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Game News Oblivion modders will design Fallout 3 dungeons!

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Tags: Bethesda Softworks; Fallout 3

<a href=http://www.bethsoft.com>Bethesda Softworks</a>, everyone's favorite company, is looking for <a href=http://www.elderscrolls.com/forums/index.php?showtopic=593070>Fallout 3 dungeon designers</a> on the Elder Scrolls forums.
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<blockquote>Some of you folks may know of me from previous posts, as a level designer on Oblivion. I'm honored to be lead level designer for Fallout 3, and I'm looking for a few good lackeys. Those of you who have seen me around probably are also aware of my love for the mod community, so I'm very excited at the prospect of hiring modders.
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So here's the deal - we're looking for people who can make great dungeons. Did you play Mehrunes Razor and say "I can do that"? Maybe you've played a quest mod that had some spectacular gameplay areas built into it? Those are the kinds of people I'm interested in. Post your name or the name of somebody who you'd reccomend, and any links to their work. Bonus points for resumes.
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Please keep this thread on-topic, btw. Feel free to open additional threads for discussion, and even link to them within this thread, but this thread should be reserved for potential candidates, their info, and why they're the right person for the job.
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Here are the qualifications.
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LEVEL DESIGNER -- Rockville, Maryland
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Design, build, and script levels for future Elder Scrolls and Fallout products. Includes working in our proprietary toolset to design, build, light, and script game areas.
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Candidate should have:
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· Excellent sense of 3D game space and gameflow.
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· Experience with designing, building, and populating game levels.
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· Experience scripting or programming complex interactivity.
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· Excellent communication, documentation, and interpersonal skills.
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· Experience with The Elder Scrolls Construction Set a plus.
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· Game industry experience a plus.
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· Experience using modular kits a plus
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· Excellent, proven creative writing skills a plus
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Candidate must supply an example of their work in document form complete with images and descriptions of the gameplay space, events, and implementation.</blockquote>No Fallout knowledge is required; if you like dungeons and can make some - Bethesda wants you. What a sweat deal!
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Joined
Nov 7, 2006
Messages
1,246
Don't understimate Oblivion modders. They can do really good things. Of course I hope they will be told something about Fallout before they begin... am I too hopeful?
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
At least he gets how Fallout is designed.
Look at Fallout 1 as an example. In that game, a headshot could blind your enemy, or you could go with my favorite and blow out kneecaps, slowing movement speed. So for that game it was about a lot more than damage returns; it also affected enemy behavior. Also - that was totally based on character skill. No amount of reflex with the mouse could help a spear-chucking troglodyte steady a sniper rifle.
 
Joined
Nov 8, 2006
Messages
7,530
Location
New York
suibhne said:
How he's going to accomplish that with real-time combat is anyone's guess.

To add to that, turn-based increased the length of combat. How quickly will combat be over now that its real-time? Two or three shots at most would be enough to kill anyone, unless the developers plan on you fighting Deathclaws and raiders wearing POWAH AMAH by the time you reach level 6.
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
YOU'RE NOT GETTING MY DOLLAR, TODD, YOU HEAR ME?

HYPE TILL YOU'RE BLUE IN THE FACE YOU'RE NOT SEEING A SINGLE RED CENT FROM ME AAAAAAAAAARRRRRRRRRRGGGGGGGGGGGGGHHHHHHHHHHH
 

Zomg

Arbiter
Joined
Oct 21, 2005
Messages
6,984
I hate that every game designer has their effete little Raph Koster spiel about their worthless bullshit big ideas in whatever vaporware MMO they worked on, wherein they put saffron-mango salsa on a hot dog.
 

