StrategyCore interviews Emil, Halb-neue infos?
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StrategyCore interviews Emil, Halb-neue infos?
// by F0lem: Hab mal den Titel gekürzt, sah etwas unschön aus.
Eins-zu-eins Copy von Brother_None's post im Bethesda Forum, dachte es ist vielleicht interessant fuer Euch weil doch ein paar kleinere neue infos dabei sind. Original
NMA Interview mit Emil Pagiarulo
StrategyCore Interview & Preview
There's some new info in there as SC asks some questions no one else did. I quote, a lot.
QUOTE
"What it comes down to is that we're all Fallout fans. We love the original games. (But) not every Fallout fan wants a turn-based isometric game." Emil Pagliarulo, Lead Designer, Fallout 3
(...)
SC: So what happens when your character levels? You choose the skills you want to boost?
EP: Yeah, when you level you get skill points, and the number of skill points you get are based on your intelligence. So you can put those toward your skills and the primary tag skills get more points added when you level up.
(...)
Other interviewer: Do you run into instances where NPCs are fighting?
SC: Or random encounters?
EP: We love to do that and we have good tools to do it. We didn't do this in Oblivion, but for the first time we actually have a designer completely dedicated to free-form encounters out in the wasteland. You'll definitely encounter people fighting rad scorpions and other creatures out in the wasteland. It's definitely a single character game, but there are companions that you take. Your companions are based on your karma, so there's a sunset of companions that are good guys, evil guys or neutral. But you need to find those guys, take them with you, and watch the interaction between those characters.
(...)
SC: Are there going to be a lot of new weapons? The FatMan (essentially a nuclear hand grenade launcher) in the presentation is new, but what other new weapons will there be?
EP: There are a lot of weapons. I was surprised looking at our weapon list and seeing how many we had. There are the Fallout weapon skills: big guns, small guns, energy weapons, melee, unarmed which are all fully exploited, so we have weapons for them all. We also have a series of custom made weapons that you can construct if you find a schematic and the right junk in the wasteland. So yes, there are quite a few weapons.
(...)
SC: No shots to the eyes?
EP: No, and I'll tell you why. We talked about that, we prototyped it, and when you play the game and see it in such high def, when you shoot someone in the eyes you expect the head to blow up anyway. Shooting someone in the head has the same effect. If you get a critical on them they get dazed and stuff.
SC: It doesn't look like you could finish the game without killing a lot of people.
EP: Not entirely true. It depends on the quest. You saw all the speech options and dialog in the demo. As far as dialog options go, that's just the tip of the iceberg. The amount of interaction through dialog is three times what we had in Oblivion. There's a really strong stealth component. There are a lot of paths through the quests and some are non-violent. That said, you can't wander off into the wasteland and expect to live.
SC: Can a character dodge?
EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down.
(...)
SC: Are there any new mutant animals?
EP: New mutant animals. Let's see. We're still going through our creature list. I don't want to say what they are, but yes.
Other interviewer: What kind of creatures are in the game?
EP: All of the Fallout classics are back. There's a full line of robots: you saw the Protectron in the presentation (a Robby-the-Robot-type robot that was in the Metro Subway), Mr. Handy, Robobrain and Sentrybot. Right before E3 the rad scorpion just went in fully animated. There's also the classic deathclaw. There are lots of creatures are in the game.
SC: So is the DC Brotherhood of Steel the same Brotherhood of Steel that was on the West Coast? Is it nationwide?
EP: You’re the only person that asked me that question. I'm surprised that no one else has. Let me just say that its come up a lot that "How did the Super Mutants and the Brotherhood of Steel get on the East Coast?". We answer those questions in the game and there's a reason why they're there. They are somehow connected to the other Brotherhood of Steel but we cover those bases within the game.
(...)
Other interviewer: Is there a centralized storyline or is it completely free branching?
EP: There is definitely a storyline. We use the character's dad as a device: Dad leaves the Vault, you follow him. But why did he leave? What was he up to? And all that ties into the players’ relationship with the Capitol wasteland and are those people worth saving.
