After we nailed down what was important, development went off and began working on ideas that hit the touch points.” “We created a sensibilities document that spoke to points such as moral ambiguity, tactical combat, a skills based system and the attributes system. To breathe humanity and charm into the game,” Brian remembers. “It was a matter of getting a small team to start bringing the project to life. Sitting down with the development team, Brian Fargo and his crew at Interplay analysed what made Wasteland tick-what it was about the then-decade-old PC RPG that had kept people playing it so much over the years. We were all working together in the same direction. I finally decided we’d do our own post-apocalyptic game and call it Fallout.” I tried to get EA to license me the rights back, but I was unable to succeed despite trying for many years. Shortly after finishing the Wasteland game, Interplay became a publisher and we no longer created games for other people. “I had been a post-apocalyptic fiction fan since I was a kid,” Brian Fargo, executive producer on Fallout (and founder of Interplay) tells us, “And Wasteland was my first attempt at bringing something to the genre.
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