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These are the user uploaded subtitles that are being translated: 1 00:00:01,332 --> 00:00:04,500 (electronic whirring) 2 00:00:10,372 --> 00:00:13,705 (gentle ominous music) 3 00:00:27,219 --> 00:00:30,469 - Hello friends, and welcome to the woods of West Virginia. 4 00:00:30,469 --> 00:00:32,899 Perhaps not the most traditional location 5 00:00:32,899 --> 00:00:34,109 for a Fallout game, 6 00:00:34,109 --> 00:00:37,635 but then 76 isn't exactly a traditional Fallout game, 7 00:00:37,636 --> 00:00:39,520 now is it? 8 00:00:39,520 --> 00:00:40,353 Is it? 9 00:00:40,353 --> 00:00:41,185 Is it, Larry? 10 00:00:43,067 --> 00:00:44,899 I'm so lonely. 11 00:00:44,899 --> 00:00:47,979 We've been making game design documentaries for a while now, 12 00:00:47,979 --> 00:00:49,993 but this was the first time we had the experience 13 00:00:49,993 --> 00:00:52,009 of being embedded in a studio 14 00:00:52,009 --> 00:00:54,599 before a game had even been announced. 15 00:00:54,600 --> 00:00:55,579 If you've watched our doc 16 00:00:55,579 --> 00:00:57,710 on the history of Bethesda Game Studios, 17 00:00:57,710 --> 00:01:00,000 you know that this part of the design window, 18 00:01:00,000 --> 00:01:01,920 the final nine months or so, 19 00:01:01,920 --> 00:01:04,299 is when the entire team is playing the game, 20 00:01:04,299 --> 00:01:05,859 tinkering with mechanics, 21 00:01:05,859 --> 00:01:07,920 and putting in those final details. 22 00:01:07,920 --> 00:01:09,760 By this stage, nobody on the team 23 00:01:09,760 --> 00:01:13,310 had ever said the words Fallout 76 in front of camera. 24 00:01:13,310 --> 00:01:15,670 Our time in the studio began around six weeks 25 00:01:15,670 --> 00:01:17,850 before the reveal of the game at E3. 26 00:01:17,849 --> 00:01:19,530 So a lot of what you're about to watch 27 00:01:19,530 --> 00:01:22,189 was recorded while fundamental decisions about the game 28 00:01:22,189 --> 00:01:24,099 were still being made. 29 00:01:24,099 --> 00:01:25,369 So we came prepared, 30 00:01:25,370 --> 00:01:27,410 and had three fundamental questions 31 00:01:27,409 --> 00:01:28,718 that we wanted to have answered 32 00:01:28,718 --> 00:01:31,010 by the time we left the studio. 33 00:01:31,010 --> 00:01:31,843 Number one, 34 00:01:31,843 --> 00:01:33,969 we wanted to know the story behind its development. 35 00:01:33,969 --> 00:01:37,269 Number two, we wanted to explore the world of West Virginia. 36 00:01:37,269 --> 00:01:38,310 And number three, 37 00:01:38,310 --> 00:01:40,329 we wanted to dive as deep into the gameplay 38 00:01:40,329 --> 00:01:41,799 as we possibly could, 39 00:01:41,799 --> 00:01:43,959 and find out what exactly you'll be doing 40 00:01:43,959 --> 00:01:46,329 while playing Fallout 76. 41 00:01:46,329 --> 00:01:47,810 Oh, and we really wanted to know 42 00:01:47,810 --> 00:01:50,879 what was going on with Starfield and the Elder Scrolls VI. 43 00:01:50,879 --> 00:01:52,879 But we'll probably wait until the end 44 00:01:52,879 --> 00:01:55,339 before we drop those questions on Todd. 45 00:01:55,340 --> 00:01:56,659 So first things first, 46 00:01:56,659 --> 00:01:58,569 where did the idea for this multiplayer Fallout 47 00:01:58,569 --> 00:01:59,669 even come from? 48 00:01:59,670 --> 00:02:01,887 And how did the team at Bethesda Game Studios 49 00:02:01,887 --> 00:02:04,412 land on West Virginia? 50 00:02:06,284 --> 00:02:08,669 - Since debuting Vault 76 last year, 51 00:02:08,669 --> 00:02:11,039 in honor of America's tercentenary, 52 00:02:11,039 --> 00:02:13,359 Vault-Tec continues to expand with plans 53 00:02:13,360 --> 00:02:16,513 for well over 100 vaults around the country. 54 00:02:17,532 --> 00:02:21,282 (dissonant electronic music) 55 00:02:23,270 --> 00:02:24,659 - [Danny] In our previous documentary, 56 00:02:24,659 --> 00:02:26,629 we covered the development of Fallout 4. 57 00:02:26,629 --> 00:02:28,500 But what we didn't mention then 58 00:02:28,500 --> 00:02:30,150 was that during this period, 59 00:02:30,150 --> 00:02:32,909 the team was also designing 76. 60 00:02:32,909 --> 00:02:35,587 - 76 is the multiplayer design from Fallout 4. 61 00:02:35,587 --> 00:02:36,420 - [Danny] Oh, is it really? 62 00:02:36,420 --> 00:02:37,253 - Yeah. - Oh, my goodness. 63 00:02:37,253 --> 00:02:38,086 - No one said that? - No. 64 00:02:38,086 --> 00:02:38,919 - It is. 65 00:02:38,919 --> 00:02:40,686 "Hey, should we do multiplayer?" 66 00:02:40,687 --> 00:02:41,687 "Probably not." 67 00:02:41,687 --> 00:02:42,692 "What would it be?" 68 00:02:42,692 --> 00:02:43,525 "Okay, it would be this. 69 00:02:43,525 --> 00:02:44,358 "Let's talk it through." 70 00:02:44,358 --> 00:02:45,550 "That's pretty awesome." 71 00:02:45,550 --> 00:02:47,177 And then you kind of, you put it away. 72 00:02:47,176 --> 00:02:48,616 "Alright, let's... 73 00:02:48,616 --> 00:02:50,379 "Let's do our thing." 74 00:02:50,379 --> 00:02:51,212 And then every once in a while, 75 00:02:51,212 --> 00:02:52,715 you keep talking about like, 76 00:02:52,715 --> 00:02:53,917 "Hey, you know, we should... 77 00:02:53,917 --> 00:02:54,789 "We should've done that." 78 00:02:54,789 --> 00:02:55,669 Or, "We should do it." 79 00:02:55,669 --> 00:02:58,155 And then as Fallout 4 is going on, 80 00:02:58,155 --> 00:03:01,500 it becomes a, "No, we should really do it." 81 00:03:01,500 --> 00:03:03,229 Like, as its own thing. 82 00:03:03,229 --> 00:03:04,679 - [Danny] As far back as 2013, 83 00:03:04,680 --> 00:03:06,129 the team was conceptualizing 84 00:03:06,129 --> 00:03:08,609 what a Fallout multiplayer mode might look like. 85 00:03:08,610 --> 00:03:10,610 But the idea was too big at the time, 86 00:03:10,610 --> 00:03:11,987 and so it was put to one side 87 00:03:11,987 --> 00:03:15,469 so the studio could focus on the single-player game. 88 00:03:15,469 --> 00:03:17,819 At this stage, the team at Bethesda Game Studios 89 00:03:17,819 --> 00:03:20,319 in Maryland was over a hundred people strong. 90 00:03:20,319 --> 00:03:23,859 But they didn't have much experience in making online games, 91 00:03:23,860 --> 00:03:25,840 neither in terms of their design 92 00:03:25,840 --> 00:03:27,759 or in terms of their technology. 93 00:03:27,759 --> 00:03:28,979 But it was around this time 94 00:03:28,979 --> 00:03:30,500 that parent company ZeniMax 95 00:03:30,500 --> 00:03:33,520 opened a new studio in Austin, Texas, 96 00:03:33,520 --> 00:03:37,430 a studio that might just be able to help them out. 97 00:03:37,430 --> 00:03:40,170 - ZeniMax had opened BattleCry Studios, 98 00:03:40,169 --> 00:03:42,639 which was made up of a lot of like, 99 00:03:42,639 --> 00:03:44,479 MMO experts in the Austin area. 100 00:03:44,479 --> 00:03:45,759 People like, you know, 101 00:03:45,759 --> 00:03:48,560 Chris and Doug go way back to Ultima Online 102 00:03:48,560 --> 00:03:51,390 and Star Wars Galaxies and Star Wars The Old Republic. 103 00:03:51,389 --> 00:03:53,086 Like, this is an amazing staff of people. 104 00:03:53,086 --> 00:03:54,369 And they were, they were building a really cool game. 105 00:03:54,370 --> 00:03:57,448 But the lead programmer on 76, Jason, 106 00:03:57,448 --> 00:03:59,640 had been the client lead on Star Wars. 107 00:03:59,639 --> 00:04:00,929 He knew them all. 108 00:04:00,930 --> 00:04:02,206 We were talking about it, and he's like, 109 00:04:02,206 --> 00:04:04,340 "Hey, you know, those are the guys to do it." 110 00:04:04,340 --> 00:04:05,247 And I'll admit I was like, 111 00:04:05,247 --> 00:04:07,750 "Hey, you know, we could hire." 112 00:04:07,750 --> 00:04:10,437 I'd gotten approval to hire, you know, 113 00:04:10,437 --> 00:04:12,800 server backend people and all of that. 114 00:04:12,800 --> 00:04:14,848 But I had been through that. 115 00:04:14,848 --> 00:04:18,620 And hey, if you have a team that works really well together, 116 00:04:18,620 --> 00:04:20,370 that is interested in working with you on it, 117 00:04:20,370 --> 00:04:22,410 like, hey, let's try to do that. 118 00:04:22,410 --> 00:04:25,330 So they started it before we shipped Fallout 4. 119 00:04:25,329 --> 00:04:27,209 - [Danny] A month before Fallout 4 was released, 120 00:04:27,209 --> 00:04:28,250 BattleCry Studios 121 00:04:28,250 --> 00:04:30,500 went through a significant round of layoffs, 122 00:04:30,500 --> 00:04:32,839 as their free-to-play action title BattleCry 123 00:04:32,839 --> 00:04:34,859 was indefinitely put on hold. 124 00:04:34,860 --> 00:04:35,693 During all of this, 125 00:04:35,692 --> 00:04:38,889 the team in Maryland was transitioning onto Fallout 4 DLC 126 00:04:38,889 --> 00:04:40,449 and spinning up Starfield. 127 00:04:40,449 --> 00:04:42,389 So BGS asked the folks in Austin 128 00:04:42,389 --> 00:04:43,750 if they'd take a swing 129 00:04:43,750 --> 00:04:45,757 at retrofitting multiplayer capabilities 130 00:04:45,757 --> 00:04:48,209 into the Fallout 4 engine. 131 00:04:48,209 --> 00:04:50,299 Using tech from another sister studio 132 00:04:50,300 --> 00:04:51,610 in Richardson, Texas, 133 00:04:51,610 --> 00:04:54,800 BattleCry started trying to implement the Quake netcode 134 00:04:54,800 --> 00:04:56,720 into the Fallout engine, 135 00:04:56,720 --> 00:04:59,755 a massive undertaking that posed significant challenges, 136 00:04:59,754 --> 00:05:03,240 even for some of the most experienced network engineers 137 00:05:03,240 --> 00:05:04,910 in the business. 