Fallout 1 lead designer (and Tactics senior designer) Chris Taylor had some clarifications on the earlier Fallout 3 developers on Fallout:<blockquote>1. Interface & Hotkeys
I've been playing FO again and there are definitely areas of the interface I would re-design using the experience I've gained over the years. Skill use and Inventory are _way_ up there. Bummer the guy didn't find the hotkeys, it makes the game so much more enjoyable to play.
2. Weapons
The gun choices in FO1 were 90% mine. I felt that weapon technology would have developed differently in the Fallout universe after the split with our timeline, so I tried to make less of the weapons "real-world". The two exceptions (that I can remember) are the Desert Eagle .44 and the 9mm Mauser. The DE was my favorite gun at the time and I had to include it. The 9mm Mauser is an older weapon that I think has a very cool, unique look to it.
Others, like the .223 and the 10mm guns, were based on real-world weapons. (There are guys out there that make pistols that shoot rifle cartridges, like the .223. I applaud their insanity. ^_^)
The 14mm is pure speculation.
And the energy weapons are just plain out fantasy.
My only regret is not including a Colt .45. It fits in the same category as the Mauser. I think it was a question of trying to keep the number of ammo types down.
Nowadays, it's a more interesting question of what weapons to include because more manufacturers pay attention to how their products are used in computer and video games. You might (erm, probably) have to get permission from Glock, for example, to use their likenesses and marks in a game.
-Chris</blockquote>Dan Ross, QA on Fallout 3, is taken aback. There are some more questions further down that thread, nothing pertinent except a clarification that the guys answering questions on the forum really aren't the guys who have any influence on anything.<blockquote>Did it happend that on one or more occasions you were discussing something from this board in terms of bending your view towards it or simply including it? If yes, what topic area from forum was discussed or discussed mostly (like moral, art/graphics, lore stuff, gameplay and so). If not, are you planning to do so in future?
Ricardo Gonzalez (interface programmer): As a coder, I have a very specific field of influence for changes in the game. Possible holes in the BoS backstory? Changes in world architecture? Not my bag. Now, if you want discuss the use of static const member variables over pre-processor defines, then we can talk turkey!
Dan Ross (QA): Not really my department, so no.</blockquote>
I've been playing FO again and there are definitely areas of the interface I would re-design using the experience I've gained over the years. Skill use and Inventory are _way_ up there. Bummer the guy didn't find the hotkeys, it makes the game so much more enjoyable to play.
2. Weapons
The gun choices in FO1 were 90% mine. I felt that weapon technology would have developed differently in the Fallout universe after the split with our timeline, so I tried to make less of the weapons "real-world". The two exceptions (that I can remember) are the Desert Eagle .44 and the 9mm Mauser. The DE was my favorite gun at the time and I had to include it. The 9mm Mauser is an older weapon that I think has a very cool, unique look to it.
Others, like the .223 and the 10mm guns, were based on real-world weapons. (There are guys out there that make pistols that shoot rifle cartridges, like the .223. I applaud their insanity. ^_^)
The 14mm is pure speculation.
And the energy weapons are just plain out fantasy.
My only regret is not including a Colt .45. It fits in the same category as the Mauser. I think it was a question of trying to keep the number of ammo types down.
Nowadays, it's a more interesting question of what weapons to include because more manufacturers pay attention to how their products are used in computer and video games. You might (erm, probably) have to get permission from Glock, for example, to use their likenesses and marks in a game.
-Chris</blockquote>Dan Ross, QA on Fallout 3, is taken aback. There are some more questions further down that thread, nothing pertinent except a clarification that the guys answering questions on the forum really aren't the guys who have any influence on anything.<blockquote>Did it happend that on one or more occasions you were discussing something from this board in terms of bending your view towards it or simply including it? If yes, what topic area from forum was discussed or discussed mostly (like moral, art/graphics, lore stuff, gameplay and so). If not, are you planning to do so in future?
Ricardo Gonzalez (interface programmer): As a coder, I have a very specific field of influence for changes in the game. Possible holes in the BoS backstory? Changes in world architecture? Not my bag. Now, if you want discuss the use of static const member variables over pre-processor defines, then we can talk turkey!
Dan Ross (QA): Not really my department, so no.</blockquote>