Some stuff to discuss:
1. BoS will be explained, it's not the Western BoS
2. Storyline vs branching?
3. RT combat feels like Deus Ex? VATS made based on some odd examples (Call of Duty, Halo?)
4. Random encounters in. Only in the wasteland, not in DC?
5. Can't finish the game without firing a shot, like Fallout 1 and 2, maybe? (Emil's not clear on this point)
Eins-zu-eins Copy von Brother_None's post im Bethesda Forum, dachte es ist vielleicht interessant fuer Euch weil doch ein paar kleinere neue infos dabei sind. Original
NMA Interview mit Emil Pagiarulo
StrategyCore Interview & Preview
There's some new info in there as SC asks some questions no one else did. I quote, a lot.
QUOTE
"What it comes down to is that we're all Fallout fans. We love the original games. (But) not every Fallout fan wants a turn-based isometric game." Emil Pagliarulo, Lead Designer, Fallout 3
(...)
SC: So what happens when your character levels? You choose the skills you want to boost?
EP: Yeah, when you level you get skill points, and the number of skill points you get are based on your intelligence. So you can put those toward your skills and the primary tag skills get more points added when you level up.
(...)
Other interviewer: Do you run into instances where NPCs are fighting?
SC: Or random encounters?
EP: We love to do that and we have good tools to do it. We didn't do this in Oblivion, but for the first time we actually have a designer completely dedicated to free-form encounters out in the wasteland. You'll definitely encounter people fighting rad scorpions and other creatures out in the wasteland. It's definitely a single character game, but there are companions that you take. Your companions are based on your karma, so there's a sunset of companions that are good guys, evil guys or neutral. But you need to find those guys, take them with you, and watch the interaction between those characters.
(...)
SC: Are there going to be a lot of new weapons? The FatMan (essentially a nuclear hand grenade launcher) in the presentation is new, but what other new weapons will there be?
EP: There are a lot of weapons. I was surprised looking at our weapon list and seeing how many we had. There are the Fallout weapon skills: big guns, small guns, energy weapons, melee, unarmed which are all fully exploited, so we have weapons for them all. We also have a series of custom made weapons that you can construct if you find a schematic and the right junk in the wasteland. So yes, there are quite a few weapons.
(...)
SC: No shots to the eyes?
EP: No, and I'll tell you why. We talked about that, we prototyped it, and when you play the game and see it in such high def, when you shoot someone in the eyes you expect the head to blow up anyway. Shooting someone in the head has the same effect. If you get a critical on them they get dazed and stuff.
SC: It doesn't look like you could finish the game without killing a lot of people.
EP: Not entirely true. It depends on the quest. You saw all the speech options and dialog in the demo. As far as dialog options go, that's just the tip of the iceberg. The amount of interaction through dialog is three times what we had in Oblivion. There's a really strong stealth component. There are a lot of paths through the quests and some are non-violent. That said, you can't wander off into the wasteland and expect to live.
SC: Can a character dodge?
EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down.
(...)
SC: Are there any new mutant animals?
EP: New mutant animals. Let's see. We're still going through our creature list. I don't want to say what they are, but yes.
Other interviewer: What kind of creatures are in the game?
EP: All of the Fallout classics are back. There's a full line of robots: you saw the Protectron in the presentation (a Robby-the-Robot-type robot that was in the Metro Subway), Mr. Handy, Robobrain and Sentrybot. Right before E3 the rad scorpion just went in fully animated. There's also the classic deathclaw. There are lots of creatures are in the game.
SC: So is the DC Brotherhood of Steel the same Brotherhood of Steel that was on the West Coast? Is it nationwide?
EP: You’re the only person that asked me that question. I'm surprised that no one else has. Let me just say that its come up a lot that "How did the Super Mutants and the Brotherhood of Steel get on the East Coast?". We answer those questions in the game and there's a reason why they're there. They are somehow connected to the other Brotherhood of Steel but we cover those bases within the game.
(...)
Other interviewer: Is there a centralized storyline or is it completely free branching?
EP: There is definitely a storyline. We use the character's dad as a device: Dad leaves the Vault, you follow him. But why did he leave? What was he up to? And all that ties into the players’ relationship with the Capitol wasteland and are those people worth saving.
Some stuff to discuss:
1. BoS will be explained, it's not the Western BoS
2. Storyline vs branching?
3. RT combat feels like Deus Ex? VATS made based on some odd examples (Call of Duty, Halo?)
4. Random encounters in. Only in the wasteland, not in DC?
5. Can't finish the game without firing a shot, like Fallout 1 and 2, maybe? (Emil's not clear on this point)
Last edited by Blinzler on Fri Jul 20, 2007 10:18 pm, edited 1 time in total.
Re: StrategyCore interviews Emil, Halb-neue infos? (Englisch Kenntnisse hilfreic
Wenn's wirklich notwendig ist wuerd ich mir auch die Muehe einer Uebersetzung machen - muss nur ausreichend Interesse bestehen.
Re: StrategyCore interviews Emil, Halb-neue infos?
ist eigentlich recht leicht zu verstehen
Re: StrategyCore interviews Emil, Halb-neue infos?
Wenn es nach mir geht, ist eine Übersetzung nicht notwendig. Sollte aber anderen vielleicht helfen.
Finde ich so am besten, dieses Learning-By-Doing-System hat zwar auch seine Reize, ist allerdings viel zu unausgeglichen und daher nicht geeignet.
Aber nicht im alten Stile, oder? So wie ich das jetzt mitbekommen habe, soll es ja eine offene Welt sein, so wie in Oblivion, oder?
SC: So what happens when your character levels? You choose the skills you want to boost?
EP: Yeah, when you level you get skill points, and the number of skill points you get are based on your intelligence. So you can put those toward your skills and the primary tag skills get more points added when you level up.
Finde ich so am besten, dieses Learning-By-Doing-System hat zwar auch seine Reize, ist allerdings viel zu unausgeglichen und daher nicht geeignet.
Hm. Ist für mich jetzt kein Punkt, sofort wieder mit dem Knüppel zu kommen, aber das klingt schon wieder etwas komisch. Wieso dann immernoch "BoS"? Aber gut, warten wir mal die Erklärung ab.1. BoS will be explained, it's not the Western BoS
Auch, wenn es jetzt wohl eine typische "finde deinen Vater, der später sowieso stirbt"-Story wird, denke ich, dass man es hier halten kann, wie man will. Eine Suche ohne jegliche Informationen (-> zielloses Umherlaufen, also im Endeffekt kein wirklicher Story-Pfad) würde mich jedenfalls sehr reizen.2. Storyline vs branching?
Ich kann mich jetzt leider nicht mehr so gut an Deus Ex erinnern. Aber war es da nicht einfach nur Real-Time-Combat?3. RT combat feels like Deus Ex? VATS made based on some odd examples (Call of Duty, Halo?)
?4. Random encounters in. Only in the wasteland, not in DC?
Aber nicht im alten Stile, oder? So wie ich das jetzt mitbekommen habe, soll es ja eine offene Welt sein, so wie in Oblivion, oder?
Geht in Ordnung ... In so einer Welt kriegt man schließlich nichts geschenkt.5. Can't finish the game without firing a shot
Re: StrategyCore interviews Emil, Halb-neue infos?
Zufallsbegegnungen stelle ich mir s vor:
- man benutzt Schnellreisefunktion
- Wie in Fallout gibts jetzt ein Kreuz, das über eine Karte wandert
- ab und an wird die Schnellreise unterbrochen und es gibt ein Zufallsereignis.
Quasi wie in Oblivion, nur langsamer und man sieht, das man sich irgendwohin bewegt. Man wird also nicht einfach nur "gebeamt".
