History of the Fallout (Radiation) series

() November 10, 2003 (Updated: Jedi)

Fallout3andlifewithoutJosh

On November 8, J.E. Sawyer announced his official resignation as chief designer of VanBuren (akaFallout3) and was about to leave on the 21st after the handover of the project, leaving the Black Island studio he had been fighting for for 5 years and giving up his biggest dream since the industry. VanBuren is an ominous name for BIS, with two of its best designers stepping down in just six months of development.

Link to original article: J.E. SawyerresignsasLeadDesigneratBlackIsleStudios

BlackIsle,RestInPeace

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There are many things that words cannot describe, and what is known is understood, and that's it.

The Fallout series is an unofficial sequel to the legendary role-playing game Wasteland 12 years ago, so it's impossible not to start with Wasteland.

Developed in 1987 by Interplay and published by Electronic Arts, Ruin is set in the post-World War III region of New Nevada, USA, which is the "Ruins" of the story. Due to the sharp contradictions between the superpowers after the Cold War, a brutal nuclear war finally broke out, and after suffering a nuclear attack, the new Nevada region has become uninhabited and desolate, only a few shapeshifters, shapeshifters and robots haunt the ruins, rampaging rampant, your mission is to lead a few newly graduated members of the Desert Patrol to this "ruin" to find the patrol headquarters.

Domestic players may not know much about this once sensational game, but in the United States, players with a little bit of experience know this work well. Ruins caused quite a stir in the gaming world when it was first released, and in the 12 years since then, Ruin has been reissued several times, and there are still a large number of "Ruin fans" who take the trouble to study it. The success of "Ruins" is not accidental, because most of the previous RPGs were set in the medieval era of the West, telling the struggle between knights and wizards and demons, but "Ruins" was the first to break away from this old model and show people a new futuristic world, creating a precedent for futuristic RPGs. This kind of innovative approach deserves a good reflection in the Chinese game industry, just like when shooting a movie, the script should be the most critical factor, and without a good script, it will not help to produce sè acting, choreography, cinematography or post-production.

The end of "Ruins" leaves players with a suspense, hinting that there will be a sequel to the game, so people have been waiting for it. In the late '80s, Interplay announced the development of Meantime, the sequel to Ruins, and players immediately turned their attention to the game, but for various reasons, the development of "Meantime" was eventually abandoned. Soon after, Interplay developed the game Fountain of Dreams using the game engine and episodic setting of Ruins, which tells the story of post-war Florida, and Interplay apparently wanted to replace it as a sequel to Ruins, and in 1990 Electronic Arts released Fountain of Dreams, but due to the simple storyline and poor playability, the game did not cause much repercussions. Players just presented it as a skit rather than a true sequel.

In 1997, 10 years after the release of "Ruins", players who had experienced repeated expectations and disappointments finally welcomed Interplay's Fallout, which was recognized as an unofficial sequel to "Ruins", in fact, the advertising slogan on the box of "Fallout": "Remember "Ruins?" ”。 This masterpiece has quickly won over countless players with its unique storyline and game structure, and it is worthy of being the sequel to Ruins. With the huge success of "Aftermath", Interplay released "Aftermath 2" in the fall of 1998, but this game did not achieve the expected response in the market, on the one hand, because it did not make many improvements compared to the first generation, and more importantly, because of the countless bugs in the game, although Interplay released a patch for the game, there are still many problems that have not been solved to this day.

The story of "Aftermath" is set as follows: 80 years ago, the whole world was destroyed by a nuclear war, and some people survived by hiding in underground shelters, completely cut off from the outside world, and never dared to return to the surface to take a look. You are a resident of Vault 13 in Southern California, where in 2161 a vital computer chip in the village's water purification system was in danger and the leader decided to send you out to find a new chip to save the village. At the end of the game, when you try to find chips from other villages to save your village, the villagers lose trust in you and expel you from Vault13 for good, so you wander alone on the ruins and eventually settle in a small village.

In Strange Dead 2, you play as a descendant of the protagonist from the previous game. After 10 years of drought and their reserves are on the verge of depletion, you must carry on your ancestor's mission to travel through the dangerous ruins to Vault13, where your ancestors once lived, in search of a sacred relic called the "GECK", which is said to turn ruins into a land of abundance. Remember, 80 years ago, it was the people of Vault13 who ruthlessly drove your ancestors out into the Ruined Lands, to your detriment and to your tribe.

