This week we interviewed Chris Parks, creator of EPA, Primitive Tribe, Cold Hearts and project lead for Mutants Rising.
<blockquote>Who are you?
What can I say? I have a chemistry degree and am currently studying for a PhD in organometallic reactivity. I have written three novels with a couple more in progress. I am a perfectionist in every sense of the word, which is nowhere near as much of a gift as people seem to think! Several years of illness and family troubles have altered my personality greatly… but I’m still in there fighting.
What do you do outside of modding?
Outside of modding university tends to eat up a significant portion of my life. Other than that, I play snooker several times a week, magic the gathering. Read, write… etc. Typically whatever I fancy at the time.
How did you get into Fallout modding?
During my first year at University I suffered from glandular fever. My body was a mess, but my mind was sharp and active. I remember distinctly looking over the NMA forum at screenshots of F2 and seeing things I had not seen before. Now, I’d played Fallout enough to know that it no longer had any secrets from me and thus my first steps into modding were underway. With no programming experience at all… I downloaded all the tools and I was away.
What work are you most proud of?
It has to be MR without a doubt. My first projects, EPA and Primitive Tribe were poor offerings by someone who didn’t even have a good grasp of modding. MR has pushed me beyond anything I initially expected.
I also was impressed with the Modoc revisited project which was the first project that Dude101 and I worked on together. It’s poor reception made me think long and hard about taking on further projects.
Where do Fallout 1,2,3,NV rank in your all-time favorite titles?
I love Fallout 1, though I play Fallout 2 more often of the two. Tactics, for what it was, was a reasonable effort but not in the style of Fallout 1 or 2. It finds its way out of the cupboard on occasions, even if I do abhor its tedious linearity.
MR has been around since 2003, how many people have worked on the project up to now?
How many atoms are there on a beach? Who knows? MR was underway for several years before I inadvertently took over. Simple answer is many, many people. And at least 4 or 5 separate leaders for various reasons.
What are the challenges working on such a large project?
Initially, the project was spearheaded by myself and Dude101. We both discussed the storyline, but he wrote all the material and I covered the mapping and all the scripting. This actually made the project easier. We gave each other freedom to develop the project within certain guidelines.
More recently, the team has grown to a reasonable number which makes it harder. We have to regularly contact each other on certain issues, share the latest builds and generally make sure that we know what everyone is doing at any one time.
Even harder than that is getting people to work within a flexible timeframe when we all have careers, partners (at least some of the team have partners). This is one of the major challenges to overcome.
Furthermore, a larger team tends to make the design take longer to iron out than a small team. We take longer to discuss major issues before reaching a compromise that works for everyone.
How do you find the creativity to do this?
I’ve always had an imaginative and active mind, hence the novel writing. This. combined with a belief that I can do anything I put my mind to makes it relatively easy to attempt what is generally accepted as the impossible (even when technically it is improbable). This last few years have been harder to find the creativity (for various reasons), but luckily I now have a dedicated team that come up with the creativity – all I have to do is script them!
When the "Last Bastion of Hope" Fan Made Fallout died, MR took on that role. Do you feel the pressure of the community weighing down on you to produce a great game?
Yes. Simply put. This project has been going so long that people will expect the earth from it. How MR is received will greatly affect my future role on the fora. However, we are not the only total conversion in the works so whilst I feel pressure concerning the reception of MR I don’t feel required to be the standard bearer for fallout modding projects.
Will MR ever be released, or is it some kind of metaphor for a goal we must all try to reach?
MR will certainly be released.
Who is your most influential modder?
A real tough one this. DrK is inspiring to say the least (and any who get that will know why) This guy pushes the boundaries of what can and can’t be done with an engine.
In the early days, I was helped a lot by Sirren67 and killap. I came to the forum asking for scripting help and whether I was lucky, or chose the write project (EPA) I’ll never know – but the community really helped me out and I got a NMA newspost very soon after announcing my project.
Killap’s overall dedication is outstanding and should be used as a yardstick to us all.
Timeslip is a genius amongst mortals and I wish I had her talent in the programming department. Many things we considered impossible are now very much routine.
