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Questions and Answers on Operation: Anchorage for Fallout 3

Published January 27, 2009

Recently, Eric Haddock of the Games for Windows team was able to score some time with Jeff Gardiner, the producer of Fallout® 3, and asked him some questions regarding the new Operation: Anchorage expansion available for the game. The excitement level is high for this add-on to a hugely popular game, and we're sure Xbox® players will be interested in the background behind this new downloadable content (DLC).

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Inspiration
Q:
What was the inspiration for this add-on content and how did you (as a creative team) settle on this particular subject matter?

A: The inspiration for Operation: Anchorage came from the Fallout canon. The Fallout world is fleshed out well beyond what is actually seen on the screen—a trick J.R.R. Tolkien used with The Lord of the Rings as well. Fleshing out a world, beyond what is at first perceived, creates a great sense of wholeness, or completion. It allows the alternative world to live and breathe beyond the boundaries of the stories' scope that the player experiences. So, we mined one of our favorite pieces of Fallout lore: the Liberation of Anchorage from the Chinese.

It's time to liberate the city of Anchorage.

It's time to liberate the city of Anchorage.

New Ideas and Development
Q:
Describe how you narrow down candidates for content like this. Did you have ideas all lined up from day one of the original game's production? Are these add-ons game elements that you just couldn't find a way to include during original development? How long does it take and how involved technically is it to develop add-on content such as this?

A: We've dug out a small fighting pit in the middle of the dev area … In all seriousness, we had a big team meeting where we allowed people to pitch their ideas. Devs came with art, story pieces, whole slideshows—and we picked the top three from there. These ideas came after the game was in a fully playable state. Everyone on the team playtests the game for hours and hours. After doing so, you see missed opportunities. Or, you see ways to tie things together that weren't apparent when you were building the game. That's why our DLC is often so experimental; it allows us to really get down and pull ideas from the dark corners and give them a chance to live on screen.

Each of the DLC takes about months to create. After the first one, the code support is minimal so there isn't much to them technically—it's all asset creation.

Continuing the Fallout Experience
Q:
How well do you think this content blends with the original game? Do gamers get to do drastically different things in a different environment? What kind of challenge does that present, creatively speaking, to bring things together so it's still clearly a Fallout experience, yet something a bit different?

A: I think we are doing drastically different things, but they're all within well established boundaries both from Fallout 3 itself and the canon at large. They blend well within the original game because that's the source of their inspiration.

It's a cold, but beautiful, world.

It's a cold, but beautiful, world.

Again, since we're using the source material, the challenge lies within appealing to a player's expectations. For instance, we decided with Operation: Anchorage to try a more straightforward story and experience. There is still a questline, of course, but the bulk of the gameplay is combat-oriented. It allows the player to have fun with our combat system, especially VATS, without worrying about managing ammunition or health to the same extent they have to while wandering the Wasteland.

Operation: Anchorage Content
Q:
What all is in Operation: Anchorage and how many points will it cost?

A: Operation: Anchorage begins with the player picking up an Outcast distress beacon. Once they find its source, they'll be asked to interface with a pre-war simulation pod by using their Pip-Boy, in order for the Outcasts to open a safe filled with unique pre-war technology. The simulation takes them to Anchorage, Alaska, where they're asked to help liberate the city from Chinese invaders. They'll encounter new enemies, including a "Screw Tank," and acquire new weaponry including a scoped energy weapon called the Gauss Rifle. The cost of the DLC is 800 points.

The Gauss Rifle looks like a sweet piece of weaponry.

The Gauss Rifle looks like a sweet piece of weaponry.

Easy or Hard
Q:
What level is the downloadable content set for? If I've finished the game, either by going through all the quests or just reaching max level, will the new content be a pushover for me? Likewise, what if I've just left the Vault; should I level up before going into Operation: Anchorage?

A: In order to make Operation: Anchorage both accessible and challenging to players at any level, it will scale in difficulty based on the level the player is when they enter the simulation. We thought this would be the lesser evil; otherwise the scenarios you describe would occur, which would just end up frustrating players needlessly.

Access
Q:
How do I find my content once I start playing the game? Are there new signs in the world or something on my Pip-Boy?

A: After installing Operation: Anchorage you'll get both a new quest (with an objective marker), and a message box making you aware of a new radio signal.

Levels
Q:
Will the downloadable content raise the level cap for characters?

A: The third DLC, Broken Steel, will raise the level cap to 30 as it removes the game's ending and includes a bevy of new perks to go along with it!

Quests
Q:
Are there any new quest lines for the content or is it an epic firefight?

A: All of the DLC includes new quest lines! Our second DLC, The Pitt, will be a bit more extensive in terms of choices and dialogue than Operation: Anchorage, but Anchorage has some great gameplay that really lets our combat systems shine.

First Things First
Q:
What would you recommend as the first thing someone should do in the new content? Is there an NPC one should visit or some special equipment to buy as soon as possible?

A: Just listen to the radio broadcasts and head to the objective markers!

Ready to roll.

Ready to roll.

Difficulties
Q:
What part of the content took the most time or was the most difficult to implement?

A: The quest lines themselves are always the most difficult in terms of the number of iterations, including dialogue polish and bug finding. On the art side, new characters take the bulk of our time. You need to concept them, create a skeleton, mesh, and then animate them. Not to mention balance them in the game itself. They're also the most rewarding—they have a huge impact on the game. We're introducing a Screw Tank in Anchorage—a massive vehicle that fires arcing electricity and propels itself on large, well, screws! The Pitt will showcase the Trogs—mutated human beings that hunt in packs and run on all fours.

Q: Is there any part of the content that was very easy to make or was it hardly changed at all from the concept to release?

A: Nothing falls into the "very easy to make" category. Some things take less time, certainly, like a wooden box or a non-speaking NPC. The setting of Anchorage has stayed the same from concept to release, but honestly that's about it!

What's Next
Q:
When is more content coming for download in the future—and can you say what it's going to be?

A: There are three pieces of DLC planned for release this year. Operation: Anchorage will go live Tuesday January 27. In subsequent months, we'll be releasing The Pitt and Broken Steel.

Platforms
Q:
You're the first to offer downloadable content to Games for Windows - LIVE users. Did this present any particular hurdles?

A: Some technical hurdles as the production pathways were still being finalized but that process had been made very easy due to help from the good folks at Games for Windows - LIVE.

Q: Are you going to make any content specific for Games for Windows - LIVE players or for the PC version of Fallout 3, or is content going to be equal among platforms?

A: The content will be equal on all platforms.

Interview by Eric Haddock

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