138 00:05:04,910 --> 00:05:08,243 (gentle dramatic music) 139 00:05:20,290 --> 00:05:23,530 - This engine has been around since Morrowind, at least. 140 00:05:23,529 --> 00:05:25,479 Some of the cool things, like when you dig through the code, 141 00:05:25,480 --> 00:05:26,430 is like, you get to see, 142 00:05:26,430 --> 00:05:28,680 oh my god, this was used back in this game 143 00:05:28,680 --> 00:05:31,430 that I used to play when I was barely out of college, right? 144 00:05:31,430 --> 00:05:34,579 Like nothing was developed with multiple players in mind. 145 00:05:34,579 --> 00:05:37,659 So all over the code there's, you know, 146 00:05:37,660 --> 00:05:39,194 what is the player doing? 147 00:05:39,194 --> 00:05:41,992 I want you to give a quest to the player. 148 00:05:41,992 --> 00:05:43,870 It's like, well, that has to go. 149 00:05:43,870 --> 00:05:45,129 I guess one way to look at it 150 00:05:45,129 --> 00:05:48,969 is the entire engine was based around a world with a player. 151 00:05:48,970 --> 00:05:50,580 Now that has to sort of change 152 00:05:50,579 --> 00:05:52,829 to you need to base it around the player 153 00:05:52,829 --> 00:05:54,139 who could be in any world. 154 00:05:54,139 --> 00:05:56,199 So just that statement alone 155 00:05:56,199 --> 00:05:58,730 implies many, many, many changes. 156 00:05:58,730 --> 00:06:02,890 Like, the game doesn't load except around one player. 157 00:06:02,889 --> 00:06:05,379 - There's this thing we refer to as Atlas. 158 00:06:05,379 --> 00:06:07,661 And Atlas is, because there was one guy in the game 159 00:06:07,661 --> 00:06:10,817 we called him Atlas, because he held up the world. 160 00:06:10,817 --> 00:06:13,478 Because the world that you have 161 00:06:13,478 --> 00:06:17,370 only had to be accessed by one player. 162 00:06:17,370 --> 00:06:19,170 So they were tightly intertwined. 163 00:06:19,170 --> 00:06:20,003 So what we had to do 164 00:06:20,002 --> 00:06:22,069 is essentially decouple Atlas from the world, 165 00:06:22,069 --> 00:06:23,430 so there could be multiple people. 166 00:06:23,430 --> 00:06:24,420 - Wherever Atlas went, 167 00:06:24,420 --> 00:06:26,050 that's where was loaded. 168 00:06:26,050 --> 00:06:27,560 So for many months, 169 00:06:27,560 --> 00:06:30,949 it's like you couldn't go away from Atlas as another player. 170 00:06:30,949 --> 00:06:32,039 If you did, you'd crash 171 00:06:32,040 --> 00:06:33,760 because you're outside the realm 172 00:06:33,759 --> 00:06:34,860 of what was actually loaded. 173 00:06:34,860 --> 00:06:38,210 So a big effort was just changing that aspect as well. 174 00:06:38,209 --> 00:06:40,279 But then it sort of spreads out. 175 00:06:40,279 --> 00:06:45,000 So all of the quests that you get in a Skyrim or a Fallout, 176 00:06:45,000 --> 00:06:47,360 they're all based around the quest itself, 177 00:06:47,360 --> 00:06:50,879 because the quest is its own entity. 178 00:06:50,879 --> 00:06:52,769 You need to re-architect that, 179 00:06:52,769 --> 00:06:55,436 because multiple people could all be on the same quest 180 00:06:55,437 --> 00:06:57,180 and they could all be in different stages. 181 00:06:57,180 --> 00:07:00,250 So really, the quest data needs to live on the character, 182 00:07:00,250 --> 00:07:01,800 no longer on the quest itself. 183 00:07:01,800 --> 00:07:02,887 So that was very challenging as well, 184 00:07:02,887 --> 00:07:05,360 not only just in retooling the way 185 00:07:05,360 --> 00:07:07,110 the scripting stuff works, 186 00:07:07,110 --> 00:07:08,509 just getting the design team 187 00:07:08,509 --> 00:07:10,629 to start thinking about it from that perspective. 188 00:07:10,629 --> 00:07:12,339 - The first thing is it's a mindset change. 189 00:07:12,339 --> 00:07:15,209 You have folks who have been making single-player quests 190 00:07:15,209 --> 00:07:17,079 here for so long. 191 00:07:17,079 --> 00:07:18,129 And what does it mean 192 00:07:18,129 --> 00:07:22,110 to be able to support more than one player? 193 00:07:22,110 --> 00:07:23,699 So there's a lot of things that go into that. 194 00:07:23,699 --> 00:07:25,920 Oh, how many people read a note at once? 195 00:07:25,920 --> 00:07:27,930 Or who gets this bit of the story? 196 00:07:27,930 --> 00:07:31,759 And those are things we've never had to think about before. 197 00:07:31,759 --> 00:07:33,081 Is this stored on the server? 198 00:07:33,081 --> 00:07:35,019 Like, those crazy, like those. 199 00:07:35,019 --> 00:07:36,049 What does that? 200 00:07:36,050 --> 00:07:37,410 Things that, there are reasons 201 00:07:37,410 --> 00:07:40,368 why we've never gone into multiplayer before. 202 00:07:40,367 --> 00:07:41,201 - [Danny] BattleCry had figured out 203 00:07:41,201 --> 00:07:43,879 how to modify the engine to work with multiplayer, 204 00:07:43,879 --> 00:07:46,165 even if quite how many people the world could support 205 00:07:46,165 --> 00:07:48,160 remained to be seen. 206 00:07:48,160 --> 00:07:49,530 Meanwhile back in Maryland, 207 00:07:49,529 --> 00:07:51,129 a small group of leads were tasked 208 00:07:51,129 --> 00:07:54,279 with brainstorming this multiplayer Fallout project. 209 00:07:54,279 --> 00:07:56,399 They realized that just sticking multiplayer 210 00:07:56,399 --> 00:07:58,620 into an old Fallout map wouldn't cut it. 211 00:07:58,620 --> 00:08:01,980 To retain the same sense of scale with multiple people, 212 00:08:01,980 --> 00:08:04,830 the world would need to be big, really big. 213 00:08:04,829 --> 00:08:05,939 Plus by this stage, 214 00:08:05,939 --> 00:08:08,242 they'd been building cities for two Fallout games. 215 00:08:08,242 --> 00:08:12,449 What if they did something more rural, less desolate? 216 00:08:12,449 --> 00:08:15,159 The team had looked locally for the location of Fallout 3, 217 00:08:15,160 --> 00:08:16,840 and so they did the same here. 218 00:08:16,839 --> 00:08:18,859 Except this time instead of looking south, 219 00:08:18,860 --> 00:08:19,773 they glanced west 220 00:08:19,773 --> 00:08:24,001 towards the vast wilderness of West Virginia. 221 00:08:24,000 --> 00:08:26,379 - [Man] One, two, three, four. 222 00:08:26,379 --> 00:08:29,546 (twangy guitar music) 223 00:08:31,930 --> 00:08:34,220 - Actually, every, every game starts with the map. 224 00:08:34,220 --> 00:08:36,790 Fallout 76, we decided, you know, 225 00:08:36,789 --> 00:08:37,929 it's gonna be set in West Virginia. 226 00:08:37,929 --> 00:08:39,649 And the first thing we did is we made the map. 227 00:08:39,649 --> 00:08:42,000 I believe it's always been four times the size of Fallout 4. 228 00:08:42,000 --> 00:08:43,309 It was pretty big. 229 00:08:43,309 --> 00:08:44,715 Todd sits with designers 230 00:08:44,716 --> 00:08:48,024 to figure out what story points we're gonna have. 231 00:08:48,024 --> 00:08:50,929 - There was just the small handful of us leads 232 00:08:50,929 --> 00:08:52,719 deciding what to do, 233 00:08:52,720 --> 00:08:54,750 and starting to lay out the map of the world, 234 00:08:54,750 --> 00:08:58,429 figuring out how to take an entire state and shrink it down. 235 00:08:58,429 --> 00:08:59,859 Because before, we did, you know, 236 00:08:59,860 --> 00:09:02,100 like a city and then the area around it. 237 00:09:02,100 --> 00:09:05,149 But we decided to do all of West Virginia. 238 00:09:05,149 --> 00:09:06,669 - I mean, I think we picked West Virginia 239 00:09:06,669 --> 00:09:08,519 because it was still East Coast. 240 00:09:08,519 --> 00:09:11,689 And it was a place that isn't really touched. 241 00:09:11,690 --> 00:09:14,430 Like, if there ever were a nuclear war, 242 00:09:14,429 --> 00:09:15,262 none of us would be here. 243 00:09:15,263 --> 00:09:16,096 DC's done. 244 00:09:16,096 --> 00:09:16,928 We're first. 245 00:09:16,928 --> 00:09:18,934 So I'm perfectly content to know 246 00:09:18,934 --> 00:09:22,409 that I will not have to deal with with any of that stuff. 247 00:09:22,409 --> 00:09:24,490 But West Virginia, no one's gonna nuke West Virginia. 248 00:09:24,490 --> 00:09:26,970 So we were thinking that we would be able 249 00:09:26,970 --> 00:09:29,500 to do more of like, we would be able to do trees. 250 00:09:29,500 --> 00:09:32,159 We'd be able to do an interesting visual look. 251 00:09:32,159 --> 00:09:35,329 The leads went out to West Virginia and started the project, 252 00:09:35,330 --> 00:09:37,080 to look for landmarks and places to go. 253 00:09:37,080 --> 00:09:40,610 - So we find out, what are our landmarks that we want? 254 00:09:40,610 --> 00:09:44,039 We know we want Morgantown and the Summersville Lake. 255 00:09:44,039 --> 00:09:45,980 And we take the real map and start to like, 256 00:09:45,980 --> 00:09:48,919 redraw it and remix it a little bit, 257 00:09:48,919 --> 00:09:50,799 to find out how we want things to flow. 258 00:09:50,799 --> 00:09:52,709 Because West Virginia also isn't a square. 259 00:09:52,710 --> 00:09:54,120 But we kind of had to take... 260 00:09:54,120 --> 00:09:55,606 Like Harpers Ferry is so cool, 261 00:09:55,606 --> 00:09:58,905 but it's way out here poking over Maryland. 262 00:09:58,905 --> 00:10:01,939 Let's just kind of shove it back in. 263 00:10:01,940 --> 00:10:03,100 - The state of West Virginia 264 00:10:03,100 --> 00:10:04,310 didn't only provide the team 265 00:10:04,309 --> 00:10:06,500 with a massive landmass to play with. 266 00:10:06,500 --> 00:10:09,070 But as it happens, the lore of West Virginia 267 00:10:09,070 --> 00:10:10,947 was full of myth and conspiracies 268 00:10:10,947 --> 00:10:14,259 that fit perfectly into the Fallout universe. 