I am a video game developer, mostly known for creating Fallout. I plan to use this channel to tell stories about game development, including stories about design, programming, team building, working for development companies, pitching to game publishers, and even a few stories about my short stint as a co-owner of a company, Troika Games. I have been doing this for more than forty years, so I have a lot of stories to tell.
I also eat a lot of dark chocolate.
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I always knew your name for Fallout, but I was SHOCKED just how many games I felt strongly about that you worked on - Bloodlines, I was a backer on Pillars, Outer Worlds...
Mr. Cain I'm gonna repeat it here, I hope you wouldn't mind. Could you please address the Sounds FX of classic Fallout in one of your future videos? Beside the music there is the UI soundwork which, you could say, has it's own trademark. Anyone will immediately recognize the battle turn on/off sounds even if you wake them up in the middle of a night. I'd like to know more about that kind of magic, like who was responsible for that, where to look for similar cases or for more works of that particular creator; and how it was even came as an idea (!), how it was created. For me music and soundwork bear as nearly as 50% of success for a game, and this is what Fallout achieved flawlessly. Good thing that Bethesda carried those classic sounds in their games. update: Charles Deenen, he's one hell of a professional who worked on Tons of project, but still I'd like to know more, if it's possible. the way he (apparently) created those Fallout FX is pure magic to me
One question: How could an empathetic guy like you design such a dark world? XD
10:23 dog ghost butt left of Tims shoulder.
I always love seeing what random frame KZread takes and decides to be the the thumbnail lol
So you’re saying Fallout is a gateway drug to this channel 😂
hehehe, IP
Hey uncle Tim Instead of a weapon repair kit. A gun cleaning kit Sharp weapon use a whett stone to sharpen it.
It's interesting. I discovered your channel after a popular gaming channel did a react to one of your videos about experiences in the game development industry. I didn't recognize you from the Fallout 2 icon because you look somewhat different from that icon, so learning that you were the lead for Fallout pretty much cemented your authority in my mind.
You brought us one of the greatest game series of all time. Fallout is the reason I started playing videos games and gave me inspiration in other things as well.
I've always wanted to know if a fallout game would work if the setting took place 500 years after the war, where civilization is starting to recover. Would the post apocalyptic setting still make sense?
You're right. I came to the channel for Fallout and now I come for story time with Uncle Tim.
Yes, like everything in life, and in Fallout, there are pros and Khans
btw, what do you think about Fallout 4 London ? it is just released today...
please consider a game similar to Disco Elysium but with fallout theme.
glorping thumbnail this morning
Kind of a shame you were sort of type casted into the industry and people thought you'd only do RPGs, you've got a really interesting view on game design that could see more exposure in things like pure action games.
Hey Tim, on this note. Check out the Fallout London trailer that dropped just now. It's a fan-made overhaul mod for Fallout 4.
What do you think of mods likes Fallout London and their possible effect on the communities perceived Fallout lore? And in the same vein, mods which try to recreate Fallout 1 and 2 into newer engines.
I wish more action RPG's leaned more into the RPG aspect rather than the action Sometimes it feels like the RPG aspect is put on the back burner and it leads to an experience that lacks the depth I wanted/expected Their loss for not putting you on those actions RPG's Tim
Fallout is one of the biggest influences for me to teach myself game development. I first played it when I was like 7 and the atmosphere still holds up for me.
WHY ARE YOU SO SOY?
why aren't YOU soy?
Maybe I should. I bet if I was SOY enough I could work as a game designer.
As far as the gaming world without Fallout, I feel (without any particular evidence to point to beyond "vibe") that it might've resulted in an earlier decline of the isometric RPG - though yes, Fallout isn't technically isometric ;) - but it kept the interest going, which allowed Baldur's Gate and associated games to flourish, and build greater interest in RPGs which might not have occurred without Fallout. Fallout (and Fallout 2) also probably kept Interplay in the green for longer, so all that came after might've disappeared without Fallout.
Tim! You gotta see and try Fallout 4: London! I think i speak for a lot of people when I say we are really REALLY interested in what you'd think about a Fallout set outside of the USA, and it would give a bump to the mod, which would be awesome given it's troublesome last months of development! Please Tim! It's my birthday soon Love you
Tim! You gotta see and try Fallout 4: London! I think i speak for a lot of people when I say we are really REALLY interested in what you'd think about a Fallout set outside of the USA, and it would give a bump to the mod, which would be awesome given it's troublesome last months of development! Please Tim! It's my birthday soon Love you
Did it give you rad poisoning? I kid i kid. Lovely video as always Tim
Hi Tim I'm also curious if working so in depth on such a bleak apocalyptic setting makes you a little more or less cynical or jaded of humanity as a whole, a difficult question I know but would love to hear your thoughts.
Love watching your videos while sipping on my morning coffee. Good morning Tim!!!
When you say troika was about making games and not money, web devs will say a company is a "feature factory." I went to look up troika to check the spelling, and their logo is a guy turning a huge lever in a factory. What a wild twist!
i can't believe we have an actual survivor of a nuclear fallout to tell us about the experience! this is so important.
