Bethesda has posted Fan Interview #2 in which fan questions have been selected and answered, amongst other things confirming that children will not be killable, traits have been merged with perks, and intelligent and recruitable non-human NPCs exist. Along with a total of 25 questions and answers, three new pictures were released:
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The most important snippets from the interview:<blockquote>2) Are children and otherwise non essential or non-quest related NPC's vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people? Please elaborate as much as you can, especially on why you choose to do it that way.
You will not be able to be a child killer. There are several reasons for this, some of them are very basic, like we wouldn't be able to sell the game, anywhere to anyone, if the children could be killed. I'm not using that as a scapegoat. We never wanted the game to offer any incentive or desire to be blowing kids away, so from our initial designs, we didn't know how we were going to handle if you shot them, we just knew it was going to be a big no-no, especially with a system like VATS and the graphic fidelity the gore has. Anyway, when attacked, all children flee and any regular NPCs friendly to the children will instantly attack you, so it feels good in the game, in that there is an appropriate response.
In regards to essential NPCs, it works like Oblivion, in that when they "die" they get knocked "unconscious" and get up a little while later. It worked well in Oblivion, so we kept that system, as you can still attack everyone that you want, and get at least a small benefit (being able to avoid them while they are down). I will say that the number of essential characters is minute compared to Oblivion and we've gone to pretty big lengths to cover a lot of people's deaths, but sometimes that's just not possible.
4) Are most of the non-human entities in the game of hostile intent, or can some be reasoned with, or even recruited as companions under the right circumstances?
Most are hostile, but not all. Yes, some can be reasoned with and even hired.
7) What can you tell us about the way Armor works, will it come as a full set or as parts, and how will it influence perception? Will there be a special HUD when wearing it?
It comes as two parts, the body part and the helmet. So you can mix and match. And then you can also put on things like glasses and other items. Different outfits also come with different stat boosts sometimes, and do more then basic "damage resistance". Like mechanic's coveralls that boost your repair skill, that kind of thing. We wanted a reason that you might wear clothes as well as armor. There's a merchant's outfit that ups your Barter skill for instance.
9) Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future? And how about the console versions, what have you done to give them the same options PC players have?
It will definitely not be included on the disk. If and when one is available, it will be a free download. I wish I could promise that an editor will be coming and when, but I can't.
11. How common are the 'Dungeon' areas, and do they play a part in the main story, or are they isolated side quests of their own with little bearing on the outside world. And regarding the creatures inside the dungeons, do they re-spawn or can players clear the area permanently?
They are common, and play a part throughout the game, whether that's the main quest, side quests or just exploring. To even get to downtown DC you're going to have to go through some metro tunnels. And then when you are downtown, the whole thing is like one giant "dungeon". Any structure of size, an office building, destroyed factory, school, hospital, you name it – we use all of these as "dungeons".
15) How will the real-time combat skills work? Will the chance of missing be larger as the skill is lower, or does it affect the amount of damage done? Or will this be featured in weapons swaying and/or recoil compensation?
The skill affects both how well you aim (your hand wobbles on screen), and how much damage you do with a shot. Over the course of the project, we really dialed back the skill wobble, and dialed up the damage effect. It's really not fun to miss all the time, it just made the game feel terrible. You can also "aim", like many shooters. You use the right mouse button, or left trigger on a console, and your character aims at the target. You can't run while you are aiming, but it negates most of the skill wobble. Not all of it, but enough to compensate for a really bad skill. What you find is, as your skill raises, you don't have to rely on aiming as much, so it's a good balance.</blockquote>And finally, traits and perks have been merged. Interestingly, the explanation of the reasoning behind this ignores the issue that perks were purely positive, while traits had negative side-effects:<blockquote>Ok, time for some, perhaps, bad news. Traits have been rolled into Perks. That was a hard decision for us, and one that took, literally, years. We kept coming back to it, and re-discussing it, and once we were playing the game, found that the difference between the two systems was so similar that even half the entries in the community "design a perk" contest were actually traits. Take "Bloody Mess" for example, probably the most famous trait. Is the game really more fun if that can only be taken at the very start? Why can't you pick it at level 6? What's so important about having it only at the start? The perk choice is probably one of the most fun parts of the game, and to relegate certain ones to only be chosen when you first start, before you've even played the game and know how any of it feels, just didn't prove as fun to us. How do you know you want Bloody Mess if you haven't seen how bloody the current mess is? (did I just type that?) Anyway, trust me when I say this one was a debate, a long one, and a decision we're not naive enough to think will be understood or applauded by everyone.
Anyway, many traits from Fallout return, but as perks. And many perks return, as perks. Another change over the last year is that you now pick a perk every time you level, and the perks have been balanced accordingly. Like I said before, we found the level-up-pick-a-perk experience to be so enjoyable, it was actually confusing people why they couldn't do it every level. Perks also still have prerequisites for certain stats, including your level. New perks open up at even levels, so while you still get to pick a perk at the odd levels, you won't see any new ones based on your level, but may see a new one based on say, your Science skill.
The good news is that there are a ton of perks, around 100 if you include the multiple ranks. And with a level cap of 20, you still have only 19 times you get to pick one, so you need at least 5 playthroughs of the game to use them all. It was important to us with all of this, that the choices were hard for the player, no matter what the skills/traits/perks were, and that you couldn't see it all the first time through.</blockquote>There are more bits of info, but we can't put them all here. So go read it!