269 00:10:14,259 --> 00:10:15,610 West Virginian myths 270 00:10:15,610 --> 00:10:18,919 are among the creepiest in American folklore. 271 00:10:18,919 --> 00:10:22,684 Isolated villages trapped in vast, unforgiving wilderness 272 00:10:22,684 --> 00:10:24,577 has fueled terrifying stories 273 00:10:24,577 --> 00:10:28,209 of creatures that prey on unfortunate souls. 274 00:10:28,210 --> 00:10:29,910 There is the Grafton Monster, 275 00:10:29,909 --> 00:10:32,088 a giant, pale-skinned, headless horror 276 00:10:32,089 --> 00:10:35,070 that prowls the woods outside of Grafton. 277 00:10:35,070 --> 00:10:36,440 There's the Flatwoods Monster 278 00:10:36,440 --> 00:10:39,410 with its terrifying cowl and beady eyes. 279 00:10:39,409 --> 00:10:41,829 The Snallygaster, a dragon-like demon 280 00:10:41,830 --> 00:10:44,629 that haunts an area outside of neighboring DC. 281 00:10:44,629 --> 00:10:46,330 And of course the Mothman, 282 00:10:46,330 --> 00:10:48,660 a winged beast with piercing red eyes 283 00:10:48,659 --> 00:10:51,709 that prey on those in the Point Pleasant area. 284 00:10:51,710 --> 00:10:54,350 Like wandering the real woods of West Virginia, 285 00:10:54,350 --> 00:10:55,572 the world of Fallout 76 286 00:10:55,572 --> 00:10:59,700 is full of monsters to hunt or be hunted by. 287 00:10:59,700 --> 00:11:02,140 There are far more creatures in 76, too, 288 00:11:02,139 --> 00:11:04,620 more varied types of enlarged insects, 289 00:11:04,620 --> 00:11:06,389 and everything from two-headed possums 290 00:11:06,389 --> 00:11:10,149 to giant sloths and even intelligent plants. 291 00:11:10,149 --> 00:11:11,409 - Yeah, the Mothman's incredible. 292 00:11:11,409 --> 00:11:12,839 Because again, it's a different thing. 293 00:11:12,840 --> 00:11:14,210 We've never done it before, 294 00:11:14,210 --> 00:11:16,180 where we're hoping to do stages to him. 295 00:11:16,179 --> 00:11:18,583 You know, early on in the game maybe he's just stalking you. 296 00:11:18,583 --> 00:11:19,929 Like you know, you just see 297 00:11:19,929 --> 00:11:21,809 these creepy little eyes in the dark. 298 00:11:21,809 --> 00:11:24,579 - Because it's closer to when the bombs actually detonated. 299 00:11:24,580 --> 00:11:25,701 So there's more radiation, 300 00:11:25,701 --> 00:11:28,572 so you can get crazier mutants and giant plants 301 00:11:28,572 --> 00:11:31,279 because it's more radiated at that time. 302 00:11:31,279 --> 00:11:32,112 It's half-life. 303 00:11:32,113 --> 00:11:33,870 It's gonna decrease over time. 304 00:11:33,870 --> 00:11:34,940 So that's our justification. 305 00:11:34,940 --> 00:11:36,770 Like, "well, I haven't seen that in future Fallouts." 306 00:11:36,769 --> 00:11:38,927 Maybe that was like, such a bad mutation 307 00:11:38,927 --> 00:11:40,365 that they died out. 308 00:11:40,365 --> 00:11:44,289 But here, it still exists and it's in full swing. 309 00:11:44,289 --> 00:11:45,122 - [Danny] While the team 310 00:11:45,123 --> 00:11:46,900 had been adding plenty more new creatures to battle, 311 00:11:46,899 --> 00:11:50,379 they hemmed and hawed over the inclusion of other AI humans. 312 00:11:50,379 --> 00:11:51,700 They wanted to make sure the feeling 313 00:11:51,700 --> 00:11:53,990 of running into other humans was special. 314 00:11:53,990 --> 00:11:55,669 And if the world was full of raiders, 315 00:11:55,669 --> 00:11:57,584 then instead of hearing distant gunfire 316 00:11:57,585 --> 00:11:59,750 and knowing it was another player, 317 00:11:59,750 --> 00:12:01,379 they'd spend large parts of the game 318 00:12:01,379 --> 00:12:05,169 trying to discern if somebody was human or an AI. 319 00:12:05,169 --> 00:12:07,099 On top of that, the lore of the game 320 00:12:07,100 --> 00:12:09,639 couldn't really support the idea of raiders. 321 00:12:09,639 --> 00:12:11,389 Fallout 76 takes place 25 years 322 00:12:11,389 --> 00:12:13,539 after the bombs were dropped. 323 00:12:13,539 --> 00:12:16,158 Vault 76 is one of a number of control vaults, 324 00:12:16,158 --> 00:12:18,730 meaning that instead of doing weird experiments 325 00:12:18,730 --> 00:12:19,940 on those inside, 326 00:12:19,940 --> 00:12:21,610 this vault was genuinely used 327 00:12:21,610 --> 00:12:23,500 to house people for a generation 328 00:12:23,500 --> 00:12:26,409 before leading them out to rebuild society again. 329 00:12:26,409 --> 00:12:28,839 So this world has yet to be reclaimed 330 00:12:28,840 --> 00:12:30,600 by one faction or another. 331 00:12:30,600 --> 00:12:31,806 And so the decision was made 332 00:12:31,806 --> 00:12:35,400 to leave West Virgina bereft of other humans. 333 00:12:35,399 --> 00:12:37,120 But this caused a problem. 334 00:12:37,120 --> 00:12:38,419 Gun combat with AI 335 00:12:38,419 --> 00:12:41,229 is a central pillar of the Fallout experience. 336 00:12:41,230 --> 00:12:43,009 So they leaned into the lore 337 00:12:43,009 --> 00:12:45,319 and created a new faction of intelligent ghouls 338 00:12:45,320 --> 00:12:47,670 called the Scorched. 339 00:12:47,669 --> 00:12:50,589 - Where they're kind of like feral ghouls 340 00:12:50,590 --> 00:12:52,200 that are not quite so far gone. 341 00:12:52,200 --> 00:12:53,610 They still know how to use guns. 342 00:12:53,610 --> 00:12:55,940 So essentially our raiders are the Scorched. 343 00:12:55,940 --> 00:12:57,160 But yeah, then most of the other things 344 00:12:57,159 --> 00:12:58,750 are just all the creatures and things like that. 345 00:12:58,750 --> 00:13:02,090 I think it's like 63 things that we have now, 346 00:13:02,090 --> 00:13:03,729 because we had all the ones that we had before. 347 00:13:03,729 --> 00:13:05,320 Updated and fixed those, 348 00:13:05,320 --> 00:13:08,440 and then add all these new ones too. 349 00:13:08,440 --> 00:13:10,150 - [Danny] The map of 76 is large, 350 00:13:10,149 --> 00:13:12,419 but it's been divided into a half-dozen areas 351 00:13:12,419 --> 00:13:14,490 with their own flavor and difficulty. 352 00:13:14,490 --> 00:13:16,519 While you may emerge into the relative beauty 353 00:13:16,519 --> 00:13:17,730 of a green forest, 354 00:13:17,730 --> 00:13:19,840 there are much less forgiving areas of the map 355 00:13:19,840 --> 00:13:21,200 for you to explore. 356 00:13:21,200 --> 00:13:22,890 A hollowed-out mountaintop, 357 00:13:22,889 --> 00:13:24,069 soggy flood lands, 358 00:13:24,070 --> 00:13:26,050 festering toxic wastelands, 359 00:13:26,049 --> 00:13:27,250 swampy woods, 360 00:13:27,250 --> 00:13:28,980 and a colossal mountain range 361 00:13:28,980 --> 00:13:30,950 that bisects the entire map. 362 00:13:30,950 --> 00:13:32,440 The new dynamic weather system 363 00:13:32,440 --> 00:13:34,330 can also have an impact on the player, 364 00:13:34,330 --> 00:13:37,720 with distant rad storms warding off expedition parties. 365 00:13:37,720 --> 00:13:40,240 There's a lot of space between things in this map, 366 00:13:40,240 --> 00:13:41,960 meaning coming across new locations 367 00:13:41,960 --> 00:13:44,110 should feel like uncovering something 368 00:13:44,110 --> 00:13:45,529 that's been hidden forever. 369 00:13:45,529 --> 00:13:48,360 Quiet cabins, abandoned wood mills, 370 00:13:48,360 --> 00:13:51,276 tall treetops watchtowers, flooded mines, 371 00:13:51,275 --> 00:13:53,399 and abandoned barbecue joints. 372 00:13:53,399 --> 00:13:55,149 All of these littering a landscape 373 00:13:55,149 --> 00:13:57,959 alongside cities and towns of all sizes, 374 00:13:57,960 --> 00:14:01,310 nuclear missile silos, and even a crashed space Station. 375 00:14:01,309 --> 00:14:03,169 The world of 76 is large, 376 00:14:03,169 --> 00:14:05,919 larger and more detailed than their previous games, 377 00:14:05,919 --> 00:14:07,536 and featuring a bunch of new technology 378 00:14:07,537 --> 00:14:11,076 that the team may just be testing out for future games. 379 00:14:11,076 --> 00:14:13,679 They have a new system to propagate woods, 380 00:14:13,679 --> 00:14:15,819 a vastly-improved dynamic lighting model, 381 00:14:15,820 --> 00:14:17,220 subsurface scattering, 382 00:14:17,220 --> 00:14:19,950 and far more complex animations for creatures 383 00:14:19,950 --> 00:14:22,263 who are going to be attacked by multiple players 384 00:14:22,263 --> 00:14:24,399 for the very first time. 385 00:14:24,399 --> 00:14:25,539 - So we do get sort of like, 386 00:14:25,539 --> 00:14:29,269 the typical Fallout areas in certain spots. 387 00:14:29,269 --> 00:14:30,980 Like when you first start up the game, 388 00:14:30,980 --> 00:14:32,680 it's kind of nice and welcoming. 389 00:14:32,679 --> 00:14:34,989 But then you get to the crappier, dangerous parts, 390 00:14:34,990 --> 00:14:36,729 and get the more traditional feel. 391 00:14:36,729 --> 00:14:38,061 Because this area is... 392 00:14:38,061 --> 00:14:40,650 It was like, factories and things like that. 393 00:14:41,716 --> 00:14:44,559 And our justification for why it's all caked in white powder 394 00:14:44,559 --> 00:14:48,489 is that those factories were like, full of chemicals 395 00:14:48,490 --> 00:14:51,090 and everything spilled out. 396 00:14:51,090 --> 00:14:54,320 With all the hills and the topography of the area, 397 00:14:54,320 --> 00:14:55,760 it's really beneficial for that, 398 00:14:55,759 --> 00:14:57,950 because Fallout 4 was actually a really flat game. 399 00:14:57,950 --> 00:14:59,810 So it's hard to get those landmarks. 