Re: Fallout 3, Xbox 360, PS3
So it took a little longer than we expected, but Todd's gone ahead and answered the 20 submitted questions for the Community Q&A. Big thanks to Blinzler, the guys that helped him out, and of course everyone who submitted questions.
Also, when Blinzler submitted the questions, he also sent over 5 "bonus questions," which you'll see that Todd answered at the bottom.
So here's the questions...I'm going to close this thread, but feel free to talk amongst yourselves.
Community FAQ - 20 questions
COMBAT
1. Is unarmed combat in? If so, is it lethal or does it knockout your opponent? [Waterchip]
Yes, it’s in, and yes, it’s lethal. It’s a big part of the game, and as far as game balance, it’s our goal to make melee as viable as using guns in killing off enemies. It’s something we’re obviously still balancing, but I expect melee to be more “lethal”, as getting near an opponent can be more difficult, especially if they have a gun, but at the same time, you don’t have to worry about your ammo counts, so that’s an immediate benefit to melee.
2. Is combat playable in the zoomed out third person ("almost iso") perspective and how will VATS work from it, meaning - will it zoom into FP or something else? [kaos]
I’d have to say “no”. Combat’s not really playable when you zoom the camera all the way back and point it down. You can try, but it’s not meant to be played that way, because you still have to aim at the center of the screen, and at that point, the center is the ground. It’s playable from 1st and 3rd person, but closer-in over-the-shoulder 3rd person. Regarding VATS., it does zoom in on your target, from your eyes, so I guess you’d say it is a “1st person” view. So if you’re playing in 3rd person and enter VATS, you zoom in on the target, and when you’re done, it flips back to your 3rd person view. It happens pretty fast and it’s smooth. I kind of see VATS as its own view.
3. For what else can we use AP`s while in VATS and what is the "cost" of such things in real time? Some time consuming animation perhaps? Example: if taking stimpacks or using inventory in VATS will cost AP`s - then what will it cost in RT? Besides that what else besides shooting can you pull off in VATS, and how do you balance those things with their real time counterparts? [MrHappy1991]
The only thing you can do in VATS. is shoot, and it’s designed as just that. It’s kind of an “aimed shot” mode, so no taking stimpacks, etc. When dealing with the AP regeneration, that’s one of the big questions, even for us, as to what we set it to, and that’s going to get serious tweaking the more we play the game. It’s definitely tied to your agility, but we haven’t pinned down the range, so I don’t know if an agility of 10 gives you twice the regen rate over an agility of 1, or if it will be in the 5-10x multiple range. I’d wager closer to 2x on that one. When you’re not in VATS., attacks use up AP as well. At this stage, we’re playing the game so that the AP usage in real-time is less then the regen rate, so the end effect is that attacking in real-time slows down the regen. I imagine it will end up being close to that feel.
4. Because so many of us still don't understand, could you describe VATS in painstaking detail? No really, please! [Waterchip]
I’ll try, but I worry it will raise more questions then it answers. I assume you know the basics: press a button and it stops time, you queue up shots on body parts using AP, and then press the “go” button and it executes the moves. The playback is done cinematically, sometimes it’s fast, sometimes it’s slower – depending on if something cool happens.
Probably better if I give you a closer look at how we approach it and view VATS. First, I don’t see it as an either-or thing. VATS is meant to be used with real-time, it’s not one or the other – they should feel like they go together. I don’t want the fans confused that this is turn-based, because it’s not. It’s a glorified aimed-shot mode, and a pretty glorious one at that. You’ll be able to use it a lot, but not constantly, because it is the most effective way to kill things. And that’s how we define it usually, it’s the most effective and entertaining way of killing something, and we break up those two parts while developing it, “effect” versus “entertainment”, or the “gameplay” versus the “playback”.
Let’s start with the gameplay. One, you can enter VATS, whenever you want, you just may not have enough AP do take any shots yet, or enough AP to do as many shots as you’d like. The AP needed to do a shot is based on the weapon’s rate of fire; pistols can get more shots off in VATS than a hunting rifle. The camera zooms in on the target from your eyes, as VATS does a scan of the target, and you get a percentage chance to hit each body part. This accomplishes two things: 1) it just looks really cool, we even use the “combat-turn” sound from Fallout 1 here, and 2) the scan actually is detecting how much of the body part you can see to get us a good hit percentage. That hit-chance is based on how much of the body part you can see, the distance, your skill, the weapon itself, and a base body part chance we set per body part. That last thing, the base chance, is needed for us to jack up or down the hit-chance for game balance, so even if the head is X size compared to the chest, we can adjust it.