Also so stelle ich mir das jedenfalls vor.
- man benutzt Schnellreisefunktion
- Wie in Fallout gibts jetzt ein Kreuz, das über eine Karte wandert
- ab und an wird die Schnellreise unterbrochen und es gibt ein Zufallsereignis.
Quasi wie in Oblivion, nur langsamer und man sieht, das man sich irgendwohin bewegt. Man wird also nicht einfach nur "gebeamt".
Also so stelle ich mir das jedenfalls vor.
only when you no-life you can exist forever, because what does not live cannot die
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Re: StrategyCore interviews Emil, Halb-neue infos?
@Blinzler
Warum fragst du überhaupt? Du kennst die Antwort doch schon
Nicht alle hier sind der englischen Sprache mächtig^^
@Interview:
Das ergiebigste was ich bisher zu FO3 erfahren habe, bezg. NPS, Waffen, Kreaturen, die BOS-Geschichte. Irgendwie bin ich gespannt noch mehr zu erfahren. Vielleicht falle ich gerade in meinen angesoffenen Zustand auf ne Marketingschiene hin ich schaus mir morgen nochmal genau an.
Aber darin sehe ich wirklich Diskussionsstoff:
Warum fragst du überhaupt? Du kennst die Antwort doch schon
Nicht alle hier sind der englischen Sprache mächtig^^
@Interview:
Das ergiebigste was ich bisher zu FO3 erfahren habe, bezg. NPS, Waffen, Kreaturen, die BOS-Geschichte. Irgendwie bin ich gespannt noch mehr zu erfahren. Vielleicht falle ich gerade in meinen angesoffenen Zustand auf ne Marketingschiene hin ich schaus mir morgen nochmal genau an.
Aber darin sehe ich wirklich Diskussionsstoff:
Some stuff to discuss:
1. BoS will be explained, it's not the Western BoS
2. Storyline vs branching?
3. RT combat feels like Deus Ex? VATS made based on some odd examples (Call of Duty, Halo?)
4. Random encounters in. Only in the wasteland, not in DC?
5. Can't finish the game without firing a shot, like Fallout 1 and 2, maybe? (Emil's not clear on this point)
„Ich persönlich weiß es nicht, ob es noch besser geht, das System zu verstehn, als mit ner Fresse voller Pfefferspray.“
Holger Burner
Lilya Palijova
Holger Burner
Lilya Palijova
Re: StrategyCore interviews Emil, Halb-neue infos?
wtf? Ist das etwa schon bestätigt? Bitte sag nein!Lexx wrote: - man benutzt Schnellreisefunktion
Re: StrategyCore interviews Emil, Halb-neue infos?
Schnellreisefunktion ist bestaetigt ABER sie ist nicht wie die in Oblivion. Wie genau sie ausseht ist offen.
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Re: StrategyCore interviews Emil, Halb-neue infos?
Hoffentlich wie in FOriginal
„Ich persönlich weiß es nicht, ob es noch besser geht, das System zu verstehn, als mit ner Fresse voller Pfefferspray.“
Holger Burner
Lilya Palijova
Holger Burner
Lilya Palijova
Re: StrategyCore interviews Emil, Halb-neue infos?
Soll die Schnellreisefunktion dieses UBahn-Ding sein, wo schon von berichtet wurde? Das wäre ja noch akzeptabel. Hauptsache, es wird nicht so, wie in Oblivion. Als nächstes kommt noch der Quest-Pfeil!
Re: StrategyCore interviews Emil, Halb-neue infos?
U-Bahn Ding
Davon hab ich ja noch gar nix gehört gibt etwa in einer postapokalyptischen Welt noch ein funktionierenes Nahverkehr system?
Davon hab ich ja noch gar nix gehört gibt etwa in einer postapokalyptischen Welt noch ein funktionierenes Nahverkehr system?
persistent_gloom wrote:"Wer ist der Vater?"
"Die Faust meiner Freundin!"
Lexx wrote: In 15 Jahren wird früher alles besser sein.
