Storytelling: The Framework of Fallout 3

One of the integral parts of the Fallout series that has claimed so many fans’ total devotion was the storyline. When Bethesda took on the challenge of making a fitting sequel to the these games, they faced a monumental challenge to live up to the expectations of the Fallout community. The company has been slammed over changing the game‘s perspective from the established formula. The one thing that could possibly save them from being torn apart by super mutant fans is a solid story firmly grounded in the Fallout tradition.

Writing the story for Fallout 3 required options that allow gamers to choose their own way rather than locking them into a good or evil moral ground. Fallout is all about shades of gray and moral ambiguity. When looking for the best person for the job, Bethesda looked to the writer responsible for Oblivion‘s compelling Dark Brotherhood quest line, Emil Pagliarulo.

Pagliarulo reveals in great detail the process of creating the story for the darkly satiric post-apocalyptic world of Fallout in an interview with Gamasutra. Fallout fans won’t want to miss this one.

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4 Comments on Storytelling: The Framework of Fallout 3


On September 8, 2008 at 6:32 pm

It could save them, if it is original, but judging by the fact that Bethesda couldn’t even think of some original factions for the game, I highly doubt it.


On September 8, 2008 at 6:38 pm

Man I’m so hyped for Fallout 3! I’m tired of hearing people say “OMG ITS JUST OBLVION WIT GUNS!!” I’m looking forward to killing zombies, and doing quests, kind of nostalgic from the good hours I spent playing Oblivion.


On September 8, 2008 at 6:39 pm

Well, if you played the Dark Brotherhood set of quests in Oblivion, you will see why they picked him for the story. Good God is he a good writer.


On September 8, 2008 at 7:10 pm

Agreed, the DB plot had your mind going in loops trying to figure out the good and bad.