Der interessanteste Beitrag ist wohl Sawyers umfangreiche Antwort auf die Frage, von welchem seiner Spiele er als Entwickler am meisten lernen konnte. Aufgrund der grossen Beliebtheit von Fallout: New Vegas nimmt dieses Spiel dabei wohl den prominentesten Platz ein: Durch dieses Projekt konnte er am meisten darüber erfahren, wie die von ihm entwickelten Spielmechanismen bei der Spielerschaft ankommen.
Diese Erfahrungen illustriert er anschliessend an der Auslassung des Big Guns-Skills, dem Map-Design von New Vegas und seinen Erfahrungen mit dem Fallout: New Vegas-DLC Honest Hearts.I think I've learned a lot from every project I've been on, but I guess F:NV was the most illuminating. It had the longest development cycle of any game I've shipped and, by far, sold the most units on the most platforms. I think that wider-than-usual net helped show how much people "got" or didn't get certain types of gameplay mechanics, narrative structures, etc.
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I think the biggest thing I took away, more definitively than ever, is that how things actually work matters more than how people react to the idea of how they will work. I.e., there are really two levels of response to something in the game: the idea of what it is (often interpreted outside of the game) and the reality of what it is. The idea is often more upsetting or disconcerting to people than the reality. But the bottom line is that the reality actually has to be enjoyable in the context of the game, regardless of where the idea started or what the intent was.
Auch erfahren wir, dass Laserwaffen mit durchgehendem Strahl aufgrund von Bugs nie implementiert wurden:
Schliesslich gibt Sawyer auch noch grundlegende Tipps, wie man einen kampforientierten Charakter in Fallout bzw. Fallout 2 zusammenstellen sollte.We tried implementing continuous beam weapons and they were catastrophically buggy. There were only two "wacky" things we tried doing for weapons, neither of which seemed like they would be difficult to implement. Continuous beams were cut relatively early. Looping reloads (for weapons like the lever-action guns) turned out to be long-term problem.
Early on, the system just manifested a few edge case bugs, so we kept squashing those bugs... but others would spring up. It was very odd, because it did not initially seem like a system that would be particularly problematic.

Links:
Erfahrungen als Gamedesigner
Design der Laserwaffen
Tipps für Anfänger