By Edge Staff
February 20, 2009
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"Installed base doesn't matter. If it did we should all make board games because there are a lot of tables. You've got to be fearless when you make your games."
There is no magic key to making great games, but that hasn't stopped Bethesda Softworks director Todd Howard from pursuing a zen-like state of superb game crafting.
In his presentation during this week's DICE Summit, he marginalized the aspects of game creation that many development studios hold near and dear: charts, installed base stats, the design document, the schedule, etc. These things mean little without self-reliance, a culture of quality and, Howard says a low "asshole" quotient.
"Your plan is not as important as your culture," he says. "When you're pitching games, there is no chart that will prove your design is good. You have to have faith in your idea that the project would be good.
"Installed base doesn't matter. If it did we should all make board games because there are a lot of tables. You've got to be fearless when you make your games."
Howard explains why Bethesda decided to resurrect the Fallout franchise with 2008's hit open-world RPG Fallout 3: "Great ideas, never, never die," he said of the post-apocalyptic PC series that relishes in its violence and dark humor. "We were in love with the first game and felt that it needed to be done again."
But, he says, ideas are not as important as the execution.
He provided general guidelines that he believes can lead to the creation of a great game. First, he says, define the experience. "Most people will define their game as awesome and cool. That's not the experience."
For Fallout 3, Bethesda revisited the Fallout games of the 1990s, absorbing the experience that those games provided. The studio took the iconic pieces of past Fallouts, updating the Pip Boy arm piece, the vault suit, and implementing the time-freezing V.A.T.S. combat system.
One key part of the Fallout experience has been the violence, and Howard wanted to make sure that was conveyed in Bethesda's game. "For the day, the original Fallout was very violent," he says. With Fallout 3's combat system, he wanted to "Make that simple activity of killing enjoyable," even if it is a repetitive process.
Finding out what a game's experience should be may even involve reading old game reviews, something Bethesda did when creating Fallout 3.
Howard also told attendees to make marketing part of the development process. When the creators and marketers work hand-in-hand, they can leverage their power to mold the expectations of gamers (i.e. consumers).
Importantly, the director stressed that "great games are made, not played." With the development of Fallout 3, in the final months, the art team isn't making art, but they're playing the game. Encountering problems as a team and fixing them before it's too late is facilitated by a culture of quality that allows for mutual respect.
The hell would the author of Fallout 3 and Oblivion know about game design? If they were writing about "how to get good reviews from *game publications*" (which is a joke), or if they were writing about how to make money making games in today's environment, then I could understand. But making good games? I don't know. Tough to call these games good when Ultima 7 came out so long ago and is so far ahead of what they're doing now. I mean, everyone basically agrees that the original fallouts were ten times the game "Fallout 3" is, so why don't we have Leonard Boyarsky come up and tell us how to make a good game instead? These guys are jokers, total jokers, propped up only by a puppet media that isn't doing its job.
I have a strange eagerness to see Todd Howard's face when he to read the above comment.
Oblivion was indeed lacking. Morrowind and Fallout 3 are both two games I will remember when I am old and ...well already grey..but you get the point.
Fallout 3 was not as "deep" as the originals in terms of narrative and npc dialogue (dialogue is an accepted version of the word damn you spell checker!)... but it was far, far more than a "sci fi skin draped over Oblivion."
The Android quest line, Paradise Falls, and the multitude of ways to handle the Megaton/Tenpenny situation were all superb. Crafting weapons was fun and the parts needed made perfect sense.
The main quest ended a bit too much like Oblivion's which is to say rather poorly... but the game as a whole is incredible.
I also want to state that the Dark Brotherhood series of quests in Oblivion were incredibly well done ...I never finished Shivering Isles and have yet to play any of the Knights of the Nine DLC....but the Dark Brotherhood story culminated in a fascinating ending and the whole deal with the statue (I know it's old as dirt now but I still don't want to spoil anything) was AWESOME.
Lol I'm yet to find someone, other than me, who prefers Oblivion to Fallout 3. By a mile. Is there something wrong with me, did I miss something with Fallout3? Did I get a deffective version or and early build?
*sigh*
Balls.
you're not alone; there are plenty of "Ovlivion's > Fallout" gamers out there, you just have to look to find us. i think i've played Fallout 3 a total of 5 hours since it launched; comparitively, i've put 130 hours into Oblivion...so far. i'm just not feeling Fallout 3. Oblivion, in my opinion, as infinitely better. but i'm a die-hard high-fantasy fan, so my opinion is probably severely jaded.
I'm a fan of both fantasy and sci-fi. But the story and the quests of Fallout just didn't grab me at all. I'm more upset that I now have to wait a couple of years for the next Bethesda game, which may well be a Fallout followup. Now wouldn't that be grim.
The quote at the end is backwards. "Great games are PLAYED, not MADE."
Otherwise decent article.
I know how you feel, before 360’s Oblivion I would have agreed with you about the rift between PC and console RPGs. But I think Oblivion was Bethesda’s best work so far. I feel like a bit of an outcast in my hate of Fallout 3. I bought it, tried to play it, endured about 10 hours of it and gave up and returned it to Zavvi(RIP). I felt a strong urge to play Oblivion again and when I did, it just felt better and might I add, looked better than Fallout 3. After some 100 hours clocked up in the game, I still go back sometimes. No more Fallout please, Bethesda.
Well I wish they'd drop the motto because their games are serverely lacking compared to RPGs of yore. Fallout 3 was a pale shadow of Fallout 2, or more harshly, just a sci-fi skin drapped over Oblivion (another RPG lacking. I know console fans will freak, but you simply don't know the joy PC gamers had before consoles started hijacking their franchises).