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Generally speaking, we’re looking

for studios that have a decent amount

of experience. We want to work with

people who have proven that they

have figured out who they are and

what they’re about. I mean, when you

look at the Arkane guys - even before

we acquired them, they were just a

studio that we really wanted to work

with, because we really respected

and appreciated stuff they’d done in

the past. There was this really clear

dedication to immersive, first-person

games that they had, which fitted

with our sensibilities and trying to do

unique things. When you think about

working with external developers, like

one we’re working with right now, Dire

Wolf Digital, doing the Elder Scrolls

online – we thought, ‘look, these guys

can take what they know, and work

with us to take something that

we know and love, which is the

Elder Scrolls, and make something

cool and unique.’ It’s not that

anything that we do sets out to

be earth-shattering, necessarily;

it’s just if you can do something

in a way that is different enough,

or brings enough new content in,

you can breathe a lot of new life

into a very familiar experience. In all of

these cases, we try and look for that

mix of experience and creativity, and a

willingness to try and do new things.

What about DLC for your games? Is

that something that’s thought about

during the development of the main

game?Who ends up working on it?

For the most part, it really gets no

thought or attention until we’re done

making the base game. That doesn’t

mean the game has to have shipped

first - it just means that there’s a point

at which you stop making content, and

stop making the game in order to finish

it, right; you have to stop changing

quests and changing things. You have

to let it go. It gets to the point where

it’s like, we’re wrapping it up and

squashing bugs and so forth, and maybe

somebody will start to think about

what the first drop of DLC may end up

being. But, you know, a lot of the stuff

we come up with, we don’t really do

a lot of work on until after the game is

out, because then you can start to see

what people are reacting to, what they

enjoy, what they’re asking about, the

things they want more of. Otherwise

you end up doing a bunch of stuff with

no information, and potentially releasing

a lot of stuff people may not care

about.

Fallout 3

is a perfect example;

much to our surprise, although maybe

it shouldn’t have been, people didn’t

want the game to end. We were like,

‘wait a minute, all the previous Fallout

games ended, and everybody else’s

game ends, what do you

mean you didn’t want it

to end’. We just thought

that’s what you

guys expected?

It’s a Fallout game.

Fallout games

have an end.

There was this

whole, ‘No, it

4 3 2 1

Fallout 4

Fallout 4