400 00:14:59,809 --> 00:15:02,409 Thankfully there's like, skyscrapers and Diamond City, 401 00:15:02,409 --> 00:15:03,879 that giant glow. 402 00:15:03,879 --> 00:15:06,289 But in this case, we have an entire mountain range 403 00:15:06,289 --> 00:15:07,799 that bisects the map. 404 00:15:07,799 --> 00:15:08,689 So we can take that 405 00:15:08,690 --> 00:15:10,160 and put all these different landmarks on that. 406 00:15:10,159 --> 00:15:12,646 Like, we made this ski resort called the Top of the World, 407 00:15:12,647 --> 00:15:15,017 which basically looks like a giant red UFO. 408 00:15:15,017 --> 00:15:17,070 And that's like a thumbtack in the middle of the map 409 00:15:17,070 --> 00:15:18,800 that you can orient yourself around. 410 00:15:18,799 --> 00:15:20,517 And then we have the giant bucket-wheel excavator 411 00:15:20,518 --> 00:15:21,829 on another side. 412 00:15:21,828 --> 00:15:23,449 But it's also designed in that way 413 00:15:23,450 --> 00:15:25,850 where you're supposed to sort of lose where you're at 414 00:15:25,850 --> 00:15:27,460 once you go down in those hills. 415 00:15:27,460 --> 00:15:28,994 So you're deep in the valley. 416 00:15:28,994 --> 00:15:30,820 You're like, where am I at? 417 00:15:30,820 --> 00:15:33,320 And so you're encouraged to actually then go up the hill. 418 00:15:33,320 --> 00:15:35,560 And then we put all these watchtowers and stuff. 419 00:15:35,559 --> 00:15:37,479 So then you're like, aha, that's where I am. 420 00:15:37,480 --> 00:15:39,879 Pull out the binoculars and look around. 421 00:15:39,879 --> 00:15:42,610 - [Danny] Fallout 76 features a number of different biomes 422 00:15:42,610 --> 00:15:45,269 inspired by real world locations. 423 00:15:45,269 --> 00:15:47,350 The team is attempting to replicate that feeling 424 00:15:47,350 --> 00:15:50,120 of stumbling upon new areas from their previous games. 425 00:15:50,120 --> 00:15:51,570 And just like their other maps, 426 00:15:51,570 --> 00:15:54,379 West Virginia has become a template for storytelling. 427 00:15:54,379 --> 00:15:57,139 The state's cranberry bogs with their carnivorous plants 428 00:15:57,139 --> 00:16:01,029 seem like the perfect spot to introduce some wild mutations. 429 00:16:01,029 --> 00:16:02,879 So too does the mountaintop removal 430 00:16:02,879 --> 00:16:04,570 mining region of the state, 431 00:16:04,570 --> 00:16:07,810 which evokes a post-apocalyptic feeling all on its own. 432 00:16:07,809 --> 00:16:11,029 But West Virginia also taps into the Cold War conspiracies 433 00:16:11,029 --> 00:16:13,029 evoked in the Fallout games. 434 00:16:13,029 --> 00:16:14,689 West Virginia is the location 435 00:16:14,690 --> 00:16:17,420 of the United States Radio Quiet Zone, 436 00:16:17,419 --> 00:16:19,299 a 13,000 square mile region 437 00:16:19,299 --> 00:16:22,699 used for research and military intelligence. 438 00:16:22,700 --> 00:16:24,290 And West Virginia is also the home 439 00:16:24,289 --> 00:16:28,089 to the original location of the presidential nuclear bunker, 440 00:16:28,090 --> 00:16:31,430 located underneath the Greenbrier Hotel. 441 00:16:31,429 --> 00:16:34,079 Riffing off of all these real world locations 442 00:16:34,080 --> 00:16:35,980 is something the team has enjoyed. 443 00:16:35,980 --> 00:16:37,120 They have a hotel too, 444 00:16:37,120 --> 00:16:39,460 but their hotel and its adjoining golf course 445 00:16:39,460 --> 00:16:41,139 have something else going on. 446 00:16:41,139 --> 00:16:44,809 They're, well, we sort of don't want to spoil it. 447 00:16:44,809 --> 00:16:47,309 In fact, it seems like much of the joy of this game 448 00:16:47,309 --> 00:16:48,449 comes from stumbling 449 00:16:48,450 --> 00:16:50,850 upon interesting elements of world building 450 00:16:50,850 --> 00:16:52,740 that the team has been working on, 451 00:16:52,740 --> 00:16:55,149 and toying with the increased array of clothing 452 00:16:55,149 --> 00:16:57,590 to be discovered on your journey. 453 00:16:57,590 --> 00:16:58,897 - So there's this town, Helvetia, 454 00:16:58,897 --> 00:17:01,879 that's in the absolute middle of nowhere. 455 00:17:01,879 --> 00:17:03,659 And it's a Swiss-German village, 456 00:17:03,659 --> 00:17:04,839 and they love making cheese. 457 00:17:04,839 --> 00:17:05,929 But they also have this festival 458 00:17:05,930 --> 00:17:07,860 where they build these paper mache masks. 459 00:17:07,859 --> 00:17:10,267 And so we built 10 of them. 460 00:17:10,268 --> 00:17:11,839 There's all different kinds. 461 00:17:11,839 --> 00:17:14,589 And the owl one in particular is pretty popular. 462 00:17:14,589 --> 00:17:17,099 And there's like crazy jesters and skulls. 463 00:17:17,099 --> 00:17:19,230 They're all kind of handmade-looking. 464 00:17:19,230 --> 00:17:21,970 Those are a big hit when it comes to photo mode. 465 00:17:21,970 --> 00:17:24,039 - What is my favorite area in the game right now? 466 00:17:24,039 --> 00:17:25,750 I have to say Charleston is. 467 00:17:25,750 --> 00:17:28,160 It's where the the first responders are. 468 00:17:28,160 --> 00:17:29,500 So it's like an old fire department 469 00:17:29,500 --> 00:17:31,722 where you can find firemen's uniforms 470 00:17:31,722 --> 00:17:32,799 and that kind of stuff. 471 00:17:32,799 --> 00:17:34,180 And there's a terminal 472 00:17:34,180 --> 00:17:35,799 where you can take the training course. 473 00:17:35,799 --> 00:17:36,633 And it's like, what do you do 474 00:17:36,633 --> 00:17:39,100 when you're seeing gas come in from the vents? 475 00:17:39,099 --> 00:17:40,769 Do you put your arm over your nose? 476 00:17:40,769 --> 00:17:41,603 Do you run out of screaming? 477 00:17:41,603 --> 00:17:42,436 Or do you light a match? 478 00:17:42,435 --> 00:17:45,869 You know, that kind of stuff's great Fallout humor. 479 00:17:45,869 --> 00:17:46,849 - I'm playing the game, 480 00:17:46,849 --> 00:17:49,876 and I come across this lighthouse in the middle of nowhere. 481 00:17:49,876 --> 00:17:54,500 And I was like, why the hell is there a lighthouse 482 00:17:54,500 --> 00:17:55,333 in the middle of nowhere? 483 00:17:55,333 --> 00:17:56,570 Like oh, that's that's a real thing. 484 00:17:56,569 --> 00:17:57,960 That's in West Virginia. 485 00:17:57,960 --> 00:17:59,660 West Virginia has stuff like that. 486 00:18:01,862 --> 00:18:04,612 (dramatic music) 487 00:18:07,470 --> 00:18:09,440 - [Danny] We've learned how this game came together, 488 00:18:09,440 --> 00:18:11,860 and we've explored the world of West Virginia. 489 00:18:11,859 --> 00:18:14,079 So it's time to answer our next question. 490 00:18:14,079 --> 00:18:17,669 What exactly are you going to be doing in Fallout 76? 491 00:18:17,670 --> 00:18:19,810 There's been a lot of rumor over the past few weeks 492 00:18:19,809 --> 00:18:22,562 as to how much like a regular numbered Fallout game 493 00:18:22,563 --> 00:18:24,680 76 really is. 494 00:18:24,680 --> 00:18:25,900 And it seems to be the question 495 00:18:25,900 --> 00:18:27,977 that the team has also been struggling with. 496 00:18:27,977 --> 00:18:30,235 How do you retain the elements of those games that work 497 00:18:30,234 --> 00:18:32,500 while doing something interesting? 498 00:18:32,500 --> 00:18:33,789 And how do you do something interesting 499 00:18:33,789 --> 00:18:36,599 without just cribbing off of other survival games? 500 00:18:36,599 --> 00:18:38,619 The version of 76 we look at today 501 00:18:38,619 --> 00:18:41,799 is the end result of months of play testing and discussions. 502 00:18:41,799 --> 00:18:44,000 So before we dive into the specifics, 503 00:18:44,000 --> 00:18:45,680 let's start with the basics. 504 00:18:45,680 --> 00:18:47,700 Fallout 76 is online. 505 00:18:47,700 --> 00:18:50,350 You can play as a lone wanderer if you so choose, 506 00:18:50,349 --> 00:18:53,429 but there are no private maps or offline mode to speak of. 507 00:18:53,430 --> 00:18:55,500 There is a story and there are quests, 508 00:18:55,500 --> 00:18:56,680 but the focus of this game 509 00:18:56,680 --> 00:18:59,860 is on the player dictating what they want to do that day. 510 00:18:59,859 --> 00:19:02,079 Perhaps you want to discover a new part of the map, 511 00:19:02,079 --> 00:19:04,609 or find parts to craft a specific weapon. 512 00:19:04,609 --> 00:19:07,000 Maybe you wanna kill a monster to get a high quality drop. 513 00:19:07,000 --> 00:19:08,539 Maybe you want to build a camp, 514 00:19:08,539 --> 00:19:10,460 claim one of the map's public workshops, 515 00:19:10,460 --> 00:19:13,259 or team up with others to take on events. 516 00:19:13,259 --> 00:19:16,670 - Super mutants are attacking, you know, Aunt Mabel's farm. 517 00:19:16,670 --> 00:19:18,820 So you'll go over to protect from super mutants, 518 00:19:18,819 --> 00:19:20,069 and you don't know like, 519 00:19:20,069 --> 00:19:24,240 will 10 other Yaoguai come running in at the same time 520 00:19:24,240 --> 00:19:26,299 because someone trained them in from across the mountain? 521 00:19:26,299 --> 00:19:27,379 There's a public workshop, 522 00:19:27,380 --> 00:19:29,480 so you can go in and claim them. 523 00:19:29,480 --> 00:19:30,966 You have to kill the monsters in there. 524 00:19:30,965 --> 00:19:34,289 There might be events spawning once you take them, 525 00:19:34,289 --> 00:19:36,649 depends on the situation, the timing, and the area. 526 00:19:36,650 --> 00:19:38,910 And when you take them and you fortify them, 527 00:19:38,910 --> 00:19:40,640 you actually have access to resources 528 00:19:40,640 --> 00:19:42,630 that are super valuable for crafting. 