A good example would be the antennae on the ants, they are way too small to realistically ever want to use your AP on, but we up the hit-chance on them and it just plays better. So in real-time, you almost never hit their antennae, but you can do it more in VATS. And that’s the key “behind the scenes” difference between VATS and real-time, in real-time the bullets just go-where-they-go, based on your skill, the gun, and some randomness. We don’t calculate a hit-chance and roll dice against it. In VATS, we calculate a hit-chance and roll dice. If you succeed, we send the bullet right for what you were aiming at, and if you fail, we send it off slightly, meaning it should miss, but we still let it hit whatever it hits, so you can still miss a guy’s head and end up shooting his chest.
Ok, now the “playback,” or the entertainment part of it. Based on what is going to happen with what you chose, we select a number of camera angles and various playback shots to show you, the playback is only a few seconds. They are always pretty quick, the longer playbacks are rare, and we’re the first ones to get annoyed if something repeats itself too much as we’re playing the game. We have a VATS camera section of the editor where we make cameras and can setup almost anything we want, such as a special camera that tracks a bullet in slow motion that shoots a gun out of someone’s hand, but only if they are using a specific pistol and only on a certain enemy. Pretty much anything we want to do; we can setup quick, so expect lots of various camera shots. One of things to know about the playback is it’s not a “replay”, it’s the actual game time moving forward, so what you see is really what is happening right now. The selected cameras control how fast various things move, so most of the time, you, the player, are animating in real-time, the enemy you are shooting at is moving at one-tenth speed, and the rest of the world is paused, or updating slowly. We found just playing everything at the same speed doesn’t feel or look good at all, we had to separate the three out; you, the enemy, and the rest of the world. Another thing we stumbled into, because time is moving forward, is that while you are watching an enemy react to getting shot in this great camera angle, your character can be getting mauled by another enemy. Really frustrating early on as we played it, so we do two things now: 1) depending on the camera chosen we essentially pause the rest of the world, and 2) we have a setting that dramatically reduces the damage the player takes during such an occurrence. You probably wouldn’t notice any of these things, the playbacks just look “right”, but you’d be surprised how much tweaking goes into making a two second snippet work well.
Hope that addresses the question, hard to answer that one. At some point in the future we’ll probably release even more info on body part damage and how that affects the gameplay, as that’s the key decision you are making in VATS - what body parts to shoot.
NPCS
5. Will party members be deep and interesting characters, with their own unique personalities and desires? Maybe even secret agendas? Or will they just be henchmen who do your bidding? [Calgone]
There are a very limited number of followers you can get, I would never call them “party members” because I think that leads to a different expectation. Yes, they have pretty strong and defined personalities. I’m always leery of the follower thing, because if I’m not in direct control of someone who’s supposed to be helping me, they often seem to do something stupid. That being said, I’m pretty happy with how far we’ve come with them, and the amount of things you can tell them to do.
SPECIAL
6. What skills will be in the game? And why the lower than usual stats in the Pip Boy screenshots? [Ausir]
Sorry, we’re not talking about what all the skills are yet, that will be later. In regards to the SPECIAL stats, that just happened to be the player’s data we set for the demo, and until you asked, I didn’t even notice they didn’t add up to 35, which they should. When you create your character, you get a total of 35 points, we go with the assumption you can make every stat a 5 if you want, so 5 is the “average”.
7. Are all the old traits and perks returning? Are certain perks adapted for the new combat system and how so? [anonymous]
Sorry, another area we aren’t talking about yet, but I can say yes, many old ones are returning and some new ones that work with new game systems; combat and VATS being obvious ones. I’m happy with how many old favorites have been translated, and the new ones fit in seamlessly, that is, it’s hard for me to tell the old ones from the new ones in flavor.
8. The stealing (and getting caught) system? Does it differ from Oblivions system? [kaos]
It differs a lot, in that there is no “jail”, or specific crime system with money on your head. It’s actually a lot easier for us to handle in Fallout, where it’s ok to have violence break out when you do something people don’t like and then calm down later. Also, instead of a “global” thing like Oblivion, it’s on a faction level in Fallout, which also makes it work much better. And we use factions for any type of group, so the town of Megaton has its own faction.
INTERFACE
9. Will you have the written descriptions of items or just the visual? Granted, the visuals work just fine for me, but I loved the descriptions from the earlier Fallouts about how nasty the bed looks or whatever. Will there be something like our beloved text box anywhere in the main HUD? [anonymous]
We just show the object name, like “nasty bed”, but in general, I think if we’re relying on text to describe how something looks, sounds, etc, then we screwed up not having that come across naturally with what the player is seeing. It annoys me whenever we have to resort to describing something like that, even in Oblivion, with, say a journal describing how I feel or what I am seeing…it should just happen naturally.