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Killing a Character in Fallout Had Severe Implications That Forced Devs to “comb through the entire game” Again


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Killing a Character in Fallout Had Severe Implications That Forced Devs to “comb through the entire game” Again

Killing a Character in Fallout Had Severe Implications That Forced Devs to “comb through the entire game” Again

When discussing RPGs with great narrative and engaging mechanics, Fallout is often one of the first titles that comes to mind. With its unique approach to player freedom and narrative choices, it introduced a post-apocalyptic world where players could shape their journey through the decisions they made.

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The series has been captivating players for decades. | Image Credit: Bethesda Game Studios’ Fallout 76

However, as the game’s creator, Timothy Cain, recently revealed, the immense freedom that Fallout offered came due to an unexpected challenges. During development, someone’s violent approach to the game caused an unforeseen bug that not only broke the game but forced the development team to overhaul core systems.

Timothy Cain shares a story of how voilence broke Fallout

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Cain shared a very interesting story in his recent video. | Image Credit: Timothy Cain on YouTube

In a recent video on his YouTube channel, Cain recounts a intriguing story that took place during Fallout‘s development. While he didn’t name the player involved, it was during testing that someone played the game with the intention of simply killing every NPC they encountered.

This player entered Junk Town, a critical area in the game and immediately shot Gizmo, a major NPC, right in the head before the NPC could even speak. For those unfamiliar, Gizmo is an important character in the main questline, tasked with giving the player a crucial item.

However, the item is not stored in his inventory, instead, it was generated by a script triggered only when the player engage with him in conversation. So, by killing Gizmo before any dialogue could occur, the player essentially broke the questline, as they couldn’t receive the necessary item to proceed in the main story. Cain explained:

He walked into the room and just shot Gizmo right in the head before Gizmo could say a word and that broke the game […] This shocked me because I didn’t think that was possible, and we looked into it.

Cain was initially shocked by this unexpected discovery. While he and his team had anticipated players choosing violence, they hadn’t considered the possibility that killing key NPCs could halt the game’s progression in such a significant way.

I had the designer comb through the entire game looking for things.

After recognizing the need for a fix. The team had to ensure that no NPC or critical event could be permanently blocked by a player’s violent actions. So, the team took the extra step of combing through the entire game to identify other potential flaws where any unintended action might break the story.

A game that embraced chaos

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The story revealed how unpredictable players can be. | Image Credit: Bethesda Game Studios’ Fallout 76

Cain’s story of the Gizmo bug highlighted the core design philosophy of Fallout: embracing player freedom. Since many RPGs at the time had set paths for progression, Fallout stood out as it allowed players to choose how they interacted with the world, for better or worse.

While violence was an option, it was never intended to be the default approach for solving every problem. Cain was surprise to see how often players resorted to violence in the games. Even back then, he realized that testing and balancing the game could never account for every possibility.

The bug with Gizmo was a wake-up call and it helped the team refine the game further, ensuring that regardless of how players interacted with the world, whether peacefully or violently with gun blazing, the story would always continue.

In the end, the solution to the Gizmo bug wasn’t just about fixing a script—it was about reinforcing the core design of Fallout. To ensure that it wasn’t just a game that let you make choices for the sake of it, instead, it was a game that adapted to them.



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