That mic drop at the end haha love it
Have you seen Mount and Blade? They use rpg elements as you develop your character, you interact with npcs, you gain xp and renown and can go from peasant to king, but you are not alone. You are a leader of a warband, so in combat you can never go alone (unless you participate in a tournament). There was even an awesome mod, Prophesy of Pendor, made by a professional dev (Jim Lades) that expanded the fantasy elements with more substories and factions and a stronger central plot..
One thing I'd like to add to this is that VISUALIZING the player character doing all of these things instead of it being a (+15) number next to a dialogue choice or action prompt goes a long way to actually make these mechanics feel good to use. Are you using a spell to charm someone before or during a conversation? SHOW IT! (Axii in The Witcher 3) Are you intimidating an enemy in combat? SHOW IT! (Kinda like the companion special moves in The Outer Worlds) Are you performing a stealth kill? SHOW IT! (Skyrim assassination animation) Are you ordering a companion to do something? SHOW IT! (RDR2, during some missions). A game that I think failed in this regard is Fallout 4, which if you had a Charisma of 10, you could pick a perk that allowed you to intimidate enemies in combat, but there was no flair, no animation, just a voice line that your character said. It didn't feel impactful, it didn't feel good to use. It needed something more, like an animation where you see your character actually intimidate the enemy, and have the enemy react. They could've made it play out kind of like VATS, where everything slows down or freezes while it happens.
Swashbuckling seems like a good candidate for breaking the usual systems. Using acrobatics, dirty tricks or spedch as integral parts of the combat. Either to make your opponents flee, get frustrated and make errors or just swim in the chandelier through a window to evade the whole fight could be fun. En Gard! Works with this, but it is in core still just a spectacle fighter where you use the environment. I feel it could be expanded upon
I have a big dog right now and seeing Abby act like that reminds me so much of him(Terry), pls give her many pets.
Your mom sounds like fun, also great having animals as a kid
Honorable Mention to Cyberpunk for one specific thing : It's the only 1st person game that handle/portray Melee Combat correctly. It's not perfect, but it's the current best at it.
Tim, not withstanding if the game was especially good - what are some of the most interesting mechanics or systems from old games that you think could have been explored further?
It amazes me many engines you can't just import the geometry and any animations pop an object up programmatically or just get at an image directly from C++ and make GUI from there. They are all geared to a FPS with no GUI to speak of and very few characters so I guess it should not be a surprise.
Deus Ex feels a little like the holy grail of RPGs in this regard. Encounters weren't just shootouts. Due to how deadly the game is, you sneak to get past them or to bring down the enemy numbers before the bullets flt. And there's plenty of environmental threats like laser tripwires, security cameras, mines, radiation, gas leaks. Even with regular combat encounters you spy out the enemies, pick a tactic, check your inventory and act accordingly. Seriously, even New Vegas could learn from Deus Ex, and New Vegas is my favourite game of all time.
Thanks Tim, these will stew for a while. I'd be interested to know how (or if) you intentionally find "your people" when joining a new place. So much of my joy in game making comes from my immediate network but maybe I've just been lucky to land among great folks. Maybe that's not always possible and I wonder if the work can still be fulfilling without those strong bonds
This is my one issue with The Outer Worlds; there's talking and there's fighting. Both satisfying, but I want something else, something more. In New Vegas I craft, customize my ammo loadout, I play caravan, slot machines, listen to the radio, I pick locks. My Outer Worlds character was high charisma, social, with mechanics, and firearms skills. I wanted something to break the repetition.
Little bit of salt on that last point, but it's well deserved salt.
Very valuable final lesson! In a similar vein, my most successful engagements have always been when the client left the "how" completely up to my team or when senior stakeholders simply accept and work with your recommendations. Backseat drivers very rarely add value, they simply add to the likelihood of a crash. The rare ones who do add value need to have 2 qualities. 1) Specific experience in exactly the situation that is in front of you and 2) A recommendation about what to do. A lot of people will have 2) without 1), and similarly you will get people who have 1) are so are happy to criticize, but won't provide you with 2)!
I picked up FO1 because I read online that you could have queer relationships! I'm so glad I did, because its one of my favourite in the series. I remember working on Fortnite Save the World, we had these awesome sprites for the "Husks" which was our word for zombies, and there were some sick body-horror style details that we had to edit out for a lot of global builds, because of these same issues some countries have with gore in video games. It sucked cause the husks ended up looking like green zombified pitbull clones. The original designs were really really good, I don't want to describe the gore for the sake of other people reading, but if you want to see just google image search "fortnite husk design" and itll come up, along with some really sick concept art. My favourite thing abt games is seeing all the things that get scrapped!
I appreciate the video. Is there a benefit to making a game dev portfolio with many small games versus one single game? For example, I want to be an AI programmer in the industry. I'm going back and forth on making a complex simulation that showcases sophisticated AI systems and making smaller projects that showcase simpler AI programming skills in various environments.
Downvoting for lack of omniscience.
I feel like Colony Ship handled leveling and skills really well. Could tell it was inspired by Fallout, but added their own spin on things that I felt made skill exp and over all leveling rewarding.
Every time I get invited to a game jam, I send this one to my non-engineering friends. It's excellent stuff.