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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 fit 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 thought that’s what

you guys expected? It’s

a Fallout game. Fallout

games have an

end.’ There with

this whole, ‘No,

it shouldn’t end,

I want to keep

going’ concept

going on. So,

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Fallout 4

Fallout 4