In the Aftermath series, players can still see many shadows of Ruins. For example, in Ruins, your first mission is to fix the water pump in the village of Highpool, and your second mission is to go to the "agricultural center", a farm surrounded by morphing rats; And in Aftermath, your first task is to find a water purification chip for Vault13; The second mission is to travel to the "Yīn Shadow Sands", a farm surrounded by shape-shifting scorpions. In "Ruins", there is a village called Quartz, and in the cemetery of the village there are some humorously worded inscriptions, one of which reads: "Lester Moore, shot in the head with a dot 44 rifle, impartial"; There is also a cemetery in the eastern part of the village of Den in "Strange Aftermath 2", and there is a tombstone that reads: "There is Jonathan Blake lying down here, who mistakenly used the accelerator as a brake while driving" (note: both paragraphs are rhymes). There are also some pieces of equipment from Ruins, which are also featured in Aftermath and Aftermath 2, such as the Leather Jacket and PowerArmor.

It can be seen that "Aftermath" has been a huge success in the United States, and its originator "Ruins" has contributed a lot, which has laid a solid and broad market foundation for the "Aftermath" series.

The following is the memorabilia of "Ruins", which allows players to clearly understand the historical origins of "Aftermath":

January 27, 1987: The Apple version of Ruins developed by Interplay was published by Electronic Arts and subsequently ported to the Commodore* platform, with the game written by Alan Pavlish.

1988: Ruins was ported to the IBMPC platform by Michael Quarles and was named the Computer Gaming World Adventure Game of the Year Award and inducted into the Computer Games World Hall of Fame.

1995: Interplay takes the gaming world by storm with the release of the "10th Anniversary Classic Series CD", which features a variety of Interplay's award-winning games over the past 10 years, including Ruins.

November 1996: Computer Games World unveiled 150 of the most enduring classics in gaming history, with Ruin coming in ninth.

October 1997: The latest version of "Ruins" in the 90s, "The Aftermath", was released.

January 1998: Interplay republishes a jīng anthology of various role-playing games, including Ruins, titled The Ultimate RPG Archive, which includes the Bard's Tale trilogy, Dragon War, Might & Magic: World of Gods and Demons, Guardian of the Sacred Stone, and Genesis Underground 1 and 2.

October 30, 1998: Version 1.0 of "Strange Aftermath 2" was released——

Themanwhosolotheworld~~~s.

2003-8-218:39:00Flowers(0)Eggs(0)

TERRY-0203

Grade: Rootless Wanderer

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2nd floor

Interplay is an integrated developer and publisher of entertainment and educational software, which began in 1983, entered the software publishing industry in 1987, and developed into a software publisher in 1991. Interplay's business philosophy is "bygamers, for players" (bygamers, forgamers), and they adhere to the "one qiē customer-oriented" stance to produce high-quality products according to the specific needs of customers, and they develop games that include Sony's PlayStation platform and Nintendo's N* platform in addition to the PC platform.

Interplay's segments include:

Interplay OEM Branch, founded in early 1997 to provide hardware manufacturers with entertainment, educational and reference software bundles, is currently the exclusive distributor of more than 300 famous games. ShinyEntertainment, based in Laguna Beach, California, was purchased by Interplay in 1995 and developed the well-known video game EarthwormJim, and they own the patent rights to Animotion's animation processing technology, which allows cartoon animations to be incorporated directly into interactive entertainment software.

VRSports develops and publishes a wide range of sports games for PC and console platforms, including professional football, baseball and hockey, and has licensing agreements with many league organizations and players' associations.

BlackIsle Studios, the team dedicated to role-playing games, has developed many popular titles such as the Fallout series, Baldur's Gate, NeverwinterNight, and Planescape: Torment, with Fallout being rated"1997 Best Character Sè Playing Game". The group also owns the rights to TSR's exclusive licensed "Advanced Dungeons & Dragons" (AD&D) games, "ForgottenRealms" and "Planescape" series.

The Trantrum branch is Interplay's action game development group, which is known for its games such as DiebytheSword and DescentIII.

14DegreesEast, Inc., is responsible for the development of Interplay's strategy/puzzle games, including the StarTrek series, the M.A.X (MechanizedAssault &Exploration) series, and the Caesars Palace series.

Interplay's AffiliatePartnershipProgram is dedicated to the sale and launch of products, working with publishers who want to establish their own distribution relationships to help publishers expand into other areas such as OEM markets, online markets and other geographic markets while maintaining close ties to existing markets.

The SignatureSeries segment is responsible for developing a comprehensive pricing strategy for products based on their actual value to address the price of escalating home software, and its partners include some of the industry's major software developers and publishers, such as CentronSoftware, TSR, I-Motion, and GremlinInteractive.

Other Interplay affiliates include: UniversalInteractive, Mission Studios, CryoInteractive, TakeTwo, and Discovery.

