[BRIAN] - Brian Christian (Interplay)
[CHRIS] - Chris Taylor (Interplay)
[YURG] - Yuri Bushin (Freelancer)
[YURG] First of all, let me thank you for your will to give this interview and for your great work! I think there are many people waiting for Fallout Tactics impatiently, so they are eager to know the answers to below questions.
Chris, I have a favor to ask of you to introduce the developer team. Could you please tell who is working on what, and what are the responsibilities of interlocutors?
[CHRIS] Tony is the Producer on the title for Micro-Forte, so he might want to clarify this, but...
Tony Oakden: Producer for Micro-Forte, leads and directs their efforts there.
Ed Orman: Lead Designer, he has the overall game in his head.
Karl Burdack: Lead Programmer, he writes code and directs the other programmers.
Parrish Rodgers: Lead Artist, does 3d art and oversees all of the artists.
Chris Taylor: Senior Game Designer oversees the design for Interplay.
Steve Baldoni: Producer on the Interplay side oversees all of Interplay's tasks on the project.
Brian Christian: Division Director, 14 East, oversees the entire project
[YURG] Brian, Chris revealed a big secret for us - you are the author of idea to create BOS :). Tell us please how it happened? To be honest, there was a lot of expectations, but nobody could guess the new Fallout be a tactical game. What are the backgrounds of this idea?
[BRIAN] Fallout was built in such a way that it lent itself to a tactical combat style game. The great characters and the armor power ups, work extremely well for this genre of game. I was playing Fallout 2 and stared talking about how it would great to do a tactical version of the game and the idea grew from there.
[YURG] Brian, as I understand the Micro-Forte was your choice. How much alternative offers you reviewed and was it hard to choose the game developer?
[BRIAN] We are always looking for good developers and when you find one the quality of Micro-Forte you give them work. They have been making games for over ten years and the quality of their work is wonderful. I sat with John De Margheriti of Micro-Forte and talked about how we can work together while John was showing me one of the engines they had been working on. From that meeting and through more communication we decided that this would be a perfect product for them to work on with us.
[YURG] Chris how often you are disputing with each other? After all, the discussion of any idea is impossible without the dispute, even practical. Which issues cause the most part of disputes?
[CHRIS] We don't argue that much. If we do, it's usually resolved quickly. It helps that we have a pretty clear goal for the game. Not much drama, sorry... :)
[YURG] Chris, here is a special question for you :). How can you be so patient and diligent speaking to fans? You are being asked about the same things so often, and frequently cannot answer some questions for some reasons... It should be quite boring. In spite of this, you are always cheerful and kind :) How you managed to do it?
[CHRIS] I've always enjoyed interacting with the fans. Tools like the Internet and e-mail allow us game developers access to the people who play our games. As for how I can remain nice and cheerful: my mother taught me right... :)
[YURG] Each game usually contains some highlights, the most attractive things. What is most interesting thing in the game for you? Of course, the game is interesting from beginning to end, but what you like the most? People are eager to know the opinion of developers themselves.
[CHRIS] I'm looking forward to playing with the different races in multiplayer. I can foresee much fun there.
[BRIAN] I like tactical combat and I enjoy being able to setup different ways of solving a problem. This is a major part of what Fallout Tactics is all about.
[YURG] The game development is of course very laborious process, and each stage is very important. Nevertheless, what is the most complex thing in the game development? It differs for programmer, for designer, etc. Your opinions could extend the players understanding of future game; show them how complex so interesting the game is.
[CHRIS] For designers, I think it is keeping track of the entire design and communicating that design properly to the rest of the team. One of the worst feelings I get when designing is having this great idea in my head that I just can't seem to express. Usually that means the idea isn't that great after all.
[BRIAN] From my point of view the most important thing is delivering the consumer great game play. That said, you have to be able to deliver a game on time or the game will suffer because of the speed that technology advances. This means that you have to balance between what the designers want and what the programmers can deliver. Good development teams, and this is a great team, find that balance and give you a wonderful game playing experience. The marriage between design and execution of that design is the most complex problem that everyone on the team has to deal with.
[YURG] Chris, are you going to put some surprises or hidden things into game - the things usually called Easter Eggs in the games? Fallout 2, for example, was overfilled with it. Such things do not affect the gameplay but put some pleasant features into game.
[CHRIS] There are some surprises in the game, like a goodly number of special random encounters are planned, but the mix of "humor" to game is probably closer to Fallout 1 than Fallout 2.
[YURG] Last time all asking about BoS maps. If this is not secret, who is developing the game maps? Can you tell how complex the maps are, how much elements it contain?
[CHRIS] Ed does a rough of the game map and the level designer in charge of that area finishes it. The maps themselves are turning out to range from simple to very complex. The addition of elevation, plus the great amount of special tiles that the Micro-Forte art team has put together is amazing.
[YURG] Brian, Chris, what can you tell about the state of affairs? Is everything goes on like it is planned, is the project development successful?
[CHRIS] I'm currently (at the time of this writing) in Australia, going over mission design and dialogue. It's been great to see the new features going in the game, and the single-player game start to come together. As for a sequel, that's really up to Brian and the heads of Interplay, but I would personally like to see one myself.
[BRIAN] The one thing that is making the development of this game fun is that everyone involved is working great together and that they respect each others opinions. I sent Chris and Dan Levin down under to work with the Micro-Forte Team. Chris is working Ed and Tony tweaking all the mission designs and Dan is busy writing dialog for the game. This is a very hard working group of guys and everyone on the team is working extremely hard to deliver a great game experience.
[YURG] Thank you all very much for your attention. Seizing the opportunity, let me thank Heather McLaughlin for her efforts made this complex interview possible.