It is now November 2008, and those gathered in the room at the moment we're here for a reason. Fallout 3 was released just a month ago, but has already been able to die off all over the world. Well, or rather, many people liked her and received extremely high marks from the press. Bethesda has certainly managed to make a great game as a commercial product, and they will sell it well. But at the same time, you personally thought that it does not correspond very well to the very world of the game.
The world was not quite what it should have been. It seemed that ten years had passed since the Great War. Okay, thirty maximum. But definitely not two centuries. Capital Wasteland was still in ruins, while states like the New California Republic had already emerged in California thirty years ago. And what is there in the capital Wasteland? Dave's Republic, is it a non-state? It's not even funny.
The Brotherhood of Steel, meanwhile, has turned into perfectly good paladins, which they, in fact, have never been. Remember at least how the Brotherhood of Steel could not decide on an operation against the Master and his supermutants because of the debate between elders. They turned into knights in shining armor in its most typical representation. And these are far from the only examples.
And then something almost incredible happens for you, as for a relatively small studio. Bethesda, who decided to weld on the release of Fallout 3, decided to contact you with a request. When you found out about this, your first guess was that they wanted to get a spin-off. But the reality turned out to be even more incredible. They wanted to get an MMORPG.
This was followed by rather complicated negotiations, as a result of which some agreements were reached. First, there should be no East Coast. This means that you should confine yourself to the rest of the United States, without the opportunity to work, for example, in Philadelphia or New York. But at the same time, where there was already a scene of the game series, to use it as a hook for the fans. Secondly, you were given carte blanche not only to use the lore of Fallout 1 and Fallout 2, but also lore of canceled games, as long as you, of course, do not leave America. It was a nod to Fallout Exodus and its events in China. Thirdly, the events should begin within several years after the end of Fallout 3, in order to avoid contradictions in the plot, according to them, the universe should develop progressively. In addition, Bethesda made a couple more requirements, but they are related to more specific details.
For Obsidian Entertainment, this could be the beginning of an incredible heyday, or finally bury her. What you never did as Interplay, the V13 project ended in failure. But at the same time, your studio has never undertaken such a large-scale project. Your area of expertise was deep and sophisticated single-player RPGs, not MMOs, and working in this direction was something new for you. This may open a new page for the Fallout Universe, but at the same time, it will definitely be an ordeal.
But before working directly on the creation of the game, it is necessary to present the concept that will be used to create the gameplay. Genre, game engine, game graphics, setting (determining the factions available for play), the presence or absence of classes in the game, as well as features of the game itself.
Mechanics description: you have 12 finance points for the concept of the game, outside the game engine, which are ready to allocate for your project in Bethesda. You cannot take more, but you can take less, although you must choose an option from each category, in addition to the game features. Plus, you have a difficult score. How difficult the game will be for your studio to implement. It is advisable to keep this parameter to a minimum. But at the same time, there is also player approval and Bethesda approval, hidden parameters from you, which are determined by various combinations of your choices. And they often love complex things, albeit different ones.
Game engine:
[x] - Gamebryo. This is what Bethesda used for Fallout 3, and we can say that he is not too bad for this role, having shown himself to be quite good in the management of the game engine. Although it is unlikely that we will make the game as an add-on using content from Fallout 3.
[x] - Hero Engine. Quite an impressive newbie that's not too bad. In addition, there are rumors that BioWare is planning something big in the form of an MMO using it.
[x] - CryEngine. Great game engine that is capable of delivering incredible pictures. An example of this would be Crysis. But there are problems - its graphic side can be a problem for us, because there are not so many beautiful places in the Wasteland.
[x] - Unreal Engine. A proven veteran of the gaming industry, who has made a huge number of games, for example, World of Warcraft. To some extent, one might say - take it if you don't know what to take on.