529 00:19:42,630 --> 00:19:46,660 So you'll get access to ore, some kind of ore. 530 00:19:46,660 --> 00:19:47,493 Lead. 531 00:19:47,492 --> 00:19:49,039 And then lead's used for make bullets. 532 00:19:49,039 --> 00:19:50,269 And then you can make bullets, 533 00:19:50,269 --> 00:19:53,210 which in any of these games is super helpful, right? 534 00:19:53,210 --> 00:19:54,500 So you take that for a reason. 535 00:19:54,500 --> 00:19:56,039 Then like I said, you have your camp, 536 00:19:56,039 --> 00:19:58,369 which are mini-workshops you can place almost anywhere. 537 00:19:58,369 --> 00:19:59,649 There's certain restrictions on that 538 00:19:59,650 --> 00:20:01,290 because we don't want you like, 539 00:20:01,289 --> 00:20:02,849 griefing outside the exit of the vault. 540 00:20:02,849 --> 00:20:04,740 But you can place them all over. 541 00:20:04,740 --> 00:20:06,370 They go, when you move servers 542 00:20:06,369 --> 00:20:07,519 if that space is available, 543 00:20:07,519 --> 00:20:08,559 your camp will just be there. 544 00:20:08,559 --> 00:20:09,559 For some reason, again, 545 00:20:09,559 --> 00:20:11,298 this is a big game with a low number of people, 546 00:20:11,298 --> 00:20:14,190 it's overlapping and we can't place it there, 547 00:20:14,190 --> 00:20:15,559 it will be packed up and blueprinted. 548 00:20:15,559 --> 00:20:16,970 You can place it somewhere else, boom. 549 00:20:16,970 --> 00:20:18,950 And then the crafting is a huge part of the game, 550 00:20:18,950 --> 00:20:20,069 because again you're gonna want to find 551 00:20:20,069 --> 00:20:24,217 very specific creatures or flora to combine for recipes. 552 00:20:24,218 --> 00:20:28,226 We're allowing crafting mods, crafting guns, crafting ammo. 553 00:20:28,226 --> 00:20:32,580 Food, water, armor, power armor pieces, 554 00:20:32,579 --> 00:20:34,262 like the stuff that was there before and more. 555 00:20:34,262 --> 00:20:37,299 - [Danny] Fallout 76 involves survival elements, 556 00:20:37,299 --> 00:20:40,250 but survival can so easily become a hindrance to fun. 557 00:20:40,250 --> 00:20:41,410 The work to find a balance 558 00:20:41,410 --> 00:20:44,120 between giving the player tasks they have to complete, 559 00:20:44,119 --> 00:20:46,128 and not just overburdening them with chores, 560 00:20:46,128 --> 00:20:49,109 has been a key focus over the past few months. 561 00:20:49,109 --> 00:20:50,549 - Here's an example I like to give. 562 00:20:50,549 --> 00:20:51,990 I have to brush my teeth every day 563 00:20:51,990 --> 00:20:54,089 or they'll rot and fall out of my head. 564 00:20:54,089 --> 00:20:55,429 I don't wanna do that in a video game. 565 00:20:55,430 --> 00:20:57,190 I just don't care, you know what I'm saying? 566 00:20:57,190 --> 00:20:59,320 Like, what is fun in the parts of survival 567 00:20:59,319 --> 00:21:01,210 and what is not fun in the parts of survival? 568 00:21:01,210 --> 00:21:03,529 So you have to eat and drink to stay alive. 569 00:21:03,529 --> 00:21:05,190 I hear a funny anecdote the other night. 570 00:21:05,190 --> 00:21:07,336 Someone was playing the game and they were starving, 571 00:21:07,336 --> 00:21:09,910 and they wandered into a herd of cats. 572 00:21:09,910 --> 00:21:11,310 And they're like, I've never been happier 573 00:21:11,309 --> 00:21:13,491 to see a herd of cats, because then I got to eat. 574 00:21:13,491 --> 00:21:15,680 So terrible. 575 00:21:15,680 --> 00:21:17,220 And then you can build a cooking stove 576 00:21:17,220 --> 00:21:18,240 like most survival games, 577 00:21:18,240 --> 00:21:19,943 make the food more efficient. 578 00:21:19,943 --> 00:21:22,038 You know, we put diseases in. 579 00:21:22,038 --> 00:21:23,809 We have something called mutations. 580 00:21:23,809 --> 00:21:27,490 So Fallout 4, we had that inverse meter 581 00:21:27,490 --> 00:21:28,670 for your health and your rads. 582 00:21:28,670 --> 00:21:30,596 And what rads you had, the less your health was, 583 00:21:30,596 --> 00:21:32,289 and you're able to cure that. 584 00:21:32,289 --> 00:21:34,029 So in this game, the more rads you have, 585 00:21:34,029 --> 00:21:35,670 the more chances you get mutated. 586 00:21:35,670 --> 00:21:37,596 And they have all sorts of neat like, 587 00:21:37,596 --> 00:21:40,250 they're almost like traits from Fallout 1 and 2, 588 00:21:40,250 --> 00:21:42,230 where they have a plus and a minus. 589 00:21:42,230 --> 00:21:43,789 You can cure them if you don't like them, 590 00:21:43,789 --> 00:21:46,470 or there's ways to permanently get them 591 00:21:46,470 --> 00:21:47,902 if there's ones you really like. 592 00:21:47,902 --> 00:21:49,990 Way late-game stuff. 593 00:21:49,990 --> 00:21:52,190 But yeah, you'll get these mutations. 594 00:21:52,190 --> 00:21:54,390 And they're mostly gameplay, they're not, 595 00:21:54,390 --> 00:21:55,280 some of them are visual. 596 00:21:55,279 --> 00:21:56,670 But they're mostly gameplay side stuff 597 00:21:56,670 --> 00:21:58,500 that like, tweak your character a little. 598 00:21:58,500 --> 00:22:00,914 - [Danny] Fallout 76 also involves crafting elements. 599 00:22:00,914 --> 00:22:02,299 Another balancing act 600 00:22:02,299 --> 00:22:04,519 was making sure that this stuff was compelling 601 00:22:04,519 --> 00:22:05,930 and not just a chore. 602 00:22:05,930 --> 00:22:07,190 - Are you gonna get the perk cards 603 00:22:07,190 --> 00:22:09,593 that allow you to craft more things more efficiently? 604 00:22:09,593 --> 00:22:12,560 And we added from Fallout 3, we added back in. 605 00:22:12,559 --> 00:22:15,329 Items degrade now, food rots. 606 00:22:15,329 --> 00:22:17,579 So you're never quite comfortable. 607 00:22:17,579 --> 00:22:19,710 But as you get some power, you can decide like, 608 00:22:19,710 --> 00:22:21,259 I'm gonna focus on cooking. 609 00:22:21,259 --> 00:22:22,640 And then you might wanna vend, 610 00:22:22,640 --> 00:22:24,570 and you can sell these things to other people in the game. 611 00:22:24,569 --> 00:22:27,129 So you're like, I make the best ribeye steak in the game. 612 00:22:27,130 --> 00:22:30,165 It'll overfill you and give you a health bonus. 613 00:22:30,164 --> 00:22:32,430 Here you go, 40 caps. 614 00:22:32,430 --> 00:22:33,263 You know? 615 00:22:33,262 --> 00:22:35,349 - [Danny] Each time you level up in Fallout 76, 616 00:22:35,349 --> 00:22:37,250 you get to take a new perk card. 617 00:22:37,250 --> 00:22:39,740 There's a limited amount you can have active at one time, 618 00:22:39,740 --> 00:22:42,319 meaning that if you want to re-roll your character's perks 619 00:22:42,319 --> 00:22:44,519 you simply swap out your perk cards. 620 00:22:44,519 --> 00:22:46,670 You can also share park cards within a party, 621 00:22:46,670 --> 00:22:48,060 meaning that teams of players 622 00:22:48,059 --> 00:22:51,109 can specialize to work together more efficiently. 623 00:22:51,109 --> 00:22:53,859 - Tool their characters such that they are better 624 00:22:53,859 --> 00:22:55,240 at survival elements of the game. 625 00:22:55,240 --> 00:22:56,599 You might be combat-y. 626 00:22:56,599 --> 00:22:58,109 Another person might be more for a medic. 627 00:22:58,109 --> 00:23:02,289 One person might be more workshop, like defenses and repair. 628 00:23:02,289 --> 00:23:04,359 So you decide you wanna focus in on crafting. 629 00:23:04,359 --> 00:23:05,969 You have to find the recipes in the world. 630 00:23:05,970 --> 00:23:07,410 You get recipes all sorts of places, 631 00:23:07,410 --> 00:23:09,620 quests and random drops, loot. 632 00:23:09,619 --> 00:23:10,736 And there's a lot. 633 00:23:12,287 --> 00:23:13,240 Like compared to Fallout 4, 634 00:23:13,240 --> 00:23:15,400 there are orders of magnitude more. 635 00:23:15,400 --> 00:23:17,110 And so you'll find the ones that are more sufficient. 636 00:23:17,109 --> 00:23:18,439 A lot of them have pluses and minuses. 637 00:23:18,440 --> 00:23:19,789 I think that's more fun. 638 00:23:19,789 --> 00:23:21,360 It allows the player to make decisions. 639 00:23:21,361 --> 00:23:23,836 Someone might make you more like, 640 00:23:23,836 --> 00:23:27,450 susceptible to disease but give you a huge health buff. 641 00:23:27,450 --> 00:23:29,202 Anyway, you'll be able to focus on that, 642 00:23:29,202 --> 00:23:30,979 either trade them with your friends. 643 00:23:30,979 --> 00:23:32,680 We're exploring the possibility 644 00:23:32,680 --> 00:23:35,910 of allowing you to set up a robot vendor in a hub area. 645 00:23:35,910 --> 00:23:38,090 So you have a robot vendor and that's your vendor, 646 00:23:38,089 --> 00:23:40,129 and you go up and you know. 647 00:23:40,130 --> 00:23:41,484 Again, we're exploring things. 648 00:23:41,483 --> 00:23:43,730 But again, live game. 649 00:23:43,730 --> 00:23:45,269 Long term, there's all sorts of, 650 00:23:45,269 --> 00:23:46,559 the possibilities are endless. 651 00:23:46,559 --> 00:23:49,047 - [Danny] There are a lot of systems working in Fallout 76. 652 00:23:49,047 --> 00:23:50,279 And BGS's hope 653 00:23:50,279 --> 00:23:52,519 is that by introducing all these ways to play, 654 00:23:52,519 --> 00:23:53,353 they have a game world 655 00:23:53,353 --> 00:23:55,894 that is capable of creating emergent moments. 656 00:23:55,894 --> 00:23:58,329 They have to do some work to make sure it's not total chaos. 