I also need to make a special mention of a good friend of mine, ardent. Without him, MR may have folder in recent years (due to my workload away from the forum) He has taken on the project and developed it like his own and we owe a lot to him. MR is a better place with him around.
Also, the MR team is inspiring. There’s some great people working on the project at the moment and the dedication they have is unbelievable.
Any advice for newcomers to the modding scene?
Go for it and don’t let other people get you down if you have a vision. From a practical side of things, start small and get used to the tools before reaching for the outermost galaxies.
Who is your favorite fallout character and why?
Myron? I am essentially a nerdy science geek. I just hope I’m liked more than Myron. Harold always made me laugh as well.
What would you prioritise if you survived a nuclear war (water, procreation, saving knowledge or finding shelter)?
Ah the Sheldon question! Probably water – we can’t survive long without it, food, shelter, preserving knowledge. I just hope I’m never in the position where I need to decide!
What's your take on experimental game mechanics, which have been discussed in the modding forums: food system, more severe radiation and poison effects, balancing stats and perks, balancing weapons, ammo mods, etc? Would you like to include some of them in MR?
I love them! But I am wary of turning fallout into the SIMS. I don’t want my character to catch a disease for not washing their hands after visiting the toilet and such nonsense! However, radiation, poison and diseases have been included in MR.
Such things as ammo mods and game balancing things are on the list of things to do as well.
Having extensive experience with managing modding teams - what size of team is optimal for you?
Good question. In some areas you can never have enough people! Artists and writers fall into this category. Regarding scripters, I think around 3 is optimal for fallout. Any more and you get into a situation where everyone has such a different build that it becomes a mess.
What are your plans for the future? MR 2?
Depends on how the community receives this game. I have plans for an expansion pack for MR with 2 or 3 new cities (efforts have already been made to reference and mention these areas so it won’t feel like they’ve been dropped in from nowhere!)
I also have some ideas from MR 2 and I had discussed ideas for a project with MIB88.
Who knows what the future will bring? Like the proverbial electron. I know where I’m going, but I’m not sure how fast.</blockquote>
<blockquote>Who are you?
What can I say? I have a chemistry degree and am currently studying for a PhD in organometallic reactivity. I have written three novels with a couple more in progress. I am a perfectionist in every sense of the word, which is nowhere near as much of a gift as people seem to think! Several years of illness and family troubles have altered my personality greatly… but I’m still in there fighting.
What do you do outside of modding?
Outside of modding university tends to eat up a significant portion of my life. Other than that, I play snooker several times a week, magic the gathering. Read, write… etc. Typically whatever I fancy at the time.
How did you get into Fallout modding?
During my first year at University I suffered from glandular fever. My body was a mess, but my mind was sharp and active. I remember distinctly looking over the NMA forum at screenshots of F2 and seeing things I had not seen before. Now, I’d played Fallout enough to know that it no longer had any secrets from me and thus my first steps into modding were underway. With no programming experience at all… I downloaded all the tools and I was away.
What work are you most proud of?
It has to be MR without a doubt. My first projects, EPA and Primitive Tribe were poor offerings by someone who didn’t even have a good grasp of modding. MR has pushed me beyond anything I initially expected.
I also was impressed with the Modoc revisited project which was the first project that Dude101 and I worked on together. It’s poor reception made me think long and hard about taking on further projects.
Where do Fallout 1,2,3,NV rank in your all-time favorite titles?
I love Fallout 1, though I play Fallout 2 more often of the two. Tactics, for what it was, was a reasonable effort but not in the style of Fallout 1 or 2. It finds its way out of the cupboard on occasions, even if I do abhor its tedious linearity.
MR has been around since 2003, how many people have worked on the project up to now?
How many atoms are there on a beach? Who knows? MR was underway for several years before I inadvertently took over. Simple answer is many, many people. And at least 4 or 5 separate leaders for various reasons.
What are the challenges working on such a large project?
Initially, the project was spearheaded by myself and Dude101. We both discussed the storyline, but he wrote all the material and I covered the mapping and all the scripting. This actually made the project easier. We gave each other freedom to develop the project within certain guidelines.
