- 9 minuti fa
La prima parte del panel all'E3 2015 dedicato a Bethesda e Fallout 4.
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00:00Peggy 18
00:09How's it going? I'm Matt from Bethesda, and we're here with Bethesda Game Studios.
00:14These guys have actually all worked on the game, the Fallout series, for over 10 years together.
00:19We've got the art director, Ysvan Pele.
00:23Hello.
00:23Lead producer, Jeff Gardner.
00:25Hello.
00:26Lead writer, Emil Pagliarulo.
00:28Hello, and you guys don't need to welcome, or you know who he is.
00:32Yeah, let's welcome him.
00:33Here's Todd Howard, the game director of Fallout 4.
00:38So the game was announced about two weeks ago.
00:41We showed it at the showcase at E3.
00:43How are you guys coming along with the game?
00:46Great. You know, we're where we need to be.
00:48There's a lot to do yet.
00:49We build really big games, but, you know, we make the games that we want to play,
00:54and it's a blast to play, and we're really excited to get it out to everybody.
00:59You know, and the joke that when you tell someone you're a video game developer,
01:03and, oh, you play games all day.
01:05You know, no.
01:07So three and a half years, you're not playing games all day.
01:09You're making them.
01:09But now it's sort of the part of the project where you are playing the game all day,
01:14trying to, you know, play it and test it and fix it and get it where it's supposed to be.
01:20I've played the game probably 400 hours, and I'm still finding stuff that I haven't seen yet.
01:25Surprises.
01:26Yeah, this is my favorite part of the project, is when it all starts coming together.
01:28It's clicking.
01:29So much fun.
01:30We're having a blast.
01:31I think that's one thing people don't realize, is they think, like, that we know everything in the game.
01:36Like, you think, like, I would know everything in the game.
01:39I actually don't.
01:41Because we have a studio that's worked together for a long time.
01:44I know most of the stuff in the game.
01:45But, like, I'll be playing the game and run into something and be like, who built this?
01:49What is this?
01:50Because it's so big.
01:51And then, you know, I think collectively we all know everything in the game, but usually we'll ask each other.
01:55What do you really think makes this feel like a new Fallout since the last one you put out?
02:00I think, you know, for every game we step back and we look at, not as a sequel, but, like,
02:06what makes this Fallout?
02:07What is the essence of Fallout?
02:08So, you know, this is something where we step back and we're constantly reinventing things.
02:13And so this is a whole new take, a whole new vision.
02:16Well, I grew up in Boston.
02:17So for me, Fallout 4 has an entirely different meaning.
02:20You know, it has a very personal connection to me.
02:22It has a lot of different tones through the world because it can be very scary.
02:27and then it can get kind of, at times, almost B-movie goofy, but it all kind of works together.
02:32In Fallout 3, I think the people who live in that world are very cognizant of they're in this destroyed
02:40world, you know.
02:41And so we looked at that again and tried to think, well, what if, you know, it's not so much
02:47about the past.
02:48You know, this is what they know.
02:50This is their world.
02:51So there's a little bit of, you know, you know, there's a post-apocalypse in the destroyed world,
02:55but there's a glimmer of hope sometimes, too, because there are people that are getting on with their lives.
02:59And how do you look at that, too, and how does that, you know, inform the different stories in the
03:03world?
03:04So, Ysvan, when the team was finishing up Skyrim in 2011, you were actually putting stuff in the world already.
03:12What was that like, kind of being the first guy on the front line?
03:15Yeah, it was pretty cool.
03:16I mean, I went straight into this game right after Fallout 3 was finished and after we had finished all
03:20the DLC.
03:21So I was still very much fresh on just having to complete that project and deciding, like, all right, what
03:26do we want to do this time that's different?
03:28We want to keep things fresh.
03:29We don't want to repeat ourselves.
03:31Fallout 3 had a very distinct visual style.
03:34You know, you look at a screenshot, a video from it, you can easily identify it.
03:38But this time we kind of went back and sort of looked at it, and a lot of it for
03:41me was, okay, what is Fallout?
03:44About look back at Fallout 1, like, what are some of the vibes you want to sort of carry over?
03:48So we looked at, you know, introducing more color, more variety in the world.
03:52There isn't sort of a tonal grading over the whole game visually this time.
03:56You know, you look back at the original games, the vibrancy of the vault suit, that color blue, the way
04:00it pops on screen, these color accents.
04:01We had a lot of blue debates.
04:03Yeah.
04:03A lot of color debates.
04:06How blue is your game?
04:07How blue is blue?
04:08That is bright green.
04:09Yeah.
04:10Yeah.
04:10The exact color green for the interface, all those little details.
04:14So, you know, it's going back and trying to find what the essence of the original game was and trying
04:19to keep it fresh, trying to do something new.
