine was a total action game. I know there are a whole lot of Diablo players that won't touch the Infinity Engine games because they think combat is too slow and not "actiony". What was it that you guys did not like about the BG system of combat?

The reason we turned away from the Fallout engine in part was not just due to the engine itself, but also how the game was made. A big part of a game's success is the usability of the tools. For their day the Fallout tools, and I'm mostly talking about Mapper, were awesome (Jesse Reynolds did a good deal of the coding for it). However, they were really the first generation of game tools.

The problem is that since then we are dealing with more data, larger teams, and translating the game for the whole world - the tools need to be much better and they need to integrate seemlessly with a backend database to keep track of everything. Through the use of a lot of different technologies we've been able to build a new suite of tools/editors that actually make making games a whole lot easier. As an example, in Fallout the dialog had to be coded into the scripts for each character. It had to be translated by hand from a text file into code. For TORN, we have a dialog editor that works directly with MicroSoft Word to have a spell checked dialog imported directly into the game. What this gives us is far more efficient designers. So, we can in essence make bigger games with the same number of designers. Or at least that is the hope.

If we had tried to keep on retrofitting the Fallout engine to support new tools and technologies it would have become a coding Vietnam. Code bases only last for so long, because people remember less and less about how things work in the engine and the engine becomes more and more like magic. People are afraid to touch it, and we can change it less and less. I guess lastly, my hope is that we create a true Fallout game. The Lead Designer, most likely, will be Chris Avellone, who was the Lead Designer on Torment and the twisted mind behind New Reno in Fallout 2. If there is anyone outside of Chris Taylor who understand the Fallout universe it is him. He certainly isn't going to let us make an unFallout game. I was just reading a fifty page document today about the Fallout world timeline, and his thoughts on keeping the world continuum going.

5 maja 2001
Renesans w świecie Fallout
Według niepotwierdzonych informacji na zbliżających się targach E3 Interplay ogłosi, że wyda następujące tytuły[liczba mnoga!] z serii Fallout:

Fallout 3 - nad którym trwają już prace w Black Isle Studios Fallout Tactics Expansion - dodatek do Fallout Tactics [brak tytułu] Fallout Tactics 2 - tworzeniem F: T 2 zajmie się Micro Forte Fallout Online - gra typu massive multiplayer [Ultima Online w świecie Fallout]

Wymienione tytuły są na razie tylko rozważane przez Interplay. Największe szanse na zaistnienie mają Fallout 3 i Fallout Tactics 2. Te gry mają być oparte na nowym silniku graficznym 3D [Phoenix].
P.S. Błagam Interplay, zachowajcie widok izometryczny :-)

16 kwietnia 2001
Na oficjalnym forum Black Isle Studio Feargus Urqhuhart - dyrektor Black Isle [twórcy Fallout i Baldurs] poinformował, że nie zapomniano o Fallout i wkrótce ruszą prace nad tworzeniem Fallout 3
Przedstawiciel Black Isle próbował tłumaczyć dlaczego tak długo trzymano Nas w niepewności:
"it's not like we haven't wanted to start making it - due to scheduling and getting other products done, we just haven't been able to focus on getting it going."

W skrócie: z powodu prac nad innymi projektami, nie mogli rozpocząć tworzenia Fallout 3.

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