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.
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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.
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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 :-)
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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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