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GameTap phỏng vấn Emil Pagiarulo về dự án Fallout 3
Fallout 3 Q&A: Emil Pagliarulo (Xbox 360, PC)
Fallout 3’s lead designer drops bombs of knowledge about Bethesda's upcoming action-RPG.
By: Giancarlo Varanini | GTGV
Aug 31, 2007
"Generally speaking, though, the world of Fallout 3 is pretty harsh."
Emil Pagliarulo, Lead Designer, Fallout 3
Gameography
In addition to his current work on Fallout 3, Emil Pagliarulo has also worked on these other games:
Thief Gold (1999)
Thief II: The Metal Age (2000)
Pirates of the Caribbean (2003)
The Elder Scrolls III: Bloodmoon (2003)
Thief: Deadly Shadows (Play it on GameTap) (2004)
The Elder Scrolls IV: Oblivion (2006)
Life inside of an enormous vault doesn’t sound like a whole lot of fun, does it? That is until you consider that just outside the doors is a wasteland, scarred by nuclear fallout and filled with remnants of what used to be the United States of America, which includes humans trying to recover some semblance of their former lives as well as horrid mutants skulking in the shadows. Oh, and nuclear radiation still permeates the atmosphere. But after your father mysteriously leaves the safety and civility of Vault 101, you feel compelled to give chase and find out where he’s gone. But to do that you’re going to have to survive first.
We spoke with Emil Pagliarulo, lead designer for Fallout 3 at Bethesda Softworks, to find out what life is like outside Vault 101, as well as his thoughts on making the transition from Oblivion to the now 10-year-old Fallout series and how he plans to take full advantage of what that universe has to offer.
GameTap: As the lead designer of the Dark Brotherhood content in The Elder Scrolls IV: Oblivion, were you surprised when that particular part of the game became such a focal point for fans and critics?
Emil Pagliarulo:: I’m blackmail...I mean, petitioning Bethesda to release the questline as a standalone game--“Emil Pagliarulo’s Dark Brotherhood.” Once that happens, I will sit upon my throne of corpses and pass judgment upon all of creation!
I can’t even express how much fun I had doing the Dark Brotherhood quests. From start to finish, it was a complete joy. I had this idea in my head, and it actually changed very little from conception to implementation.
[Working on] Thief back in the day, I had always fantasized about doing a first-person assassin game. And every time I mentioned that to my friends and colleagues, they were really excited by the idea. Because, you know, there really hasn’t been anything like that out there. In Thief, you can kill, but the game is really morally ambiguous. You’re not technically supposed to go around murdering people.
So I considered the Dark Brotherhood my chance to make a first-person assassin game. It was the opportunity of a lifetime, and I didn’t want to screw that up. I knew the subject matter alone would appeal to people. What was the old Dungeon Keeper slogan? “Evil is good”? It’s so true--it’s fun to be the bad guy. So I’m incredibly psyched people have enjoyed the questline, and yeah, I’m really thankful of the awesome reception it’s gotten.
GameTap: Are there any Dark Brotherhood quests that are your particular favorites? Did you have to change any of them because they were a little too over-the-top in terms of evilness?
Emil Pagliarulo:: My favorite quest is probably “Whodunit?”--that’s the one where you murder everyone at the dinner party. It’s the most dialogue-heavy of all the quests, and I can be a verbose bastard, so it was my opportunity to really go nuts with that stuff.
But I guess the reason I really like that quest is because it’s so different than all the others. It’s actually an incredibly easy quest, if you don’t care about earning the bonus. I mean, those guys are lambs just waiting to be slaughtered. But it’s not about that. It’s about subtlety and manipulation. I wanted to player to feel like it was okay to put down his or her sword, and just walk around, and talk to these people, and explore their characters.
And it’s all funny and pathetic, because the guests are trapped in the house, there’s no way out, and they will die--and the player’s the only one who knows that. So really, I like it because the player is all-powerful...but not in the typical way.
To answer the second part of that question, no--there was nothing I had to hold back on or tone down. Everything in that questline is exactly the way I wanted it to be. That’s the way I approached the Dark Brotherhood from the beginning--I wanted to make it fit within the framework and tone of the rest of the game, but offer an evil alternative to saving the world. And really, at no time did I have to back away from that.
