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what they didn’t like, what they wanted

more of, what they wish the game

had included or done... It’s far more

helpful to look at those experiences in

deciding what to include or try.

So when you talk about a

game like

Dishonored

,

the team at Arkane pores

over and talks a lot about

the feedback on

Dishonored

.

Because that’s real, tangible info from millions of

people who actually played something and can

tell you what they thought.

We live in a world where just about every

game is leaked somewhere along the line,

but you kept F

allout 4

a secret right up to the

official announcement. How did you manage

that?

I put a lot of my S.P.E.C.I.A.L. points into Luck.

When you’re working on a game like

Fallout 4

over a substantial time period, is it

challenging to stay focused on the original

vision? How much does the game change

from the original brief?

Todd Howard has often said, “great games

are played, not made.” So the focus for BGS is

not really on briefs or design docs. Those are

really only helpful to a point. What really matters

is putting the idea into the game and

trying it and seeing if it works or

not.

For example, I think the combat

system in

Skyrim

is the third one

the team came up with. The first

two probably sounded good –

looked good on paper – but

when you actually played it in

the game, it wasn’t what

they wanted. So they

threw that out and did

it again. And again.

So our games evolve

a lot over time as a result, because much like the

earlier question about fan feedback, the changes

are coming due to actual hands-on experience,

not reading a doc and deciding whether it’s fun or

not. Much like the saying about battle plans, no

design doc ever survives contact with the player.

How does the narrative take shape on a game

like

Fallout 4

? Does one writer pen the story

autonomously, or do you have a writing team?

Can anybody within the development team

suggest ideas for the narrative path?

It’s a collaborative process. There is one person

that runs point on the main story, but others

have input into that process and a lot of people

participate in the bigger story of “what’s going

on in this world? Who are the people and factions

in the world, what matters to them, how do they

feel about each other, and how does the player

experience all of that?”

With a game like

Wolfenstein

, for example,

there’s pretty much one story: the main story.

With

Fallout 4

, the story is really your story and

what you decide to do and who you want to

be, and so as a result there are so many more

pieces that go into it. We really can’t predict

what any given player might decide to do or

see at any point in time. As a result, you don’t

have the luxury of focusing in on one story that

everyone will experience in the same way. You

have to accommodate an almost infinite number

of stories and allow people to decide how

and when they want to experience those.

Which is part of what (IMHO) makes

Fallout 4

so great. You take 10 people and

let them play the game for 10 hours and

they have 10 completely different

stories to tell and

share, of what they

did and saw, and

what choices they

made, and the

way they played

the game.

Fallout 4 is out Nov 10

Are you applying the same methodology to

the

DOOM

reboot?

In a lot of ways, yes.

DOOM

has the challenge

of not having had a new game in that franchise

come out in over 10 years. So there are a lot of

fans of first-person shooters who don’t really

know what

DOOM

is. They’ve been playing a

lot of other franchises that have come out far

more frequently. When you ask them about first-

person shooters they love, they don’t say

DOOM

because they were seven or eight years-old when

DOOM 3

came out.

So the id Software team looked back at the

original games in the franchise and tried to focus

in on what made those games so fun,

and popular. Similar to Wolfenstein,

you get down to “what is the DNA of

this game? What made it special?”

And I think to their credit they have

been able to hone in on those things and

figure out how to bring those things into a

modern shooter. Demons, big guns,

fast-paced, visceral combat. No

cover system. No “if you stop

getting shot for a while your health

will go back to 100”. No backing

up. You want to stay alive? Move

forward and kill the demons before they kill

you. There’s even weapons that reward you for

movement. Multiplayer is fast and fun and erupts

into hundreds of back-and-forth duels between

players, rather than so many of the one-shot

“who pulled the trigger first?” encounters you

see in a lot of multiplayer games.

The reaction to folks playing it at QuakeCon for

the first time was great. They got it. It felt fresh

and nostalgic and fast and brutal and fun, which

is what they were going for.

How’s

Dishonored 2

progressing?What can

we expect from the second instalment?

It’s coming along well. The team is excited.

Having spent a lot of the first game figuring out

the “rules” of the

Dishonored

world, they now

get to focus a lot more energy on what they want

to do new/different for

Dishonored 2.

So far, I

love what I see. The story, the development of

Emily as a playable character, the new things we

are adding to the game.

Many devs cite fan input as an important

process in the development of a game.When

you're building a game like

Fallout 4

, do you

incorporate any community feedback from

forums, etc?

For any game, we focus on feedback that

comes from playing the game. For the most

part, taking feedback on game mechanics or

design from someone who hasn’t actually played

the game isn’t productive. So for

Fallout 4

, the

feedback that is most helpful is from people

who played

Skyrim,

or

Fallout 3

. What they liked,

GAMES

FEATURE

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