Re: StrategyCore interviews Emil, Halb-neue infos?
Also U-Bahn Bereiche soll es geben. Ich denke aber, dass werden nur die Tunnel sein und keine fahrenden Vehikel.
only when you no-life you can exist forever, because what does not live cannot die
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Re: StrategyCore interviews Emil, Halb-neue infos?
Das wäre ja echt das Letzte...und dann noch eine Spielautomatik, wo man nur eingeben muss wie schlecht oder gut man das Spiel beenden willF0lem wrote: Als nächstes kommt noch der Quest-Pfeil!
Ich hoffe stark, das die Schnellreise genau die Gleiche ist wie im ersten bzw. zweiten.
Hey, das reicht für ein remake *g*Other interviewer: What kind of creatures are in the game?
EP: All of the Fallout classics are back
Code: Select all
SC: Can a character dodge?
EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down.
Deckung, Schießen, Deckung ganz wie im richtigen leben auf der Straße
Fallout 3
Release 3-4. Quartal 2008
Release 3-4. Quartal 2008
Re: StrategyCore interviews Emil, Halb-neue infos?
Der Quest-Pfeil scheint in erreichbare Nähe gerückt zu sein:F0lem wrote: Als nächstes kommt noch der Quest-Pfeil!
Ron Burke auf NMA
Mich überrascht aber gar nichts mehr.
Mass Effect 2 is an RPG. The blue lesbian species are pretty much elves, and biotics are magic. It probably has some lightsaber ripoff too.
Call of Duty, on the other hand, is not an RPG. While it has knives, which count as swords in a pinch, the closest it gets to Elves and magic are Russians.
I don't get the industry's obsession with people who don't like RPGs. Why make RPGs that play like action games? Why not make action games instead? - Vault Dweller
Call of Duty, on the other hand, is not an RPG. While it has knives, which count as swords in a pinch, the closest it gets to Elves and magic are Russians.
I don't get the industry's obsession with people who don't like RPGs. Why make RPGs that play like action games? Why not make action games instead? - Vault Dweller
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Re: StrategyCore interviews Emil, Halb-neue infos?
Rrinnert mich an TF, da war dieses ganze Ducken etc, Sysem vom taktischen Standpunkt her völlig überflüssig - nicht zu vergessen, dass ich kein Taktik- sondern ein Rollenspiel will. die andere Möglichkeit wäre ein Egoshooter, bei dem macht sowas auch gescheit Sinn.........das wird ein neues Spielgefühl geben, wenn ich mir das so vorstelle.Code: Select all
SC: Can a character dodge? EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down.
Deckung, Schießen, Deckung ganz wie im richtigen leben auf der Straße
Tanzt den Zitrus!
A.k.a. Fitruszucht
A.k.a. Fitruszucht
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Re: StrategyCore interviews Emil, Halb-neue infos?
dann hoffe ich aber das man wenn man auf schwer o.ä. spielt, dieser weg istPunck_D wrote:Der Quest-Pfeil scheint in erreichbare Nähe gerückt zu sein:F0lem wrote: Als nächstes kommt noch der Quest-Pfeil!
Ron Burke auf NMA
Mich überrascht aber gar nichts mehr.
Fallout 3
Release 3-4. Quartal 2008
Release 3-4. Quartal 2008
Re: StrategyCore interviews Emil, Halb-neue infos?
War der bei Oblivion weg, wenn man auf schwer spielt? Nö. Muss aber auch sagen, dass ich Oblivion (mit Mods) und ohne Quest Pfeil auch niemals durchgespielt hätte. Die Welt ist einfach zu riesig, als das ich bock hätte, andauernd von A nach B zu rennen. Bei Fallout ist das was anderes, da sind ja die Maps nicht so riesig, aber in der Oblivion Welt ohne Orientierungshilfe... das hat mich bei Morrowind schon ziemlich angekotzt.
only when you no-life you can exist forever, because what does not live cannot die