New Fallout 3 Screenshots Feature Bar-side Chat, Release of PC Mod Toolset Uncertain
by Chris Faylor, Jul 08, 2008 9:14am PDTDeveloper Bethesda has released three new screenshots from its post-apocalyptic RPG Fallout 3, detailing the game's combat and skills as well as the Megaton Bar.
Over on the game's official forum, Bethesda employee Todd Howard revealed that the PC edition will not, as past Bethesda games, pack an editor to allow user-created mods.
"If and when one is available, it will be a free download. I wish I could promise that an editor will be coming and when, but I can't," he explained. "It's a major undertaking getting an editor ready for release, and making sure the game plays nice with the data users create. That being said, we'd love to see it happen."
When asked if the title would feature romance, sex, homosexuality, nudity, prostitution, slavery, cannibalism, children, child killings, drugs or addictions, Howard responded that that game will not include child killing or nudity, but "features the types of things you mention at about the same rate [of the original Fallout]."
"Drugs and drug addiction play a larger role perhaps, as it's a key gameplay device," he elaborated.
Fallout 3 is slated to arrive on PC, PlayStation 3 and Xbox 360 this fall.
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Comments
As long as the game is "open", the kind of mods we see today - tweaks and changes, not full-blown total conversions - is pretty easy and a lot of times more welcomed than adding new content.
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Bethesda needs to go the way of better mod support, not worse or none. Expand the construction set for one to allow better building of quests and animations, and allow people to package mods into a single format (like the third party Oblivion Mod Manager did) so that textures, .esp-style mods, and more can go into a single file and not be strewn about your /Data directory as separate, untrackable files.
More mod support, not less. It's what makes the PC version unique.
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Most game toolkits used internally are held together by bailing wire and hope, have obsoleted objects and functionality exposed that teams just ignore, and have quirky behavior that just doesn't make a whole lot of sense.
On previous projects I had worked on where we released an editor, it took a team of about eight (including developers, testers and UX people) 3-6 months to get the editor to a state where it wouldn't shit all over anyone external to the studio who tried to use it.
After you include benefits and all of the other costs associated with a person, you're looking at a total cost of $60,000 per month of work for the editor. The ROI just isn't there.
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