Link: Bethesda's Fan Interview #2
Thanks Ausir.
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The most important snippets from the interview:<blockquote>2) Are children and otherwise non essential or non-quest related NPC's vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people? Please elaborate as much as you can, especially on why you choose to do it that way.
You will not be able to be a child killer. There are several reasons for this, some of them are very basic, like we wouldn't be able to sell the game, anywhere to anyone, if the children could be killed. I'm not using that as a scapegoat. We never wanted the game to offer any incentive or desire to be blowing kids away, so from our initial designs, we didn't know how we were going to handle if you shot them, we just knew it was going to be a big no-no, especially with a system like VATS and the graphic fidelity the gore has. Anyway, when attacked, all children flee and any regular NPCs friendly to the children will instantly attack you, so it feels good in the game, in that there is an appropriate response.
In regards to essential NPCs, it works like Oblivion, in that when they "die" they get knocked "unconscious" and get up a little while later. It worked well in Oblivion, so we kept that system, as you can still attack everyone that you want, and get at least a small benefit (being able to avoid them while they are down). I will say that the number of essential characters is minute compared to Oblivion and we've gone to pretty big lengths to cover a lot of people's deaths, but sometimes that's just not possible.
4) Are most of the non-human entities in the game of hostile intent, or can some be reasoned with, or even recruited as companions under the right circumstances?
Most are hostile, but not all. Yes, some can be reasoned with and even hired.
7) What can you tell us about the way Armor works, will it come as a full set or as parts, and how will it influence perception? Will there be a special HUD when wearing it?
It comes as two parts, the body part and the helmet. So you can mix and match. And then you can also put on things like glasses and other items. Different outfits also come with different stat boosts sometimes, and do more then basic "damage resistance". Like mechanic's coveralls that boost your repair skill, that kind of thing. We wanted a reason that you might wear clothes as well as armor. There's a merchant's outfit that ups your Barter skill for instance.
9) Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future? And how about the console versions, what have you done to give them the same options PC players have?
It will definitely not be included on the disk. If and when one is available, it will be a free download. I wish I could promise that an editor will be coming and when, but I can't.
11. How common are the 'Dungeon' areas, and do they play a part in the main story, or are they isolated side quests of their own with little bearing on the outside world. And regarding the creatures inside the dungeons, do they re-spawn or can players clear the area permanently?
They are common, and play a part throughout the game, whether that's the main quest, side quests or just exploring. To even get to downtown DC you're going to have to go through some metro tunnels. And then when you are downtown, the whole thing is like one giant "dungeon". Any structure of size, an office building, destroyed factory, school, hospital, you name it – we use all of these as "dungeons".
15) How will the real-time combat skills work? Will the chance of missing be larger as the skill is lower, or does it affect the amount of damage done? Or will this be featured in weapons swaying and/or recoil compensation?
The skill affects both how well you aim (your hand wobbles on screen), and how much damage you do with a shot. Over the course of the project, we really dialed back the skill wobble, and dialed up the damage effect. It's really not fun to miss all the time, it just made the game feel terrible. You can also "aim", like many shooters. You use the right mouse button, or left trigger on a console, and your character aims at the target. You can't run while you are aiming, but it negates most of the skill wobble. Not all of it, but enough to compensate for a really bad skill. What you find is, as your skill raises, you don't have to rely on aiming as much, so it's a good balance.</blockquote>And finally, traits and perks have been merged. Interestingly, the explanation of the reasoning behind this ignores the issue that perks were purely positive, while traits had negative side-effects:<blockquote>Ok, time for some, perhaps, bad news. Traits have been rolled into Perks. That was a hard decision for us, and one that took, literally, years. We kept coming back to it, and re-discussing it, and once we were playing the game, found that the difference between the two systems was so similar that even half the entries in the community "design a perk" contest were actually traits. Take "Bloody Mess" for example, probably the most famous trait. Is the game really more fun if that can only be taken at the very start? Why can't you pick it at level 6? What's so important about having it only at the start? The perk choice is probably one of the most fun parts of the game, and to relegate certain ones to only be chosen when you first start, before you've even played the game and know how any of it feels, just didn't prove as fun to us. How do you know you want Bloody Mess if you haven't seen how bloody the current mess is? (did I just type that?) Anyway, trust me when I say this one was a debate, a long one, and a decision we're not naive enough to think will be understood or applauded by everyone.
Anyway, many traits from Fallout return, but as perks. And many perks return, as perks. Another change over the last year is that you now pick a perk every time you level, and the perks have been balanced accordingly. Like I said before, we found the level-up-pick-a-perk experience to be so enjoyable, it was actually confusing people why they couldn't do it every level. Perks also still have prerequisites for certain stats, including your level. New perks open up at even levels, so while you still get to pick a perk at the odd levels, you won't see any new ones based on your level, but may see a new one based on say, your Science skill.
The good news is that there are a ton of perks, around 100 if you include the multiple ranks. And with a level cap of 20, you still have only 19 times you get to pick one, so you need at least 5 playthroughs of the game to use them all. It was important to us with all of this, that the choices were hard for the player, no matter what the skills/traits/perks were, and that you couldn't see it all the first time through.</blockquote>There are more bits of info, but we can't put them all here. So go read it!
Link: Bethesda's Fan Interview #2
Thanks Ausir.