Chris Taylor:
During Fallout's development, there were a couple of bugs I found very amusing. One was when Tim Cain showed new door code. He clicked on a door and it opened. Another click and it closed, but a couple of pixels from its original position. Then, it kept opening and closing, always moving just a bit to the right. The door eventually marched off the screen by itself until it ran through random memory and crashed the game.
The second was the first time the rocket launcher was demonstrated. The object ID number for the rocket shell was entered incorrectly. Instead of a rocket crossing the screen, a dog popped out, ran to the target and blew up. We came *this* close to keeping Puppy Ammo, but eventually decided that Vince DeNardo, a colleague and dog lover, probably wouldn't be too happy with us.
Scott Bennie:
For me, the spiritual ancestor of Fallout was the dog in Wasteland. In that game, one of the earliest encounters was with a kid who wanted the hero to find his dog. He agrees, goes into an encounter with wolves, slaughters them, and discovers that one of the wolves that he killed was actually that kid's dog. Then the kid goes insane with grief.
I don't know if today's audience can appreciate how radical the Wasteland story was for RPGs; it set the standard, 10 years later, for story design in Fallout. From begging kids to leave a gang that you're about to massacre, to the genuine tragedy in Richard Grey's life, we wanted to hit the player with an emotional sledgehammer as often as possible. In some cases, I think we succeeded more than we thought possible. I don't think any of us suspected how attached players would get to Dogmeat... except maybe for Vince DeNardo, our ad guy, whose dog Sasha was the game's spiritual mascot.
To read the rest of the comments click over to the site below.During Fallout's development, there were a couple of bugs I found very amusing. One was when Tim Cain showed new door code. He clicked on a door and it opened. Another click and it closed, but a couple of pixels from its original position. Then, it kept opening and closing, always moving just a bit to the right. The door eventually marched off the screen by itself until it ran through random memory and crashed the game.
The second was the first time the rocket launcher was demonstrated. The object ID number for the rocket shell was entered incorrectly. Instead of a rocket crossing the screen, a dog popped out, ran to the target and blew up. We came *this* close to keeping Puppy Ammo, but eventually decided that Vince DeNardo, a colleague and dog lover, probably wouldn't be too happy with us.
Scott Bennie:
For me, the spiritual ancestor of Fallout was the dog in Wasteland. In that game, one of the earliest encounters was with a kid who wanted the hero to find his dog. He agrees, goes into an encounter with wolves, slaughters them, and discovers that one of the wolves that he killed was actually that kid's dog. Then the kid goes insane with grief.
I don't know if today's audience can appreciate how radical the Wasteland story was for RPGs; it set the standard, 10 years later, for story design in Fallout. From begging kids to leave a gang that you're about to massacre, to the genuine tragedy in Richard Grey's life, we wanted to hit the player with an emotional sledgehammer as often as possible. In some cases, I think we succeeded more than we thought possible. I don't think any of us suspected how attached players would get to Dogmeat... except maybe for Vince DeNardo, our ad guy, whose dog Sasha was the game's spiritual mascot.
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