The main principals of Interplay are:

CEO: Brian FargoPresident: Chris KilpatrickShinyEntertainment President: David PerryExecutive Vice President: Dick LehrbergPresident of Interplay Europe: Peter BilottaPresident of InterplayOEM: JillGoldwornVice President of Business Development: PhilAdamVice President of Sales: KimMotikaVice President of Marketing: Vice President of Development, CalMorrell:TrishWright

Interplay's five-year milestones: In February 1994, MCAMCA acquired a portion of Interplay's shares and occupied a certain position in the company; In 1994, it acquired the license to develop the "Advanced Dungeons & Dragons" (AD&D) game from TSR; In 1995, "Descent" rose to the top of the "Top 100 Games of the Internet" list within a week of its release; In April 1995, VRSports was established. In May 1995, it acquired ShinyEntertainment; In July 1995, Leigh Steinberg, a sports agent, joined the board of directors of Interplay; In March 1996, Interplay Film Company was formed; In May 1996, all assets of ENGAGE online game company were withdrawn; In June 1996, the SignatureSeries division was established; In January 1997, Interplay OEM was formed. At this point, the internal restructuring has been basically completed, and the company has divided the development department into five divisions according to game types: ShinyEntertainment, VRSports, BlackIsleStudio, Tantrum, and 14DegreeEast.

Be sure to set up a gang of hooligans to protect the MMs of Blackwood Cliffs

2003-8-2119:52:00

TERRY-0203

Grade: Rootless Wanderer

Articles: 415

Credits: 630

Sect: Rì Cult of the Moon God

Registered: 2003-8-19

3rd floor

On August 7, 1998, GenCon, the largest annual role-playing game conference in North America, kicked off at the Midwest Pavilion in Milwater, Wisconsin, and on this day, Interplay officially announced the launch of BlackIsle Studios.

In fact, the studio first existed within Interplay as a professional RPG development team, and it was not until 1997, after the huge success of their RPG masterpiece Fallout (the game was named the "1997 Character Sè Playing Game of the Year") that Interplay began to form the BlackIsle studio. It was announced to the world at the grand event of the Horn Sè cosplay game. After the formation of the studio, the role of the studio is still to specialize in the development of role-playing games.

BlackIsle Studios is located in SunnyIrvine, California, about an hour's drive south of Los Angeles. They develop their own RPGs (such as the Aftermath series, Plainsscape and Guardian of the Sacred Stone), as well as distribute games developed by other studios (such as Balder's Gate, developed by BioWare in Canada).

The development work of BlackIsle Studio is mainly divided into two parts: one is to actively develop excellent original titles that break through the game setting of traditional RPGs and present a new exploration space for RPG players (such as the "Strange Aftermath" series), and the other is to continue to explore the jīng essence of traditional RPGs and carry forward the "advanced Dungeons & Dragons" games that were once popular all over the world (such as "Balder's Gate" and "Neverwinter Nights"). BlackIsle owns the rights to the exclusive rights to the AD&D games "Forgotten Realms" and "Planescape" franchises from TSR, Inc., the creator of the AD&D cosplay system. Of course, BlackIsle has had some terrible games in the past, such as Descentto Undermountain.

The core members of the BlackIsle studio have at least 10 years of RPG experience, some more than 20 years, and most of them have a lot of experience in game development. Key members of the studio include: Feargus Urquhart (a seven-year veteran of Interplay and head of BlackIsle Studios), Guido Henkel (currently working on Plains Landscapes: Torment, one of the founders of Attic), Chris Avellone, Colin McComb (designer of Plains Landscapes and who worked on Fallout 2), Eric Demilt (the main producers of Aftermath 2) and Chris Parker (currently working on an as-yet-unreleased AD&D game), while Tim Cain, the creator of the Aftermath series, left the company after the game's release and is currently working on a title of his own.

Interplay's philosophy has had a strong influence on the development style of BlackIsle Studios.

First of all, one of the most important measures taken by Interplay in recent years has been to restructure the company, setting up different studios strictly according to the genre, so that each studio can concentrate all its efforts, conduct thorough research on the games in its category, and accumulate valuable experience in the continuous development process. The BlackIsle studio was tasked with developing the Corner Sè cosplay genre, and its members were a group of avid RPGs, out-and-out RPG die-hards, so they had no interest in games other than RPGs, and they were eager to say to the world that "we don't do anything but RPGs", which is exactly what Interplay wanted.

However, even the role-playing genre has many different branches, such as traditional RPGs, futuristic RPGs; Plot-based RPG, combat-based RPG; A hack-and-slash RPG, an RPG that celebrates magic...... The most important thing is that there are a lot of RPG players all over the world, and they have different interpretations and preferences for RPGs. BlackIsle's approach to this is exactly what Interplay calls "Bygamers, for players" (forgamers), and they have designed different RPGs for different players in different markets. For example, many RPG players like to use magic, so in Bird's Gate and Plainsscape you can see a very powerful magic system, but in Outside 2 you don't see the shadow of magic, "We don't want to offend traditional RPG players, we just want Outside 2 to be different", and this proved to be successful. BlackIsle is by no means willing to want to delight all players with a super-masterpiece like some companies do, which is unrealistic.

"Loyal to the RPG, loyal to the player", this is the manifesto of the BlackIsle studio.

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