GameTap: The theme of moral dilemmas seem to be playing a greater role in games these days. Do you think this is the next logical step for games as a whole as the audience grows up?
Emil Pagliarulo: Videogames are trying desperately these days to be accepted as art. The whole Roger Ebert debate has fanned those flames, but it’s been a big issue for years. Can games, like art, manipulate a person’s emotions? Can a game make you cry, can a game make you truly feel for the characters inhabiting a virtual world? Presenting the player with a moral dilemma is one of the easiest ways to do this. BioShock completely yanks at your heart strings with their Little Sisters, and it’s incredibly effective.
I honestly think there’s room for both types of games. I mean, in the Dark Brotherhood in Oblivion, you really don’t have a choice. There’s no moral dilemma. You’re evil. And that’s part of the fun--not having to compromise, not having to worry about what you’re doing is right or wrong. It’s wrong, and you’re going to do it anyway. In Fallout 3, it’s the complete opposite--a big part of the fun is deciding whether to do the right thing, the wrong thing...or not caring if it’s right or wrong, but doing it anyway.
GameTap: At the same time, does it make certain games an easier target for politicians and media that are looking for any sort of justification for their anti-videogame sentiments?
Emil Pagliarulo: Of course, of course. The more serious you try to make your game, the more realistic the situations, the more realistic the situations, the larger the bullseye you paint on your back. I’ve always maintained that it’s a matter of context, though. Using film as an example, an obscure movie like The Basketball Diaries gets picked on because it has a school shooting sequence. Whereas Kill Bill, which is more violent by a factor of 10, doesn’t receive the same sort of criticism...because it’s so over-the-top, so comedically unrealistic, it doesn’t strike the same nerves.
Fallout 3 definitely falls into that latter category.
Welcome to the wasteland.
Billboards and all sorts of other objects give an idea of what life was like before the fallout.
GameTap: How does morality play into Fallout 3? Will players encounter those kinds of moments where they have to think, “hrm, do I really want to do this?” We saw during the E3 demo that you have the option to blow up the town named Megaton that you encounter early in the game.
Emil Pagliarulo: Oh, the player’s morality is called into question all over the place in Fallout 3. The Megaton bomb quest in the demo is a really black-and-white, really extreme example. It’s pretty clearly “good” or “evil,” and destroying the town pretty much bottoms out your karma.
In the game as a whole, we play around a lot with the very definitions of good and evil, right and wrong. Do personal motivations, if well intentioned, override the wishes of a community? If a person wants to die, is it OK to let that happen...or is it worth the effort to save them, even if they don’t want to be saved? If I find a kid abandoned in the Wasteland, is it okay to leave him there… even if I promise to go get help? That morally gray area is a big part of what we’re trying to accomplish.
GameTap: How important is it to telegraph to the player about the ramifications of what they’re about to do when presented with these kinds of options? In other words, you’ll know what you’re getting yourself into if you decide to do something like blow-up Megaton--the first town you encounter outside Vault 101.
Emil Pagliarulo: You never want the player to feel ambushed or cheated. That’s the bottom line. Everybody knows how much it sucks to have something bad unexpectedly happen in a game, and have no way to recover. With Megaton, it’s such an extreme thing; it’s pretty hard not to know what’s going to happen. I mean, if you nuke the place, it’s gone.
Generally speaking, though, the world of Fallout 3 is pretty harsh. People can die. Places can become inaccessible. So throughout every part of the game, the player will make choices that matter, and will have to live with the consequences of those choices.
All of that said, we still won’t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can’t move forward or finish the game isn’t. We worry about that stuff, and handle it, so the player doesn’t have to.
GameTap: Obviously, the Fallout series has its share of fans that are expecting a certain look and gameplay mechanics out of Fallout 3, but how do you take that into account while making the game accessible to someone that has never even heard of the series before?
Emil Pagliarulo: As for look, Fallout has some amazing art direction, thanks to our lead artist, Istvan Pely. The game has that classic Fallout vibe--it’s postapocalyptic, yet mixed with the remnants of pseudo-1950s sci world.