657 00:23:58,329 --> 00:24:01,359 For instance, giving wanted levels to aggressive players, 658 00:24:01,359 --> 00:24:03,009 and having it so that the death penalty 659 00:24:03,009 --> 00:24:06,279 is as light as making you respawn at a nearby location. 660 00:24:06,279 --> 00:24:08,809 The game allows for several types of player communication, 661 00:24:08,809 --> 00:24:11,190 everything from voice chat to an emote wheel, 662 00:24:11,190 --> 00:24:12,210 and even a photo mode 663 00:24:12,210 --> 00:24:14,509 that came out of one of the studio's game jams. 664 00:24:14,509 --> 00:24:15,549 But according to Todd, 665 00:24:15,549 --> 00:24:17,589 the design of this multiplayer Fallout 666 00:24:17,589 --> 00:24:19,669 is an exercise in not just knowing 667 00:24:19,670 --> 00:24:21,186 when to control the player, 668 00:24:21,185 --> 00:24:23,925 but crucially when not to. 669 00:24:23,925 --> 00:24:26,131 - Once we were really playing together 670 00:24:26,132 --> 00:24:29,740 and saw that collision of people and systems, 671 00:24:29,740 --> 00:24:30,573 that's when you say like, 672 00:24:30,573 --> 00:24:31,600 "Oh, this is... 673 00:24:32,446 --> 00:24:33,529 "This is still Fallout." 674 00:24:33,529 --> 00:24:37,053 Like if you sit down and play it, it feels like Fallout, 675 00:24:37,054 --> 00:24:42,054 but its loop and mood are very different. 676 00:24:42,289 --> 00:24:45,149 The other players are a system that we don't control, 677 00:24:45,150 --> 00:24:46,400 in a great way. 678 00:24:46,400 --> 00:24:47,710 Let's not shy away from it. 679 00:24:47,710 --> 00:24:48,640 Let's kind of solve it. 680 00:24:48,640 --> 00:24:50,180 Let them collide. 681 00:24:50,180 --> 00:24:53,264 And where there's extra bad griefing or systems, 682 00:24:53,263 --> 00:24:55,619 we have a number of levers in place. 683 00:24:55,619 --> 00:24:58,609 But that for me is where a lot of the drama is. 684 00:24:58,609 --> 00:25:01,009 Like, let's let them all collide. 685 00:25:01,009 --> 00:25:02,379 And it'll be messy for a little bit, 686 00:25:02,380 --> 00:25:03,710 but we can solve it. 687 00:25:03,710 --> 00:25:06,400 I'd rather do that than like, play it safe. 688 00:25:06,400 --> 00:25:07,410 Boring. 689 00:25:07,410 --> 00:25:09,432 You can sit, though, in any design meeting 690 00:25:09,432 --> 00:25:12,954 and come up with a list of reasons not to do something. 691 00:25:12,954 --> 00:25:14,206 It's pretty easy. 692 00:25:14,207 --> 00:25:15,167 "Well, I'm worried about this 693 00:25:15,166 --> 00:25:17,039 "and I'm worried about this and I'm worried about this." 694 00:25:17,039 --> 00:25:19,109 And I'm worried it's gonna be boring. 695 00:25:19,109 --> 00:25:20,009 Let's at least try it. 696 00:25:20,009 --> 00:25:21,670 Like, this is what we do. 697 00:25:21,670 --> 00:25:23,529 Like, let's at least... 698 00:25:23,529 --> 00:25:26,960 If this is a vibe we want, let's go at it. 699 00:25:26,960 --> 00:25:28,829 - One of the elements the team struggled with 700 00:25:28,829 --> 00:25:30,399 was figuring out how many players 701 00:25:30,400 --> 00:25:32,269 should be able to play together at once. 702 00:25:32,269 --> 00:25:34,420 It's a decision that involved both engineering 703 00:25:34,420 --> 00:25:35,610 and game design. 704 00:25:35,609 --> 00:25:37,409 On one hand, you have to look at the servers 705 00:25:37,410 --> 00:25:39,570 and see how many players they can support 706 00:25:39,569 --> 00:25:41,369 and keep that same level of fidelity 707 00:25:41,369 --> 00:25:43,699 we're used to in games like Fallout 4. 708 00:25:43,700 --> 00:25:44,680 And on the other hand, 709 00:25:44,680 --> 00:25:46,230 the game designers wanna know 710 00:25:46,230 --> 00:25:48,730 how often players should run into each other 711 00:25:48,730 --> 00:25:51,130 to try and keep that moment special. 712 00:25:51,130 --> 00:25:52,280 - So yeah, that's been a challenge. 713 00:25:52,279 --> 00:25:55,122 It's like, how do we keep the feel of these games, 714 00:25:55,122 --> 00:25:57,278 where it's a world where you can interact with everything? 715 00:25:57,278 --> 00:26:00,680 Because that's part of the appeal of a Skyrim, right? 716 00:26:00,680 --> 00:26:02,500 It's like you see a jar on a table, 717 00:26:02,500 --> 00:26:03,650 you can pick up and mess with the jar. 718 00:26:03,650 --> 00:26:06,036 You can knock it off and you can do whatever you want. 719 00:26:06,036 --> 00:26:07,738 Get AI to do crazy things. 720 00:26:07,738 --> 00:26:10,710 Yeah, that is, it's a continual balancing act. 721 00:26:10,710 --> 00:26:11,829 That's part of the art, right? 722 00:26:11,829 --> 00:26:13,579 It's like, do you cut content 723 00:26:13,579 --> 00:26:16,549 or do you do more technical work 724 00:26:16,549 --> 00:26:18,369 to try to make the content work? 725 00:26:18,369 --> 00:26:20,269 And it's like, it's a call. 726 00:26:20,269 --> 00:26:22,119 - We had some very grand plans for this game, 727 00:26:22,119 --> 00:26:24,059 which I think, you know, 728 00:26:24,059 --> 00:26:25,760 once we talk about more later 729 00:26:25,760 --> 00:26:27,759 will actually come to fruition. 730 00:26:27,759 --> 00:26:29,779 But the game we're very proud of right now 731 00:26:29,779 --> 00:26:30,613 that we're gonna ship 732 00:26:30,613 --> 00:26:33,122 is about 24 people on a server, 24 to 30. 733 00:26:33,122 --> 00:26:35,759 One of the things that Todd pushed for the whole time, 734 00:26:35,759 --> 00:26:36,980 which we were all scared about a little, 735 00:26:36,980 --> 00:26:38,720 was you're gonna open up the paper map 736 00:26:38,720 --> 00:26:39,553 and see this huge area. 737 00:26:39,553 --> 00:26:41,360 And you're gonna see where the other people are, 738 00:26:41,359 --> 00:26:42,889 for good or ill, right? 739 00:26:42,890 --> 00:26:44,259 So do you want to go help them? 740 00:26:44,259 --> 00:26:45,093 Do you see them? 741 00:26:45,093 --> 00:26:46,850 They're doing this huge event that you can join in 742 00:26:46,849 --> 00:26:48,149 and get the big reward. 743 00:26:48,150 --> 00:26:49,710 Do you wanna try to shoot them, 744 00:26:49,710 --> 00:26:52,325 however our PvP system ends up working out? 745 00:26:52,325 --> 00:26:54,692 You know, do you wanna trade with them? 746 00:26:54,692 --> 00:26:55,960 They could become friends 747 00:26:55,960 --> 00:26:57,663 that you follow across all the servers. 748 00:26:57,663 --> 00:27:00,450 So all the servers are, you know, a 24-person instance. 749 00:27:00,450 --> 00:27:02,715 You load in, you go in, it'll be full of people. 750 00:27:02,714 --> 00:27:04,679 You'll be able to play with them, 751 00:27:04,680 --> 00:27:05,740 quest with them, or ignore them. 752 00:27:05,740 --> 00:27:06,660 Have your teams and buddies. 753 00:27:06,660 --> 00:27:09,060 Like if you're my buddy and you load in the game, 754 00:27:09,059 --> 00:27:11,460 I can just jump and immediately join you in your world. 755 00:27:11,460 --> 00:27:12,293 And it's seamless. 756 00:27:12,292 --> 00:27:14,399 It's basically a load screen and you're in. 757 00:27:14,400 --> 00:27:16,367 We wanted to make it fun for a single player, right? 758 00:27:16,366 --> 00:27:18,379 We wanted to make it fun for teams. 759 00:27:18,380 --> 00:27:20,050 Our team limit right now is four. 760 00:27:20,049 --> 00:27:22,609 It's all adjustable, but our team limit right now is four. 761 00:27:22,609 --> 00:27:24,469 So we wanted to make it fun for co-op, 762 00:27:24,470 --> 00:27:25,964 four-person level gameplay. 763 00:27:25,964 --> 00:27:28,389 And we wanted to make it fun for bigger like, 764 00:27:28,390 --> 00:27:30,835 12-on-12 death matches, right? 765 00:27:30,835 --> 00:27:34,100 Like we normally do, we're trying to jam it all in 766 00:27:34,099 --> 00:27:36,011 and hope it all works out. 767 00:27:36,011 --> 00:27:37,099 (chuckling) 768 00:27:37,099 --> 00:27:39,379 - [Danny] Fallout 76 is a live game, 769 00:27:39,380 --> 00:27:42,290 meaning that like games like Destiny or Warframe, 770 00:27:42,289 --> 00:27:44,440 eventually players are going to reach the point 771 00:27:44,440 --> 00:27:46,740 where they've done most of what there is to do. 772 00:27:46,740 --> 00:27:49,120 The studio has been working on a team death match mode, 773 00:27:49,119 --> 00:27:50,169 which should help. 774 00:27:50,170 --> 00:27:51,623 But one of the challenges they've had 775 00:27:51,623 --> 00:27:53,350 was to introduce an end game 776 00:27:53,349 --> 00:27:55,959 that was hard enough to challenge high-level players, 777 00:27:55,960 --> 00:27:57,960 while also somewhat repeatable. 778 00:27:57,960 --> 00:28:01,160 What they landed on was a cyclical nuclear war. 779 00:28:01,160 --> 00:28:04,011 The map of 76 has a number of nuclear bunkers. 780 00:28:04,010 --> 00:28:06,049 Teams of players will have to work together 781 00:28:06,049 --> 00:28:07,746 not only to find the nuclear codes, 782 00:28:07,747 --> 00:28:09,826 but to solve puzzles to reveal them 783 00:28:09,826 --> 00:28:12,630 and to push the button to launch the nukes. 784 00:28:12,630 --> 00:28:13,630 - The end goal in this game 785 00:28:13,630 --> 00:28:16,200 is it's a cyclical story with the nukes. 786 00:28:16,200 --> 00:28:19,130 And these huge winged, batlike creatures 787 00:28:19,130 --> 00:28:21,340 crawl up out of the world called Scorch Beasts. 788 00:28:21,339 --> 00:28:23,879 You're supposed to find the nuke codes to kill them, 789 00:28:23,880 --> 00:28:25,350 to seal their fissures. 