Welcome to the Nukapedia News Digest, brought to you by Former Secretary of Defence Robert S Macnamara.
From the Administrative Enclave
It may not be announced yet, but its time to make sure we're ready for Fallout 4. What can we do to improve this wiki to ensure that Nukapedia is the place to be? Please have your say here.
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Attention Nukapedia Shoppers
First there was the pay what you like for the Interplay Promotion, now GOG is bringing Interplay's classics to Mac, starting with Fallout 1 and Fallout 2 planned. You can find more on that on Gog.com
News From the Wastes
Perhaps I've been working for corporations for too long, but whenever I hear the word consultants, I get a cold shiver down my spine… But these guys look like they just might be the right kind of consultants…. InXile have hired Thwacke, a science based consultancy from the Quebecois Wastes, here's a snip from their press release.
- Reinventing science fiction in a post-apocalyptic future
- While a post-apocalyptic future is a bleak one to imagine, with the right minds, it is a feasible one to speculate. In order to bring a novel sense of believability to narrative, inXile will be working with the Montreal-based science consultancy, Thwacke. Thwacke will bring in experts in the realms of evolutionary biology, nuclear physics, and medicine to add depth and believability to the wasteland, its people, its creatures and its afflictions.
- As part of their collaboration with inXile, Thwacke, will be working closely with the writers and producers behind Wasteland 2 to enrich their fiction with interesting science. Thwacke CEO and molecular biologist, Sebastian Alvarado, has ensured that his entire team will align good science from their respective expertise to build rich stories. “We’re interested in creating moments where the player feels the line blur between reality and fiction, ultimately impacting gameplay and narrative”.
- What to expect...
- Role playing games bring some of the most personalized gaming experiences to the player. At the core of their gameplay, immersion is required to sell the believability of this experience. While writers can craft this experience with artistic merit, Thwacke offers to enhance it with interdisciplinary science. But what does this mean to the player? Expect creatures that are a natural byproduct of their environment, biological and chemical warfare that makes sense and the medical know-how to survive with the scarcest of resources.
- While the full details of Thwacke’s involvement cannot be fully disclosed, they have already brought in unique perspectives from entomologists, nuclear engineers, surgeons and geologists. We plan on using these insights to shape a world capable of capturing the imagination of players and offer relevant, creative and immersive experience for the player.
Fergus talks to T&G
- What were some of the hardest games to work on and why?
- Games are often all hard in different ways. Sometimes it is due to the technology you are using or creating. Other times it is due to the deadlines that you have to follow. If I had to pick one in my career that was very difficult it was a game called Red Asphalt that came out on the original Sony PSX a good number of years ago. The challenge for us was that we were moving from cartridge based games that really controlled how much memory you had for art. That was due to the size of the cartridges, which were pretty small 1MB or 2MB only and when you had to move up from a 1MB to 2MB cartridge, it cost a lot of money – so there was a lot of pressure to keep the size of the game down. When we got to the PSX we were now working in primarily in 3D for the first time and we at 750MB to play around with. That meant figuring out for the first time what 3D performance actually was and then learning to not go crazy with a billion models and a billion textures. Of course, we started off with doing the opposite – going crazy. So, it took a long while to get back to sanity and then figuring out how to get the game done and have it run at 30FPS.
- In Fallout
- New Vegas what was the story with “The Lone Wolf Radio Shack” was it always meant to be abandoned or was it something that never got finished?
- It was always meant to be abandoned. From Dini McMurry, the designer of that part of Fallout: New Vegas: “It was there to serve as an abandoned location to find tech based materials, nothing official story wise. I figured there was probably at least one crazy person near Vegas who would have had their own pirate radio station. He was the Lone Wolf against the world/government/etc… The guy who always has some conspiracy theory going on that he has to share with the world. (The inspiration for it came from when I was at the University of Oregon, every Saturday there was a guy who stood on a corner of the campus where everyone walked by. He had a personal microphone and speaker and would just babble on and on about one government conspiracy theory or the other. The radio shack was what I imagined he would have put together if he upgraded from travel speaker to pirate radio).”
Make sure you check out the Apprentice finale Gala, which should be up in the next couple of days. JunkRadio will be bringing you interviews with most of the candidates, and hopefully the judges too. If you're interested in getting involved in JunkRadio, you can find more here.
Some big dates have just passed in end of the world history…. As many of you have seen commented, the Fallout end of the world just passed, but its easy to forget that we were perhaps just moments from the end of the world almost 50 years ago… Here is President Kennedy explaining the situation to the American people
We'll have more on that next week.