The map is huge, but there are six distinct regions to the game that are each a different difficulty/level, for a natural progression.These will be the main gun combat with AI in the game, which is described as a "central pillar" of the Fallout experience. They didn't want this, so they created a faction of half-feral ghouls called the Scorched, who are hostile, but still sane enough to use weapons and armor. The important reason for this is that they found with raiders, players would spend a lot of time just trying to discern whether or not a hostile human was a player or AI. They like to think that not all of these creatures were able to survive into the time period when the other Fallout games are set. The mutated creatures are more dramatic because it's so soon after the bombs fell, and the radiation is at its most powerful.Giant sloths, two-headed possums, and intelligent plants were all mentioned. There are way more creatures in 76 than all other Fallout games."Maybe at the beginning, he's just stalking you". The Mothman specifically is a unique creature that they don't want to spoil other than saying there will be stages to him.The Grafton Monster, Flatwood Monster, the Snallygaster, Mothman - the list goes on. They felt this was a perfect match for Fallout 76. It was also chosen because as they dug deeper into local stories and folklore of West Virginia, they found out there were so many cool conspiracy theories, monsters, and creatures that have been part of the state's history.This would give them the opportunity to have living forests, tons of different types of wildlife, and more diversity than normal when it comes to different regions on the map. West Virginia was chosen because A) it was still East Coast, and B) it was a place that would be almost completely untouched by nukes.This is in part due to new tech that enabled them to render longer distances they wanted lots of open space to explore. From the beginning, the map was planned to be four times bigger than Fallout 4.Rockville doesn't have the experience required to pull something like this off because they are a singleplayer-focused studio. BGS Austin was absolutely crucial in the development of this game.They're experts when it comes to building multiplayer, and painstakingly rebuilt the engine from the ground up to support multiplayer. ![]() The lead programmer for 76 was the client lead for SWG. The two Fallout 76 leads worked on Star Wars Galaxies, The Old Republic, and Ultima Online between them both.They started working on 76 when they were still Battlecry studios, and began development during a time when Rockville was still working on Fallout 4 (and later beginning production on Fallout 4 DLC and Starfield). The Maryland (Rockville) studio is involved, but they have been putting in tons of work into Starfield as well, and 76 is mostly Austin's baby after the initial design phase. BGS Austin are the main guys behind this game. ![]() It's really good, and definitely worth a watch. (Watch the complete documentary yourself here.
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