Game genre:
[x] - Classic RPG. Of course, not in the form in which we did it in the first games of the series. There are quite objective reasons why it will be impossible to fully implement this type of gameplay in MMOs. But the MMO genre also has its own trendsetters, for example, World of Warcraft, or rather, the most likely spawned Everquest. This gameplay model is familiar to gamers, tested, reliable and functions perfectly. Are there any problems with it? Yes, she's too popular. Whichever project we do, we cannot avoid comparison with World of Warcraft, which is now receiving its second expansion. [0 finance, 0 difficulty]
[x] - Action RPG. The system that WoW offers is good enough, but we can mix it with what Fallout 3 offers by giving players an Action MMO RPG. For example, we can make a non-targeted combat system, bringing the game closer to MMO FPS. Another advantage is that no one has yet made large projects with such a gaming system, so this will be a rather original move for us. [1 finance, 2 difficulty]
[x] - Tactic RPG. We already have a similar experience with Fallout Tactics. If you didn't use a game bug, then only a relatively small team had to act. Moreover, including in real time. [0 finance, 1 difficulty]
[x] - Japan RPG. Putting aside what the European gaming school offers, we can turn to Japanese, from such little-known and ancient games as Breath of Fire to the great and terrible Final Fantasy. Of course, we cannot fully implement the genre conventions, and in view of other players, it would be rather harmful for us. But you can take something from there. [0 finance, 0 difficulty]
Game graphics:
[x] - 3D graphics. This is the new standard that was set with the arrival of Fallout 3, and one that many old fans don't like much. But at the same time, 3D graphics are the standard for modern MMOs. Ultime Online was the prime of RPGs, but you can't be in a lullaby forever. [0 finance, 0 difficulty]
[x] - 2D graphics. Well, at least something like that. Pseudo-2D graphics with an isometric view. Something that would make the game stand out as belonging to the Fallout series. Moreover, in a way, it is also a symbol of the old school RPG. Legendary old games like Planescape: Torment. But do we want the product to be associated with them? However, we have a role model in this direction - Ragnarok Online. [-1 finance, 0 difficulty]
Scene:
[x] - West Coast. The easiest choice for us, which, in fact, will require from us the possible minimum of work, given that Fallout 2 took place only thirty years ago, so the world has not changed so much. Fallout and Fallout 2 are the most famous games, top marks and so on. It would be as easy as possible to work here. Bethesda's requirement for this region was to make the New California Republic a playable faction as a relatively good faction. [0 finance, 0 difficulty]
[x] - Midwest. A rather controversial choice, especially given the ambiguity of Fallout Tactics' adoption, as well as the timing of the game. Almost a century separates it from the events of the third part. On the other hand, the setting is not so bad, but instead of the city-states of the Wasteland with a gray morality, it offers a rather gray Brotherhood of Steel, which is fighting against an existential threat to the Wasteland. Bethesda, however, is asking to lighten up the local Brotherhood a little. [1 finance, 2 difficulty]
[x] - Texas. We can venture into a completely unexplored steppe and turn to the little-known Fallout Brotherhood of Steel that took place here. Formally, the events of the game took place in 2208. What the players don't know is that we still have the design documents for the second part of the game. And her actions also unfolded relatively at the same time as the second part of the series. Likewise, Bethesda requires a positive representation of the Brotherhood of Steel, or the creation of an NCR-like faction. [1 finance, 1 difficulty]
Number of playable factions:
[x] - One. This is ... an unusual option, but still possible. We will not create a game focused on factional PvP, but on the free interaction of players with each other. The closest example of EVE Online. And the issue of battles between players is decided by the zones where such behavior will be allowed or not. [0 finance, 0 difficulty]
[x] - Two. The most classic version. World of Warcraft. Horde and Alliance, simply named differently. The option is old, reliable and simple as a cork. But at the same time, it is simultaneously used by almost everyone who is possible. [1 finance, 1 difficulty]