04:21Do you remember what the first thing you did for the project was?
04:23Yeah, I think originally, you know, for one of the things we want to do with this game is really
04:27look at doing a post-apocalyptic city, Boston, trying to do a really dense, realistic, large city.
04:36This is going to be one of our most richly detailed and dense environments that we've ever done.
04:42So a lot of it was, for me, looking at doing a small vertical slice.
04:45What's that going to feel like?
04:47Introducing new elements we haven't seen much of before, more verticality in the environments.
04:51And we had a lot of conversations early on, too, with the environment and the location to be recognizable, right?
04:57And D.C. is easy.
04:58You know, you've got the Washington Monument, the Capitol Building.
05:01And so that was part of what was talking about, you know, what is it visually about Boston that stands
05:07out, too, that separates it from another city?
05:09You know, red brick streets and a lot of, you know, classic architecture.
05:14Fenway Park.
05:15That stuck out a lot.
05:16Yeah, Fenway Park.
05:17We've got to get Fenway in there in the right way.
05:19Yeah.
05:19When did you guys kind of get to the decision that was going to be the next Fallout location?
05:24We debated for a while.
05:27We had had some seeds in Fallout 3.
05:31And we felt that Boston was kind of the right, it's got the right mix of, like, American history mixed
05:39with high tech.
05:40It's very good for Fallout.
05:41Plus, it doesn't hurt that Emil grew up there.
05:44So, you know, he could talk more about it.
05:46Yeah, I remember the conversation with it.
05:49I remember the moment, actually, when we decided the game would be in Boston.
05:52It was Todd and Eastvine and I in Eastvine's office.
05:55And they were talking.
05:57And I'm thinking in my head, like, are they going towards Boston?
06:00Is this what I'm hearing?
06:00Like, we're all sort of talking about it.
06:02And he didn't want to oversell it.
06:03That's the thing.
06:03Like, I didn't want to be like, yeah, let's put the game in Boston.
06:05And so we finally decided, let's, you know, set it in Boston.
06:09And Todd just turns to me and says, is that okay with you?
06:12And I'm like, all right, now we're talking.
06:15Yeah.
06:16As a developer, as a designer, you know, when you're making the game, Boston, they call Boston America's walking city.
06:21You know?
06:22And so there's a lot.
06:23You can fly into Logan Airport and you go downtown Boston.
06:26You can see a lot in a very short amount of time.
06:29And so I'm walking around in the game and I've gotten homesick.
06:34You know?
06:34I'm like, this is so, this reminds me exactly like, oh, this is here.
06:38Does it look the same?
06:39My.
06:41Ouch.
06:42Yeah.
06:43My house is in the game, destroyed.
06:46Wow.
06:46Single tier.
06:47It's also a very visually intriguing environment, too, because Boston has so much character.
06:52It's got a very specific look to it, all the red break and whatnot.
06:55And introducing the follow-up elements to that visually in terms of, like, the high-tech, the skyscrapers, the, you
07:01know, the more futurism, blending the futurism with sort of the historical colonial quality to it.
07:07That was very exciting to try to figure that out.
07:09So you created a ton of work for this.
07:11I think we've got some footage of actually the concept art that went into creating all this.
07:19So, Todd, I think you go into this that it's every little detail in the game is important, even from
07:26every monitor in the game.
07:27You know, we always say that.
07:28I think it's hard for people who play our games to, you know, wish they could be a fly on
07:32the wall in the office sometimes and see just how obsessive we get over all the details.
07:40You know, we're not showing all the concept art here.
07:43We just possibly, you know, we can't.
07:45But the lights there really are, I really like those images because it's almost symbolic to this, like, obsession with,
07:51like, what are the labels on these blinky lights on every computer in this area?
07:57Because someone, you know, we like people to be able to stick their noses in it.
08:02And so despite it being, like, I think a lot of times our stuff maybe feels really, everything feels really
08:08grand.
08:09But we're also a first person game.
08:12So we need to hold up at both scales that you can stick your nose in it.
08:18And, you know, credit to our artists.
08:19They are amazing.
08:20Yeah, our concept artists are fantastic.
08:22And because of, you know, the unique nature of Fallout, like, everything has to be designed.
08:27Every vehicle, every prop in the world, the architecture, there's so much we have to draw on a cover for
08:33artists to build them.
08:35Yeah, and you see a fraction of it here.
08:36I almost think this video, it may even do a better job than the footage we put out of showing
08:42you the different styles and palettes of what you're going to see in the game world.
08:48We actually go back to some of these environments after we built them, paint them over again.
08:52and then redo them in the game just to make sure everything's perfect.
08:55The lighting and the shadow and how everything interplays.
