Das komplette Interview findet ihr auf Neocrisis.What inspired you make this game?
Primarily, I was inspired by my memories of the original Fallout and by my trips through the Mojave Desert between Los Angeles and Las Vegas. A lot of my personal drive came from a desire to explore the development of civilizations that were starting to mature toward the end of Fallout 2. Fallout 3's Capital Wasteland was still getting back on its feet, so I thought it would be interesting to show how the Mojave Wasteland was growing into a post-post-apocalyptic landscape.
While developing the game, what was the hardest issue(s) that you came across?
Managing memory in an open world game can be difficult, especially in city environments. The number of props, textures, and characters walking around can eat up memory quickly, and it takes a lot of time to optimize and cut up areas to work properly.
What was your "best moment" during development?
Honestly, it was shipping the game.
Were you able to incorporate all of the ideas that were proposed?
We came into the project with no experience working on the engine, so we had to try a lot of ideas and throw them out if they weren't feasible. I'm happy with the number of new features we implemented, though. My personal favorites are the damage threshold, weapon mod, and ammo subtype systems. I think they add a lot to the game.
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Could you explain how Fallout: New Vegas is different from previous titles? For example, it could be that you are using a new game engine.
In New Vegas, we try to go beyond the post-apocalyptic societies of Fallout and Fallout 2 and explore the post-post-apocalyptic world. Groups like the New California Republic and Caesar's Legion are highly organized civilizations with developed societies and distinct world views. The world has grown beyond community, gang, or tribal conflicts and now suffers from larger issues. There are embassies, diplomats, rogue factions, and bureaucratic inefficiencies to deal with.
Link:
J.E. Sawyer Interview auf Neocrisis