For the player--and for right now, that player is me, testing the game--it’s just an incredibly visually interesting world to explore. You know, you’re walking down an abandoned street...you pass through a blown-out wall of one building, climb up some rubble to get onto a low roof...and then, in the distance, you see the destroyed Washington Monument. It’s pretty surreal. I don’t think any player is going to have trouble “getting” or appreciating the setting, not by a long shot.
Now, as far as mechanics are concerned, Fallout 3 definitely is a lot different than the previous games. In that regard, it’s much more accessible. It’s first- and third-person, and it will be pretty easy to pick up and play, whether on the console or the PC. This, in my opinion, is one of the best things about the game. I mean, if you’ve played a game in the last 10 years, playing Fallout 3 will be second nature.
GameTap: Have you encountered any issues where you’ve come up with an idea, but later think that you shouldn’t implement it because it’s not what Fallout is about? Basically, how restrictive has it been to work within the Fallout universe?
Emil Pagliarulo: Ha ha ha ha ha ha ha! One of my big responsibilities as lead designer is playing “content cop”--making sure I know what’s going in the game at all times. With the nature of Fallout, it’s easy to say “Anything goes!”--but if you do that, things become diluted. The jokes you do have become less funny, the profanity you have becomes less noticeable and meaningful. So really, any idea that comes up has to fall under the microscope.
That said, the Fallout world is the Fallout world; it’s non-restrictive by nature. There’s not a whole we couldn’t include, if that’s what we wanted. So really, for us, it’s always a matter of asking ourselves, “Do we really want this? Does it fit with the world, does it fit with our story. At the end of the day, does it make Fallout 3 better?” If the answer to any of those questions is “no,” it doesn’t go in the game.
GameTap: The VATS mode looks like a good compromise between Fallout’s traditional turn-based combat and modern, real-time first-person combat. One thing that hasn’t been addressed, though, is melee combat. A small joy in previous games was being able to punch rats in the groin. When the player doesn’t quite have the means to use a gun, and only his hands, or even when the player has a super-sledgehammer, how will melee combat be handled in Fallout 3?
Emil Pagliarulo: Melee combat is going through extensive balancing right now, so I’ll tell you what we do know--we don’t want any weapon to become useless. We don’t want any melee or unarmed skill to become useless. If I can reach my opponent while I’m armed with a combat knife, I damn well better be able to kill him with it.
So yeah, we’re giving melee a lot of love. I mean, yeah, it’s such a huge part of Fallout. If I can’t whack a guy in the gut with a super sledge, or explode his head with my power fist, what’s the point?
GameTap: One of the most memorable parts of Fallout was the fact that you could convince the last boss to kill himself. This is part of a larger aspect of Fallout, in that you could conceivably finish the game without killing anyone. Without spoiling anything, would it be accurate to say that Fallout 3 maintains this tradition--that the endgame can be done without violence?
Emil Pagliarulo: How do you know there is an end boss, huh? Huh?!
OK, let’s assume for a second that there is an end boss. And I’m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.
Now, that’s not to say you can talk your way through the entire game without ever engaging in combat. The Capital Wasteland’s a dangerous place, so you’re going to have to defend yourself at some point. But within the quests, and several other places, yeah--you can talk your way through, if you’ve got the skill.
GameTap: I never played the game all the way through this way, but I will admit that in Fallout 2, I mucked with my character's stats and did a good few hours with a character of intelligence of 2 or something, and it was interesting seeing the reactions to my character’s mental deficiencies--I couldn't even speak, I just grunted. I’ve heard that in Fallout 3 intelligence doesn’t affect dialogue, that it’s almost all in speech or charisma. Is there a specific reason? Why can’t I wander around as some sort of nuclear cro-magnon?
Emil Pagliarulo: It really all comes down to the best way to balance our resources and our time, and concentrate on the things that really matter. Throughout the game, the player has so many choices, so many ways to define their character, we don’t want to get hung up on something like that.
GameTap: Who is your favorite hireable AI character in Fallout 3? Dogmeat? Someone else?
Emil Pagliarulo: I definitely do have a favorite, but I’m not going to say who he is. I’ll give you this hint, though--he ain’t exactly human. At least, not anymore...
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Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/