1UP: Little Lamplight.
EP:
In the game, Little Lamplight was established in the remains of some tourist caves called Lamplight Caverns. This location was loosely based on Luray Caverns in Virginia. As for having a town of little kids? It just seemed like a good addition to the fiction, showing yet another way people in the Wasteland have survived over the years.
1UP: Liberty Prime.
EP:
Liberty Prime is kind of an interesting case. We knew we wanted to have this big, pre-war, anticommunist robot. In the original plan, he was going to be massive, and the player was going to ride in his head, anime style. And, well, yeah -- that never happened! And then there's the name.... He was actually named long before the Transformers
movie, and long before Optimus Prime sort of reentered the American consciousness. Honestly, he wasn't named after Optimus Prime, as most people suspect. At least, not intentionally -- but the subconscious is powerful thing, and I pull a lot of stuff from there unintentionally.
1UP: Republic of Dave.
EP:
Hey, what can I say? It seemed like somewhere out in the Wasteland, there'd be a simple guy, named Dave, who wanted to start his own republic. Hell, if the world ended, and you were still alive, wouldn't you?
1UP: Tenpenny Tower.
EP:
Tenpenny Tower was slightly inspired by Fiddler's Green, the skyscraper in George Romero's Land of the Dead. But it was also an opportunity to introduce another character from outside the U.S. Allistair Tenpenny came to the Capital Wasteland from Great Britain to seek his fortune, so that alone tells you that the U.K. was also hit in the war. And if he came to U.S. to succeed, that says a lot about how screwed up Europe must be. So we just allude, a little bit, to the state of the rest of the world. We like to leave a lot to the players' imaginations, and somebody like Tenpenny serves as a catalyst for those thoughts.
1UP: Tranquility Lane.
EP:
With Tranquility Lane, the idea was to give players a look into what the Fallout world was like before the bombs fell. It sort of reinforces to the player that the world that got nuked wasn't our world -- it was this sort of 1950s view of the future. As for the gameplay there, Betty was inspired partially by the Billy Mumy character in the Twilight Zone
episode "It's a Good Life," in which this little kid with godlike powers terrorizes the inhabitants of a town, and "wishes" them into the cornfield when they're bad. And the Pint-Sized Slasher? God only knows what dark corner of my psyche that came from. I wanted to be a kid, dressed up as a clown, murdering people. I thought it would be sick fun. Was I wrong?
1UP: On a related point, is there a way to finish Tenpenny Tower where the Ghouls can move in, but not end up killing everyone?
EP:
Nope, there's not. For us, it was about reinforcing to the player that, you know, the Capital Wasteland is a brutal place, and sometimes, not everything is black and white -- or has a completely happy ending. If that's not the essence of Fallout, I don't know what is.
1UP: Can you discuss the decision to have the main quest end the game? Why not let the player wander the Capital Wasteland afterward?
EP:
When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
But with each of these, even if the player character doesn't die, the game ends. We'd discussed this, and were like, "You know what?
Fallout
and Fallout 2
ended. We should end our game, too." What we didn't realize is that, largely because of Oblivion, people really expected
Fallout 3
not to end! It's something they've come to expect of us, and we underestimated that. You can be sure it's a mistake we won't repeat in the future.
1UP: The Capital Wasteland is full of stuff to discover and places to explore. Is there anything you think most players missed?
EP:
If you listen to Galaxy News Radio, there are some radio plays on there that chronicle the adventures of Herbert "Daring" Dashwood and his stalwart Ghoul manservant, Argyle. Turns out, those radio plays were actually based on the life of one of the Capital Wasteland's residents; you can meet the real Herbert Dashwood at Tenpenny Tower, and he asks you to find the real-life Argyle. You can find Argyle -- or, um, what's left of him -- in a hidden location called Rockopolis, which is actually mentioned in a couple of the radio plays. It's really hard to find -- look near Paradise Falls at night. If you see the glow of light from behind some giant boulders, with some banners outside, you're there. Once you find Argyle, you can go back to Tenpenny with the news, and he'll reward you for your efforts.
