Bethesda provided yet another set of scans to a magazine that listed Fallout 3 as one of the most anticipated games of 2008, this time it's PC Gamer.
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The architecture is pretty good. The second one shows a lot of what is wrong with Fallout 3 (in our opinion).
The magazine also features an article in which Todd Howard explains his particular preference towards blending genres and how you can do anything with RPGs.<blockquote>That's what is so energizing about RPGs; they can be anything. RPGs are the ultimate genre blender; there is no feature you can not at least consider.
(...)
The second [rule; after "great games are played, not made" - ed.] is "Keep it Simple." Polishing up a feature and tucking in all its corners takes more time than your brain thinks it will. The more elegant and simple a system is, the better all the systems will play with each other, yielding heightened player expectations.
The last rule is "Define the Experience." Do not define your games by a list of features; define it by what the player experiences. This allows you to weed out superfluous interactions from the essential ones as you play your game.
It's that last one that creates the genre blending effect. Each part is defined by its interaction and how it makes the player feel. From exploring the world as a whole to talking to NPCs to combat - all these are seperate forms of interaction. For Fallout 3, the list grows to picking locks, laying mines, hacking computers, performing surgery, repairing items, ordering companions, finding radio stations, and more.</blockquote>
Fallout 3 is indeed in capable hands. Buy the magazine to read the rest.
Thanks Stag.
<center>
The architecture is pretty good. The second one shows a lot of what is wrong with Fallout 3 (in our opinion).
The magazine also features an article in which Todd Howard explains his particular preference towards blending genres and how you can do anything with RPGs.<blockquote>That's what is so energizing about RPGs; they can be anything. RPGs are the ultimate genre blender; there is no feature you can not at least consider.
(...)
The second [rule; after "great games are played, not made" - ed.] is "Keep it Simple." Polishing up a feature and tucking in all its corners takes more time than your brain thinks it will. The more elegant and simple a system is, the better all the systems will play with each other, yielding heightened player expectations.
The last rule is "Define the Experience." Do not define your games by a list of features; define it by what the player experiences. This allows you to weed out superfluous interactions from the essential ones as you play your game.
It's that last one that creates the genre blending effect. Each part is defined by its interaction and how it makes the player feel. From exploring the world as a whole to talking to NPCs to combat - all these are seperate forms of interaction. For Fallout 3, the list grows to picking locks, laying mines, hacking computers, performing surgery, repairing items, ordering companions, finding radio stations, and more.</blockquote>

Thanks Stag.