{"id":2603,"date":"2015-09-18T16:37:23","date_gmt":"2015-09-18T23:37:23","guid":{"rendered":"http:\/\/kmtechblog.com\/?p=2603"},"modified":"2015-09-18T16:37:23","modified_gmt":"2015-09-18T23:37:23","slug":"fallout-4s-systems-were-influenced-by-minecraft-doom-says-director","status":"publish","type":"post","link":"https:\/\/kmtech.blog\/?p=2603","title":{"rendered":"Fallout 4\u2019s systems were influenced by Minecraft, DOOM, says director"},"content":{"rendered":"<p>A lot of stuff has happened since Bethesda released\u00a0<em>Fallout 3<\/em> back in 2008, and some of that has affected the development of the sequel. In videos recently posted to Bethesda\u2019s YouTube channel, game director Todd Howard talked a bit about just what those influences were.<\/p>\n<p><!--more--><\/p>\n<p>Crafting games like <i>Minecraft<\/i> have become huge in the last five years. Howard talked at length about the game\u2019s crafting system and called out\u00a0<em>Minecraft<\/em> as being a pretty obvious inspiration. The team has tried to make as many elements of\u00a0<em>Fallout 4<\/em>\u00a0into systems as they can, so that players can get invested in what they\u2019re doing. The crafting system lets players customize just about everything about their character. Since it uses components pulled from objects in the game, it also helps ensure that nothing in the game world feels useless.<\/p>\n<p><iframe loading=\"lazy\" title=\"Fallout 4 \u2013 Customization, Crafting &amp; Modding\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/D1J9HSbqqUA?feature=oembed\"  allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>This, says Howard, has had an interesting side effect. The team would normally be spending a lot of time right now balancing the economy of the world to keep players from exploiting it and becoming overpowered too early into the game. Now that everything has a use, though, that doesn\u2019t seem to be nearly as big a problem. Players are keeping what they find and selling much less of it because everything has a purpose, and those exploits just aren\u2019t popping up.<\/p>\n<p>Another influence has come not from another game but from another studio.<\/p>\n<p>Bethesda isn\u2019t just the\u00a0<em>Fallout\/Elder Scrolls\u00a0<\/em>team anymore \u2013 studios like <em>DOOM<\/em>developer\u00a0id Software (as well as Arkane Studios and Tango Gameworks) are in-house studios now, as well. Howard didn\u2019t put that synergy to waste.<\/p>\n<p>\u201cSince id Software is part of our company, the first thing we did was call them. [We said] \u2018alright, we\u2019re going to do this from scratch, give us some tips.&#8217;\u201d The result, he says, is that\u00a0<em>Fallout 4<\/em> \u201cdoes feel like a modern shooter,\u201d and that the team didn\u2019t want to make any excuses for the quality of the action just because it\u2019s a role-playing game \u2013 role-playing systems can be layered on top of solid shooting.<\/p>\n<p><iframe loading=\"lazy\" title=\"Fallout 4 \u2013 Player Freedom in an Open World (PEGI)\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/MMUvtfoWrOk?feature=oembed\"  allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p><em>Fallout<\/em> is all about player freedom, and this looks to be another way the team is trying to provide that to players. The pause-and-shoot VATS system is a good carryover from the original <i>Fallout\u00a0<\/i>titles, but it felt like a crutch at times. This time I\u2019m hoping it\u2019ll feel less like a necessity and more like an optional tool.<\/p>\n<p><em>Fallout 4<\/em> hits PC, PlayStation 4, and Xbox One on November 10.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A lot of stuff has happened since Bethesda released\u00a0Fallout 3 back in 2008, and some of that has affected the development of the sequel. In videos recently posted to Bethesda\u2019s YouTube channel, game director Todd Howard talked a bit about just what those influences were.<\/p>\n","protected":false},"author":3,"featured_media":2604,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[12],"tags":[],"class_list":["post-2603","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","et-has-post-format-content","et_post_format-et-post-format-standard"],"_links":{"self":[{"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/wp\/v2\/posts\/2603","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/kmtech.blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2603"}],"version-history":[{"count":0,"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/wp\/v2\/posts\/2603\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/kmtech.blog\/index.php?rest_route=\/"}],"wp:attachment":[{"href":"https:\/\/kmtech.blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2603"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/kmtech.blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2603"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/kmtech.blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2603"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}