Fallout 3 Q & A with Emil Pagliarulo
GameTap has a Q&A up with Emil Pagliarulo, Fallout 3’s lead designer for Bethesda Softworks. After talking about his infamous Dark Brotherhood quests he designed for Oblivion, Pagliarulo enlightens readers on life outside the vault, the transition from Oblivion to the decade old Fallout series and how he plans to push the limits of what that universe has to offer.
Pagliarulo focuses on how realism and moral dilemmas effect how games are perceived and enjoyed. He also enlightens players on the crunchy bits such as the VATS game mechanic and skill usage.
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?
OK, let’s assume… 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.