790 00:28:25,349 --> 00:28:28,449 That also, again, irradiates the world. 791 00:28:28,450 --> 00:28:31,059 It'll put a big, you know, the nuclear weather there. 792 00:28:31,059 --> 00:28:33,500 And all the flora and fauna will then change 793 00:28:33,500 --> 00:28:36,297 to be higher level and have rarer drops. 794 00:28:36,297 --> 00:28:40,712 You know, rare crafting materials and certain sought after, 795 00:28:41,570 --> 00:28:42,403 basically items and materials. 796 00:28:42,403 --> 00:28:44,160 We're going back to the legendary system. 797 00:28:44,160 --> 00:28:46,259 We added more tiers to the legendary system 798 00:28:46,259 --> 00:28:47,195 for weapons and armor. 799 00:28:47,195 --> 00:28:49,194 So you'll find those things there. 800 00:28:49,194 --> 00:28:51,599 And then that area will fade down 801 00:28:51,599 --> 00:28:52,689 over a certain period of time, 802 00:28:52,690 --> 00:28:54,420 and players will have to find the nukes again. 803 00:28:54,420 --> 00:28:55,600 And depending on where you nuked, 804 00:28:55,599 --> 00:28:56,759 different things will appear 805 00:28:56,759 --> 00:28:58,960 because it'll be different flora and fauna there. 806 00:28:58,960 --> 00:29:00,059 - How are they deciding? 807 00:29:00,059 --> 00:29:02,079 Are they working together against the world? 808 00:29:02,079 --> 00:29:04,220 Or are they working together against themselves? 809 00:29:04,220 --> 00:29:06,250 And then what happens when you get a group of people 810 00:29:06,250 --> 00:29:08,690 that wanna work against other players, 811 00:29:08,690 --> 00:29:11,890 versus a group of players who wanna work against the world? 812 00:29:11,890 --> 00:29:13,470 And then they get nukes. 813 00:29:13,470 --> 00:29:14,903 Do they create an online cold war? 814 00:29:14,903 --> 00:29:18,519 Do they all decide to just blow up everything? 815 00:29:18,519 --> 00:29:19,970 So I think the nuke part 816 00:29:19,970 --> 00:29:22,160 is probably the one I'm most interested 817 00:29:22,160 --> 00:29:23,519 in seeing what they do. 818 00:29:23,519 --> 00:29:25,039 And we're trying to make it fun, 819 00:29:25,039 --> 00:29:27,190 where it's fun to just launch them. 820 00:29:27,190 --> 00:29:28,729 Because it's very hard to like, alright, 821 00:29:28,729 --> 00:29:30,030 you have the codes to nuclear missilery. 822 00:29:30,030 --> 00:29:31,029 You know what? 823 00:29:31,029 --> 00:29:32,036 I don't wanna launch it. 824 00:29:32,036 --> 00:29:32,870 If you can sort of incentivize them to, hey, 825 00:29:32,869 --> 00:29:34,019 it's gonna be really fun to launch it 826 00:29:34,019 --> 00:29:35,619 where people aren't, 827 00:29:35,619 --> 00:29:38,369 and make that part of the world this high-level zone. 828 00:29:38,369 --> 00:29:39,849 So that kind of design I like a lot. 829 00:29:39,849 --> 00:29:41,039 Okay, it's gonna be a high-level zone. 830 00:29:41,039 --> 00:29:42,299 You're gonna roll in in your power armor 831 00:29:42,299 --> 00:29:43,133 and you're gonna get... 832 00:29:43,133 --> 00:29:46,670 You're gonna make this really hard level for yourself. 833 00:29:46,670 --> 00:29:48,962 I'm really interested to see what people do there. 834 00:29:50,731 --> 00:29:54,279 (gentle dissonant music) 835 00:29:54,279 --> 00:29:55,859 - [Danny] The teams in Austin and Maryland 836 00:29:55,859 --> 00:29:58,829 are being supported by a third studio in Montreal. 837 00:29:58,829 --> 00:30:01,419 This studio, responsible for the mobile success story 838 00:30:01,420 --> 00:30:02,710 of Fallout Shelter, 839 00:30:02,710 --> 00:30:05,779 is also working on their next mobile title, Blades. 840 00:30:05,779 --> 00:30:07,170 We'll have a fascinating documentary 841 00:30:07,170 --> 00:30:08,993 on the development of Shelter and Blades 842 00:30:08,992 --> 00:30:10,599 in the coming weeks. 843 00:30:10,599 --> 00:30:13,449 Montreal has also been helping with the development of 76. 844 00:30:13,450 --> 00:30:14,860 But once the game is released, 845 00:30:14,859 --> 00:30:18,209 much of Maryland and Montreal will move onto Starfield. 846 00:30:18,210 --> 00:30:20,029 Maryland will continue to be in charge 847 00:30:20,029 --> 00:30:22,019 of the creative direction of 76, 848 00:30:22,019 --> 00:30:23,690 but the majority of live game support 849 00:30:23,690 --> 00:30:25,430 will be done in Austin. 850 00:30:25,430 --> 00:30:27,387 Fallout 76 is a full-priced game, 851 00:30:27,386 --> 00:30:29,569 but the team is planning to support the game 852 00:30:29,569 --> 00:30:31,819 with free updates for years to come. 853 00:30:31,819 --> 00:30:34,210 The game will feature microtransactions, 854 00:30:34,210 --> 00:30:36,470 but Bethesda told us that these would only come 855 00:30:36,470 --> 00:30:38,370 in the form of cosmetics. 856 00:30:38,369 --> 00:30:40,669 Bethesda said that this is a crucial element 857 00:30:40,670 --> 00:30:43,039 of allowing them to support dedicated servers 858 00:30:43,039 --> 00:30:44,540 and keep DLC free, 859 00:30:44,540 --> 00:30:47,539 and that any purchasable cosmetics available 860 00:30:47,539 --> 00:30:50,149 will also be available to earn through gameplay. 861 00:30:50,150 --> 00:30:52,070 Chris, who's worked on supporting online games 862 00:30:52,069 --> 00:30:53,669 since Ultima Online, 863 00:30:53,670 --> 00:30:55,440 gave us some insight into how they're planning 864 00:30:55,440 --> 00:30:58,269 to support Fallout 76 post-launch. 865 00:30:58,269 --> 00:31:00,230 - You know, the plans are still coming together. 866 00:31:00,230 --> 00:31:01,559 But we do have a plan. 867 00:31:01,559 --> 00:31:04,009 So the plan is to have part of the team 868 00:31:04,009 --> 00:31:05,174 sort of support the game, 869 00:31:05,174 --> 00:31:08,419 roll out as much content updates as possible 870 00:31:08,420 --> 00:31:09,310 to keep the game fresh. 871 00:31:09,309 --> 00:31:11,589 I think if you've been around live games, 872 00:31:11,589 --> 00:31:13,159 you know that they live or die 873 00:31:13,160 --> 00:31:14,690 by how fast you can get updates out. 874 00:31:14,690 --> 00:31:17,549 So we need to be able to push decent updates out 875 00:31:17,549 --> 00:31:18,750 at a regular rate. 876 00:31:18,750 --> 00:31:19,583 At the same time, 877 00:31:19,583 --> 00:31:22,420 have some of the team working on big content beats, right? 878 00:31:22,420 --> 00:31:25,220 So we wanna have some people working on something 879 00:31:25,220 --> 00:31:27,210 a little bit larger for people to consume, 880 00:31:27,210 --> 00:31:30,279 and have those sort of hit at longer intervals. 881 00:31:30,279 --> 00:31:31,859 So if you can sort of imagine it, you know. 882 00:31:31,859 --> 00:31:33,159 You have one long beat, 883 00:31:33,160 --> 00:31:35,040 which is the larger content updates 884 00:31:35,039 --> 00:31:35,899 that are hitting. 885 00:31:35,900 --> 00:31:37,970 And then in between that are lots of little beats, 886 00:31:37,970 --> 00:31:39,319 which are the the frequent updates 887 00:31:39,319 --> 00:31:40,819 that we're trying to push out. 888 00:31:40,819 --> 00:31:42,639 Whether that just be new events 889 00:31:42,640 --> 00:31:44,230 or just new free items that we give away, 890 00:31:44,230 --> 00:31:46,076 it will, you know, 891 00:31:46,076 --> 00:31:47,633 we'll just try to keep the game fresh. 892 00:31:47,633 --> 00:31:49,630 That's the plan, right? 893 00:31:49,630 --> 00:31:53,040 So I guess, what's that military adage? 894 00:31:53,039 --> 00:31:56,250 It's like, every plan is great until the first shot's fired? 895 00:31:56,250 --> 00:31:58,529 So I imagine we'll have to be doing a lot of adjustments 896 00:31:58,529 --> 00:32:00,950 to the plan as soon as it goes live. 897 00:32:00,950 --> 00:32:01,960 So I think part of that 898 00:32:01,960 --> 00:32:03,829 is you can plan out all the content you want. 899 00:32:03,829 --> 00:32:05,679 But then once players start playing the game 900 00:32:05,680 --> 00:32:07,490 and you can observe how they play the game, 901 00:32:07,490 --> 00:32:08,620 what they like and what they don't like, 902 00:32:08,619 --> 00:32:11,279 you need to change the plan based on that stuff. 903 00:32:11,279 --> 00:32:13,629 You need to give the players something 904 00:32:13,630 --> 00:32:14,890 that they're passionate about. 905 00:32:14,890 --> 00:32:16,180 As a designer, you might think 906 00:32:16,180 --> 00:32:17,720 that this feature you put into the game 907 00:32:17,720 --> 00:32:18,670 is really, really cool. 908 00:32:18,670 --> 00:32:19,810 And nobody plays it. 909 00:32:19,809 --> 00:32:20,929 Well, you probably shouldn't double down 910 00:32:20,930 --> 00:32:22,230 on the thing that nobody plays. 911 00:32:22,230 --> 00:32:23,063 You should probably double down 912 00:32:23,063 --> 00:32:25,400 on the features that the people actually play. 913 00:32:25,400 --> 00:32:27,550 So we might have to change our plans 914 00:32:27,549 --> 00:32:29,869 based upon how we see players working with the game 915 00:32:29,869 --> 00:32:31,292 when they play it. 916 00:32:33,982 --> 00:32:35,849 (gentle dissonant music) 917 00:32:35,849 --> 00:32:37,240 - [Danny] If there's anything we've learned 918 00:32:37,240 --> 00:32:40,480 about the evolution of games over the past few years, 919 00:32:40,480 --> 00:32:42,759 it's that the success of Fallout 76 920 00:32:42,759 --> 00:32:45,319 will depend as much on the game they have built 921 00:32:45,319 --> 00:32:47,549 as how they support it going forward. 