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The Vault has a new round-up of developer quotes for Fallout Online.
Chris Taylor about the combat system:<blockquote>We try to read as much as possible, but lately, it's been hard to keep up with everything! ^_^
Some things are pretty locked down, like the combat system. We had a strong concept for the combat system from the very beginning. It's not FO1/2, and it's not VATS. It's a SPECIAL based system that works in a MMO environment. You can say it's specially designed for us. We never intended for it to be a FPS or pure shooter. Character skill and stats are very important to the combat system. Probably 50% of the equation. Character gear, player skill, decision making and timing make up the other half.
Like I've said in the past, what gets said here does influence us, naturally, but we do have a very strong vision for the game, so we're not rewriting it based on what we read.
There have been more than a few moments where this forum has made us realize that there was something missing (hey, it's a big game design, there are gaps here and there) or we could tweak it one way or another because we hadn't fully fleshed out that particular feature.
We've got our own strong idea of what the game should be, and we're confident in our skills and experience as game developers. But that doesn't mean we don't listen to the community. Honestly, however, I'd say that it's very difficult for the community to understand the game as a whole at this stage. When we get to beta testing, and people have a chance to play the game instead of discussing it in theory, it will be better for everyone involved.</blockquote>And guilds:<blockquote>I saw a post or two about the naming of "Guilds", and hoping for something other than "Guild" as the name of a player-based social group.
Well, we tried. Internally, we called them something else. We set up wiki pages for the new name, all references in the design docs used the new name, etc... And we kept referring to them as guilds whenever we had a discussion.
Finally, we caved in. If people are going to call them guilds, we might as we support that.
So, our "guilds" are Guilds. Yar, it's not quite appropriate ("Faction" is reserved for something else, and "blankity-blank-blank", the name that we tried to get people to use, was stolen by another part of the design and co-opted to do something else), but it's what everybody uses.(1)
(1) Geek op-ed piece: It annoys me when a paper-and-pencil RPG calls the DM something besides DM, if fantasy, or GM if anything. A GM is a GM. It's not a keeper, or a storyteller, or a HPIC or whatever. It's a GM.</blockquote>Thanks Ausir.
Chris Taylor about the combat system:<blockquote>We try to read as much as possible, but lately, it's been hard to keep up with everything! ^_^
Some things are pretty locked down, like the combat system. We had a strong concept for the combat system from the very beginning. It's not FO1/2, and it's not VATS. It's a SPECIAL based system that works in a MMO environment. You can say it's specially designed for us. We never intended for it to be a FPS or pure shooter. Character skill and stats are very important to the combat system. Probably 50% of the equation. Character gear, player skill, decision making and timing make up the other half.
Like I've said in the past, what gets said here does influence us, naturally, but we do have a very strong vision for the game, so we're not rewriting it based on what we read.
There have been more than a few moments where this forum has made us realize that there was something missing (hey, it's a big game design, there are gaps here and there) or we could tweak it one way or another because we hadn't fully fleshed out that particular feature.
We've got our own strong idea of what the game should be, and we're confident in our skills and experience as game developers. But that doesn't mean we don't listen to the community. Honestly, however, I'd say that it's very difficult for the community to understand the game as a whole at this stage. When we get to beta testing, and people have a chance to play the game instead of discussing it in theory, it will be better for everyone involved.</blockquote>And guilds:<blockquote>I saw a post or two about the naming of "Guilds", and hoping for something other than "Guild" as the name of a player-based social group.
Well, we tried. Internally, we called them something else. We set up wiki pages for the new name, all references in the design docs used the new name, etc... And we kept referring to them as guilds whenever we had a discussion.
Finally, we caved in. If people are going to call them guilds, we might as we support that.
So, our "guilds" are Guilds. Yar, it's not quite appropriate ("Faction" is reserved for something else, and "blankity-blank-blank", the name that we tried to get people to use, was stolen by another part of the design and co-opted to do something else), but it's what everybody uses.(1)
(1) Geek op-ed piece: It annoys me when a paper-and-pencil RPG calls the DM something besides DM, if fantasy, or GM if anything. A GM is a GM. It's not a keeper, or a storyteller, or a HPIC or whatever. It's a GM.</blockquote>Thanks Ausir.