[x] - Three. A very unusual option, but also quite workable. Firstly, it gives interest to the plot confrontation. Secondly, it makes the confrontation between players more unusual. But at the same time, it requires more actions to create content and balance it. [2 finance, 3 difficulty]
Game classes
[x] - None. This is the SPECIAL system with its variability, and at the same time ... a disgusting balance that allows you to create an absolutely impossible character that will be incredibly strong. In board games, this was decided by the Game Master, but we just can't keep track of every player. On the other hand, this is one of the branded parts of the series. [2 finance, 3 difficulty]
[x] - Present in pure form. Again, analogs with World of Warcraft, but in fact, it goes even further, in board games. And especially Dungeon and Dragons. In this case, we will need rather unusual classes in order to justify the gameplay. [1 finance, 1 difficulty]
[x] - Hybrid. Why don't we try instead to do something in between with predefined archetypes, which can then be corrected in the course of non-linear development. [1 finance, 2 difficulty]
Number of classes (select if you chose pure class system or hybrid, summed with pure or hybrid):
[x] - Two. Taking WoW as a basis, we can easily fit all the necessary tactical roles into just two classes, with two specializations in each. Tank, healer, melee dd and ranged dd. [0 finance, 0 difficulty]
[x] - Three. The system can be expanded somewhat, while still leaving two specializations for each class. Divide the Rifle DD into one using an Assault Rifle and a Sniper Rifle, and add a specialization focused on invisibility. [1 finance, 1 difficulty]
[x] - Four. Again, we can expand the gameplay by adding heavy weapons, as well as an auxiliary dd that summons helpers. [2 finance, 2 difficulty]
Features of the game:
[x] - Playing as a ghoul. Let the players experience the skin of a ghoul, a former person who still remembers the times of the Great War. Considering the general models, the problem here is not that you have to redraw a huge number of models, but that you need to show the reaction to ghouls in different settlements. [1 finance, 1 difficulty]
[x] - Play as a super mutant. In fact, the same as indicated above, but at the same time in an even more radical form, which comes into partial contradiction with the canon. If super mutants were accepted into the NCR rangers calmly, then such in the ranks of the Brotherhood of Steel, in addition to the Midwest ... plus, we need to take and make another set of models for another skeleton. [3 finance, 1 difficulty]
[x] - Complex system of factions. Fallout has always been more of a game about the world we go through, and not about the path of the player himself, which was somewhat secondary. So why don't we focus on that by presenting the stories of many minor factions, not just the major ones. [1 finance, 1 difficulty]
[x] - Class stories. We can offer for each class - if we, of course, have classes - its own class campaign, which will tell about their history in this world, linking the plot between locations in addition to the class quests of the game, which will consistently guide players through the locations. [1 finance, 1 difficulty if two classes; 1.5 finances, 1.5 complexity if three classes; 2 finance, 2 difficulty if four classes]
[x] - Full voice acting. Why not? Well, it's not hard for the studio to do it. Many players will love this. On the other hand, it is quite costly. [3 finance, 0 difficulty]
[x] - Detailed maps. Fallout enchants with the world, although in the first games it was necessary to think out a lot for the developers, since the possibilities of the game simply did not allow to reflect the views that were there. With the new technical capabilities, we may well reflect all this. [1 finance, 1 difficulty, or 2 finance, 3 difficulty, depending on the chosen graphics]
[x] - Complex dialogue system. This is a rather unusual attempt, given that MMOs are rarely focused on dialogues, in which NPCs serve only as automatic machines for distributing quests, but Fallout is not a game about that at all. We could very well strain our writers and make a complex plot. [2 finance, 4 difficulty]
Voting (example):
[x] - Gamebryo.
[x] - Action RPG.
[x] - 3D graphics.
[x] - Texas.
[x] - Three.
[x] - Present in pure form.
[x] - Two.
[x] - Play as a super mutant.
[x] - Complex system of factions.
[x] - Class stories.
10 finance, 10 difficulty