More recently, the team has grown to a reasonable number which makes it harder. We have to regularly contact each other on certain issues, share the latest builds and generally make sure that we know what everyone is doing at any one time.
Even harder than that is getting people to work within a flexible timeframe when we all have careers, partners (at least some of the team have partners). This is one of the major challenges to overcome.
Furthermore, a larger team tends to make the design take longer to iron out than a small team. We take longer to discuss major issues before reaching a compromise that works for everyone.
How do you find the creativity to do this?
I’ve always had an imaginative and active mind, hence the novel writing. This. combined with a belief that I can do anything I put my mind to makes it relatively easy to attempt what is generally accepted as the impossible (even when technically it is improbable). This last few years have been harder to find the creativity (for various reasons), but luckily I now have a dedicated team that come up with the creativity – all I have to do is script them!
When the "Last Bastion of Hope" Fan Made Fallout died, MR took on that role. Do you feel the pressure of the community weighing down on you to produce a great game?
Yes. Simply put. This project has been going so long that people will expect the earth from it. How MR is received will greatly affect my future role on the fora. However, we are not the only total conversion in the works so whilst I feel pressure concerning the reception of MR I don’t feel required to be the standard bearer for fallout modding projects.
Will MR ever be released, or is it some kind of metaphor for a goal we must all try to reach?
MR will certainly be released.
Who is your most influential modder?
A real tough one this. DrK is inspiring to say the least (and any who get that will know why) This guy pushes the boundaries of what can and can’t be done with an engine.
In the early days, I was helped a lot by Sirren67 and killap. I came to the forum asking for scripting help and whether I was lucky, or chose the write project (EPA) I’ll never know – but the community really helped me out and I got a NMA newspost very soon after announcing my project.
Killap’s overall dedication is outstanding and should be used as a yardstick to us all.
Timeslip is a genius amongst mortals and I wish I had her talent in the programming department. Many things we considered impossible are now very much routine.
I also need to make a special mention of a good friend of mine, ardent. Without him, MR may have folder in recent years (due to my workload away from the forum) He has taken on the project and developed it like his own and we owe a lot to him. MR is a better place with him around.
Also, the MR team is inspiring. There’s some great people working on the project at the moment and the dedication they have is unbelievable.
Any advice for newcomers to the modding scene?
Go for it and don’t let other people get you down if you have a vision. From a practical side of things, start small and get used to the tools before reaching for the outermost galaxies.
Who is your favorite fallout character and why?
Myron? I am essentially a nerdy science geek. I just hope I’m liked more than Myron. Harold always made me laugh as well.
What would you prioritise if you survived a nuclear war (water, procreation, saving knowledge or finding shelter)?
Ah the Sheldon question! Probably water – we can’t survive long without it, food, shelter, preserving knowledge. I just hope I’m never in the position where I need to decide!
What's your take on experimental game mechanics, which have been discussed in the modding forums: food system, more severe radiation and poison effects, balancing stats and perks, balancing weapons, ammo mods, etc? Would you like to include some of them in MR?
I love them! But I am wary of turning fallout into the SIMS. I don’t want my character to catch a disease for not washing their hands after visiting the toilet and such nonsense! However, radiation, poison and diseases have been included in MR.
Such things as ammo mods and game balancing things are on the list of things to do as well.
Having extensive experience with managing modding teams - what size of team is optimal for you?
Good question. In some areas you can never have enough people! Artists and writers fall into this category. Regarding scripters, I think around 3 is optimal for fallout. Any more and you get into a situation where everyone has such a different build that it becomes a mess.
What are your plans for the future? MR 2?
Depends on how the community receives this game. I have plans for an expansion pack for MR with 2 or 3 new cities (efforts have already been made to reference and mention these areas so it won’t feel like they’ve been dropped in from nowhere!)
I also have some ideas from MR 2 and I had discussed ideas for a project with MIB88.
Who knows what the future will bring? Like the proverbial electron. I know where I’m going, but I’m not sure how fast.</blockquote>