922 00:32:47,549 --> 00:32:49,865 And so to do so, this plucky little studio 923 00:32:49,865 --> 00:32:52,989 of 130 or so people who made Fallout 4 924 00:32:52,989 --> 00:32:55,500 is going to have to scale up. 925 00:32:55,500 --> 00:32:56,859 In our previous documentary, 926 00:32:56,859 --> 00:32:58,809 we showed how the development of Morrowind 927 00:32:58,809 --> 00:33:01,269 was the inflection point for the studio, 928 00:33:01,269 --> 00:33:03,710 the moment they began to figure out their process, 929 00:33:03,710 --> 00:33:05,910 a process they would develop and hone 930 00:33:05,910 --> 00:33:07,460 over the next four games. 931 00:33:07,460 --> 00:33:09,610 And in many ways, this moment now 932 00:33:09,609 --> 00:33:11,789 also feels like a turning point. 933 00:33:11,789 --> 00:33:13,720 With the teams in Austin and Montreal, 934 00:33:13,720 --> 00:33:16,339 Bethesda Game Studios in Rockville, Maryland 935 00:33:16,339 --> 00:33:17,869 finally have the people power 936 00:33:17,869 --> 00:33:20,469 to work on multiple projects at once, 937 00:33:20,470 --> 00:33:21,500 while members of the team 938 00:33:21,500 --> 00:33:23,410 who have been with the company for years 939 00:33:23,410 --> 00:33:26,310 are starting to take ownership of projects themselves. 940 00:33:26,309 --> 00:33:27,730 Perhaps this means that the days 941 00:33:27,730 --> 00:33:29,370 of skipping between franchises 942 00:33:29,369 --> 00:33:30,949 are finally behind them. 943 00:33:30,950 --> 00:33:33,492 Or maybe it means that they can be more daring 944 00:33:33,492 --> 00:33:35,799 in the games they develop. 945 00:33:35,799 --> 00:33:38,490 As work on Fallout 76 has been progressing, 946 00:33:38,490 --> 00:33:40,809 so too has it been on Starfield. 947 00:33:40,809 --> 00:33:43,289 From what we gathered during our time at the studio, 948 00:33:43,289 --> 00:33:46,839 Starfield sounds like a monumental undertaking, 949 00:33:46,839 --> 00:33:50,009 a game Todd has wanted to make for a long, long time. 950 00:33:50,009 --> 00:33:51,819 Perhaps a game they would've made, 951 00:33:51,819 --> 00:33:55,079 had they not successfully acquired the Fallout franchise. 952 00:33:55,079 --> 00:33:56,919 Perhaps now he feels like the team 953 00:33:56,920 --> 00:33:59,410 finally has the resources to pull it off. 954 00:33:59,410 --> 00:34:02,350 In any case, it's not the only project they're working on. 955 00:34:02,349 --> 00:34:05,919 Pre-production on The Elder Scrolls VI has also started. 956 00:34:05,920 --> 00:34:07,860 Not the only thing that's getting announced at E3. 957 00:34:07,859 --> 00:34:09,429 You guys are coming out swinging 958 00:34:09,429 --> 00:34:11,909 with a bunch of stuff coming out for the future as well. 959 00:34:11,909 --> 00:34:13,920 Will it be weird to say the word Starfield 960 00:34:13,920 --> 00:34:15,240 in front of people? 961 00:34:15,239 --> 00:34:16,940 - What'd you just say? 962 00:34:16,940 --> 00:34:18,799 You gotta watch that, man. 963 00:34:18,800 --> 00:34:20,546 Someone'll hear you. 964 00:34:20,545 --> 00:34:22,687 (chuckling) 965 00:34:22,688 --> 00:34:26,135 Just even to hear you say it is weird. 966 00:34:26,135 --> 00:34:28,900 We've been working on it for... 967 00:34:28,900 --> 00:34:30,849 That's another one that's had a long go. 968 00:34:30,849 --> 00:34:34,389 I think the trademark got registered in 2013, 969 00:34:34,389 --> 00:34:37,089 which is what most people have glommed onto. 970 00:34:37,090 --> 00:34:38,700 So all of the internet rumors, 971 00:34:38,699 --> 00:34:39,859 we've never said a word. 972 00:34:39,860 --> 00:34:41,171 They just take that nugget 973 00:34:41,170 --> 00:34:43,889 and their mind goes to the right places. 974 00:34:43,889 --> 00:34:45,150 You know, the internet's smart. 975 00:34:45,150 --> 00:34:46,742 Our fans are really smart. 976 00:34:46,742 --> 00:34:49,640 And so you feel like it's good to acknowledge it. 977 00:34:49,639 --> 00:34:50,472 They're all saying it. 978 00:34:50,472 --> 00:34:52,688 Like, yes, that is what we're doing. 979 00:34:52,688 --> 00:34:57,688 But as far as announcing Starfield, very excited to do it. 980 00:34:57,860 --> 00:34:59,789 A little bit nervous, you know, 981 00:34:59,789 --> 00:35:03,099 because it is so new. 982 00:35:03,099 --> 00:35:04,819 And it will have so many questions 983 00:35:04,820 --> 00:35:06,930 that we're not answering intentionally. 984 00:35:06,929 --> 00:35:08,269 So that's kind of new for us. 985 00:35:08,269 --> 00:35:12,030 At the same time, we feel that, you know, 986 00:35:12,030 --> 00:35:13,260 that's the time to do it. 987 00:35:13,260 --> 00:35:15,440 Like, it's good to have that dialogue 988 00:35:15,440 --> 00:35:16,987 with your fans and say, 989 00:35:16,987 --> 00:35:19,309 "We're doing this and then we're doing this." 990 00:35:19,309 --> 00:35:23,400 Because we know that they want them as much as we do. 991 00:35:23,400 --> 00:35:24,990 Things take time. 992 00:35:24,989 --> 00:35:26,375 But I think it's good to give everybody 993 00:35:26,375 --> 00:35:28,710 a little bit of a roadmap. 994 00:35:28,710 --> 00:35:30,990 And so you feel like it's good to acknowledge it. 995 00:35:30,989 --> 00:35:31,822 They're all saying it. 996 00:35:31,822 --> 00:35:33,962 Like, yes, that is what we're doing. 997 00:35:34,900 --> 00:35:35,849 But that's another thing, 998 00:35:35,849 --> 00:35:38,672 where not just hey, we should announce it. 999 00:35:42,273 --> 00:35:45,239 But how much thought we've given it for a long time. 1000 00:35:45,239 --> 00:35:47,729 So on that original list, Fallout... 1001 00:35:49,380 --> 00:35:51,140 The biggest, most epic science fiction thing 1002 00:35:51,139 --> 00:35:52,489 you could possible imagine. 1003 00:35:53,929 --> 00:35:56,320 And that's something we've talked about for a long time 1004 00:35:56,320 --> 00:35:58,240 and kind of picked away at. 1005 00:35:58,239 --> 00:36:01,459 And now we feel we're kind of... 1006 00:36:01,460 --> 00:36:04,110 What's the right way to say it without spoiling anything? 1007 00:36:04,110 --> 00:36:07,490 We are uniquely positioned to pull this game off. 1008 00:36:07,489 --> 00:36:08,739 - [Danny] Expectation management 1009 00:36:08,739 --> 00:36:10,119 is important as well, right? 1010 00:36:10,119 --> 00:36:13,744 Like, not saying too much is as important as-- 1011 00:36:13,744 --> 00:36:15,630 - That's the one that worries me, 1012 00:36:15,630 --> 00:36:18,110 is that we are we creating anxiety? 1013 00:36:18,110 --> 00:36:20,320 Where people have so many questions, 1014 00:36:20,320 --> 00:36:21,370 that we'll be like... 1015 00:36:22,969 --> 00:36:23,802 You know? 1016 00:36:23,802 --> 00:36:25,217 Whereas before, they'd be like, 1017 00:36:25,217 --> 00:36:26,269 "We don't know what you're making." 1018 00:36:26,269 --> 00:36:28,139 It's a little bit easier to go, yeah, you don't. 1019 00:36:28,139 --> 00:36:29,426 Now they say, "Hey, you're making Starfield. 1020 00:36:29,427 --> 00:36:30,951 "You're making The Elder Scrolls VI. 1021 00:36:30,951 --> 00:36:31,996 "Tell us all about them." 1022 00:36:31,996 --> 00:36:32,936 You're like, "I am not going to. 1023 00:36:32,936 --> 00:36:35,020 "There'll be a time for that." 1024 00:36:35,021 --> 00:36:40,021 But both of those, particularly Starfield, 1025 00:36:40,119 --> 00:36:42,113 that's another one we talk about tone. 1026 00:36:43,000 --> 00:36:44,592 We just wanna say the name. 1027 00:36:45,661 --> 00:36:48,300 Like, being able to say this is the tone. 1028 00:36:48,300 --> 00:36:52,390 Just, this is what it feels a little bit like. 1029 00:36:52,389 --> 00:36:54,029 Same with Elder Scrolls VI. 1030 00:36:54,030 --> 00:36:56,070 But we have a little bit of a roadmap on our head. 1031 00:36:56,070 --> 00:36:58,080 Like, this is the one that, 1032 00:36:58,079 --> 00:37:01,360 as a base technology that this one adds. 1033 00:37:01,360 --> 00:37:02,590 And they don't all... 1034 00:37:02,590 --> 00:37:04,510 You know, the ones we're doing are, 1035 00:37:04,510 --> 00:37:06,640 they're very, very different. 1036 00:37:06,639 --> 00:37:09,913 So Starfield is definitely a big single-player game, 1037 00:37:12,130 --> 00:37:14,150 and 76 is not. 1038 00:37:14,150 --> 00:37:16,630 So there's different techniques. 1039 00:37:16,630 --> 00:37:18,930 It's a very different style game, without... 1040 00:37:20,019 --> 00:37:20,929 There'll be a time for that. 1041 00:37:20,929 --> 00:37:24,309 But it's not, it does a lot of things very different 1042 00:37:24,309 --> 00:37:26,913 than we've done before as well. 1043 00:37:26,914 --> 00:37:30,890 (gentle dissonant music) 1044 00:37:30,889 --> 00:37:32,319 - Thank you so much for joining us 1045 00:37:32,320 --> 00:37:34,220 on this journey through the past, present, 1046 00:37:34,219 --> 00:37:36,409 and future of Bethesda Game Studios. 1047 00:37:36,409 --> 00:37:38,049 But we're not done yet. 1048 00:37:38,050 --> 00:37:39,800 During our time embedded at BGS, 1049 00:37:39,800 --> 00:37:41,850 we recorded over a dozen interviews. 1050 00:37:41,849 --> 00:37:44,089 So if you wanna watch a bunch of shorter docs 1051 00:37:44,090 --> 00:37:46,738 on games in The Elder Scrolls and Fallout franchise, 1052 00:37:46,737 --> 00:37:49,039 make sure you hit that subscribe button. 1053 00:37:49,039 --> 00:37:49,889 See you then. 1054 00:37:52,764 --> 00:37:56,181 (gentle dissonant music) 81266

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