08:59Early on, there were one or two concepts that, you know, I think the artist riffed on just coming up
09:05with, I think, like a city street.
09:07And we were like, well, could we actually do that in the game?
09:10And we hadn't, it wasn't the way we built spaces before.
09:13And we actually ended up changing our process a little bit to make some of these, like, doing architecture like
09:18that and destroyed, showing destruction in a different way.
09:20And the big thing we do, and this was tricky with what East Vaughn was building originally, is that we
09:26have a lot more non-loading space.
09:28Because it's all destroyed, so it's harder to do, like, here's a big castle gate and you click it.
09:32So, like, we wanted these really crenulated buildings and with the light coming through it.
09:36And so, the concept artist could draw really crazy stuff like that.
09:42And, you know, with the new consoles and the memory and the tech, we're able to build these things where
09:46it's a lot more free-flowing.
09:48Particularly, you know, downtown was the biggest struggle, technically, to get going at the detail level we wanted.
09:54The building of settlements and the weapon customization, that seems pretty crazy and ambitious for you guys.
10:00I think we have some footage of that right here.
10:02So, did Hearthfire play a big part into this from Skyrim, or was it just something you wanted to do
10:09all along?
10:09I wouldn't say.
10:10We do a little bit of this in all the games we do.
10:16So, when Hearthfire was being made, we knew we were, you know, doing this.
10:21But it wasn't, I wouldn't say one had anything to do with the other.
10:23It's just, this one is completely, it's a completely different animal.
10:29So, this really became, like, we'd like to do it.
10:31Can we even do it?
10:33And I think the inspirations are pretty clear here.
10:37Things like Minecraft and other games that we like.
10:40And that we could do it really well in a world like Fallout.
10:46and, you know, I remember discussions, actually, because Jeff and Todd and I, our kids were playing Minecraft around the
10:52same time.
10:53So, we would have these discussions about, like, what are our kids playing?
10:55What are they creating?
10:56And, you know, and, um...
10:58Yeah, Terraria was another one.
11:00Yeah, right.
11:00Where people will come to your, you know...
11:04And one of our artists made that.
11:06I just thought it was so awesome.
11:08He said, we got to put that in the video.
11:10Like, that was, that's not, he built that.
11:12And then, you know, set up all the, you can set up the wires and control them.
11:17One of the things we don't show, because it's, you know, we couldn't get in the video,
11:21is he made a music play or two.
11:22Like, you can make things that play audio tunes and then plug the terminal in and adjust the pitch.
11:27And so...
11:28That's the visual programming kind of being able to do that?
11:31Or how does that work?
11:31Yeah, because we have terminals in Fallout, we can kind of get away with, like, pseudo-scripting
11:37without you getting in and modding and scripting.
11:40Because you can build a terminal and then access everything on it.
11:43And so, as the artists and the other designers make new things,
11:46they give them properties, and those properties will feed back to the terminal,
11:50and you can see those.
11:52So, like, you know, we're...
11:54It works well in the game, but we're more excited to, like, get it out to everybody
11:57and then see what they make with it.
11:59Because you look at what people do with Minecraft,
12:01just with basic timers and switches in Redstone, it's pretty, it's bonkers.
12:04So, working on the project, Jeff, does it feel like you're a parent or an overseer
12:09making sure all this stuff's getting done to hit the release date?
12:14In some regards, I have five children, so it's not nearly as difficult as that, honestly.
12:19One's enough for me right now.
12:22They're wonderful.
12:23But, you know, like I said, we are blessed to work with some of the best professionals in this industry.
12:28We're still sort of a scrappy team in a way.
12:30You know, we're just over 100 people, not nearly as big as some of the other studios.
12:33So, we're able to really have great rapport, individual rapport with most, you know,
12:37all our developers and really get, like, this great...
12:41I hate the word synergy, but that's what it is, going between different departments.
12:44And we empower people to do what they love when they come to our work.
12:48And they're really, like, you know, what can you contribute today?
12:51It's not like we hand them a task sheet or anything along those lines.
12:54We find surprises all the time in the game.
12:56And those are generally, for us, some of the best things in the game.
12:59Like, we've been working together, you know, for 10 years on the Fallout series, right?
13:03But that's representative of the company, too.
13:05Like, a lot...
13:06Most of the people at Bethesda have been there for a long time.
13:09So, we've worked...
13:10A lot of people, most of the people on the team have been working with them for years.
13:13So, you get to know them.
13:14There's a certain flow and energy and, you know, and just, you know, how they work.
13:18And how to communicate effectively with them.
13:22People see the end result of what we do, but we're coming to the office for four years.
13:25And we spend a lot of time together.
13:27And that's, you know, I think our creative energies together, everybody in the team,
13:33it really shows through in the game.
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