RGE

Liturgist
Joined
Jul 18, 2004
Messages
773
Location
Karlstad, Sweden
Vault Dweller said:
No Fallout knowledge is required; if you like dungeons and can make some - Bethesda wants you. What a sweat deal!
Ah, sweet, salty sweat! :P

How much Fallout knowledge do you need to fill a place with rats? Not much. Need a little more to fill it with ghouls, robots or super mutants though. But it's probably a wise decision to get people who know how to work with the tools and then (hopefully!) tell them what you want them to do, rather than get people who know a good Fallout game and then hope that they manage to master the tools they need to use to make it happen. The lack of playable Fallout 2 mods speaks for itself. (Personally I'm too lazy and unskilled to mod Fallout 2.)
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
RGE said:
How much Fallout knowledge do you need to fill a place with rats?
Well, it would have been nice to have more memorable locations in Fallout 3 than "a place with rats", but then again, "a place with xxx" is the pinnacle of Bethesda's design, so I guess, you are right.
 

cutterjohn

Cipher
Joined
Sep 28, 2006
Messages
1,629
Location
Bloom County
RGE said:
Vault Dweller said:
No Fallout knowledge is required; if you like dungeons and can make some - Bethesda wants you. What a sweat deal!
Ah, sweet, salty sweat! :P

How much Fallout knowledge do you need to fill a place with rats? Not much. Need a little more to fill it with ghouls, robots or super mutants though. But it's probably a wise decision to get people who know how to work with the tools and then (hopefully!) tell them what you want them to do, rather than get people who know a good Fallout game and then hope that they manage to master the tools they need to use to make it happen. The lack of playable Fallout 2 mods speaks for itself. (Personally I'm too lazy and unskilled to mod Fallout 2.)
Oh, come now, look on the bright side they did NOT come right out and say:
- ability to recycle as much of Oblivion's assets required(or a plus)

... I can just see it now, Fallout 3: A Post Apocalyptic Oblivion, shoot things, blow things up, and cast customizable spells... the brotherhood wants you!
 

Slaine

Scholar
Joined
Aug 1, 2005
Messages
105
Location
Slovakia
I would never have thought that first news about FO3 creation would be presented in such a disturbing manner. I mean ok the fact that Beth is doing it was rather dissapointing but this is beyond misery.
 

Ratty

Scholar
Joined
Mar 24, 2006
Messages
199
Location
Zagreb, Croatia
Who wants to bet they'll hire the guy who is working on the Halo mod? After all, if you know how to add guns and futuristic armor to Oblivion, you're pretty much qualified to design Fallout 3.
 

MisterStone

Arcane
Joined
Apr 1, 2006
Messages
9,422
This actually seems like good news to me... I mean, Oblivion/Morowind modders are the people who actually show some vision and creative skills, compared to the lazy-ass Bethesda content developers.
 

Avin

Liturgist
Joined
May 8, 2004
Messages
377
Location
brasil
Not good news for me. Oh, hell, there's no more CRPG guys. It's over. Let's move on, or move back to pen and paper... =/

I'm playing Wow. Kill me, please.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,344
I'd rather work on a Fallout 2 mod than an Oblivion mod. And what "dungeons"? Since when has Fallout ever had dungeons? Cave systems maybe and underground military bases but not "dungeons".

And you just know they're going to have them splattered all over the map. Forget about memorable locations that make you go "wow" that are nice and big and have lots to explore. Oh no, you'll be dealing with over 500 locations no more than 5 minutes apart that are all of 3 rooms big and have no meaning what-so-ever.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,924
"Cave systems maybe and underground military bases but not "dungeons".

Those are pretty much the equivelant of dungeons, imo. That's basically what dungeons are - places that you explore where monsters, loot, and mysteries to be explored are. The good thing about FO series 'dunegons'f or the most part is that they usually server a purpose more than just being there like most RPG dungeons.
 

WittyName

Scholar
Joined
Oct 24, 2006
Messages
139
Location
United States
DarkUnderlord said:
And you just know they're going to have them splattered all over the map. Forget about memorable locations that make you go "wow" that are nice and big and have lots to explore. Oh no, you'll be dealing with over 500 locations no more than 5 minutes apart that are all of 3 rooms big and have no meaning what-so-ever.

One of the main reasons I disliked Oblivion. Yes, there were a lot of dungeons and places to explore... but none of them meant anything or had any significance. Reminded me of Curse of the Azure Bonds where you could 'search' the area around the cities on the overland map. Some of those dungeons were unique and had a bit of a story to them, most were just generic caves with generic enemies that attacked you at random.

More on topic, as someone noted above, the Oblivion modders actually produced better results than the staffers themselves so this is ultimately a good thing.
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
Oh look an abandoned military base... and another... and another... oh look I killed the mutant leader at level 1.
 

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