Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Editorial The Origins of Fallout - Part 3

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,600
Location
Deutschland
Tags: Fallout; Interplay

[Part I] [Part II]

Part III of R. Scott Campell's editorial on the origins of Fallout is up over at NMA. This time he sheds some light on different design decisions and cut content.

The Deathclaw. The horror of the wastes.

Was it always a big scaly lizard thing? Nope. My initial design for this terrible creature was a the apex predator of the wasteland, a mix of wolverine and brown bear, mutated by the FEV. It could survive any environment and feared nothing; a legendary force of nature that struck terror into the hearts of men! Unfortunately, the artists took one look at my concept sketch and said, “Dude, that’s way too much hair.” It was true. The Wolverine-bear was very furry, and there was just no way around it.

So here’s what happened: the newly formed Black Isle started work on what would be Planescape: Torment. One of the first art pieces was a monstrous creature called a Terrasque. It was sculpted in clay and was then point-by-painstaking-point digitized into a 3D model. As Planescape moved forward, it turned out that the Terrasque wouldn’t actually be featured in its design – leaving that tasty model in disuse…. Thus, the furry wolverine-bear became a hairless reptilian biped. (Take a look at page 339 of the D&D second edition Monster Manual. Holy cats! It’s a Deathclaw!)​
 

janjetina

Arcane
Patron
Joined
Mar 28, 2008
Messages
14,231
Location
Zagreb, Croatia
Torment: Tides of Numenera
Still another silly idea that met the chopping block was the “Dead Viper”. At the time of development, Brian Fargo had just purchased a candy-apple red Dodge Viper sports car. He would beam with pride when his V10 roared into the parking lot each morning. Almost immediately, the sports car began suffering break-down after mechanical failure – it ended up spending more time in the Interplay parking lot and repair shops than on the road.
Being pitiless bastards, we wanted to poke fun at it.

A player could discover a shiny new red Dodge Viper amongst the ruins of the Interplay building. The character could even interact with it, getting a dialog stating: “It’s a high-performance sports car. With just a few repairs, it could be drivable…” This would send the player to the ends of the Wastes looking for “sports car parts”, bringing them back to the car in hopes of repairing it and cruising through the radioactive desert in style. The evil part was, no matter how many parts you find, nothing would fix the car.

We even joked that in the end credits of the game, we’d show a Super Mutant walk up to the car and stare quizzically at it. He’d kick it, and it’d roar to life. We last see the mutant driving the Viper into the sunset… Priceless.

That would have been magnificent.
 

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Yeah, I knew about a lot of this stuff already, at least superficially, but it's good to get the full story from one of the original developers.
 

some guy

Novice
Joined
Jan 11, 2012
Messages
28
A pure joy to read, all the parts. It's always fun to see, and get to know, the people behind some of your favourite hobbies.
 

Lockkaliber

Magister
Patron
Joined
Apr 27, 2009
Messages
2,542
Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Wow that was a good series of articles. I never knew the design for the deathclaws actually came from the tarrasque, but now I can definitely see it. Mind=blown.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Wonderful stuff.

It's interesting how the other story is that Burrows got axed by Tim Cain because it didn't fit. I wonder which one is true.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
I would suspect both are true. They needed to axe some art assets, and they picked the Burrows because it didn't fit. They don't really contradict.
 

hiver

Guest
You can stop doing that. Wont make any difference.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom