Obsidian Entertainment was the developer behind the recently released Fallout: New Vegas. We recently sent a reporter to interview Chris Delp, director of Quality Assurance for the game. We caught up with him in his office, where he was hovering in midair next to his chair.)
Brad: Ever since New Vegas was released, there have been numerous complaints about glitches within the game. Is addressing complaints a high priority for the company at this point?
Chris: Oh absolutely. (At this point, Chris’ head begins slowly rotating 360 degrees, independently of his body) One of the ironic things about making a game like Fallout is that because you’re introducing so many fictional elements into something that’s supposed to imitate the real world, the parts that are supposed to be “realistic” need to be as believable as possible. Otherwise, people aren’t able to suspend their disbelief in order to accept things like world-ending nuclear war or Giant Radscorpions.
Brad: So for instance, when a character starts floating in midair all of a sudden, that can actually make people less interested in the story?
Chris: Absolutely. People don’t just start floating in the air for no reason. I mean, I might float over across the room and pick up that coffee cup that’s stuck halfway through the ceiling, but I’m not going to just start floating for the hell of it. It wouldn’t make any sense.
Brad: It seems like even the smallest details can cause big issues, then?
Chris: Sometimes, but it really depends on what those details are. One big one is the way people and animals move. We spent a lot of time getting the animations right, because it’s something people really pay attention to. When a dog moonwalks across a room in the game, we want it to look as much as possible like the way your dog at home would moonwalk. Here, let me show you something (Chris glides across the floor while remaining in a sitting position, and points to some employees who are levitating about 5 feet off of the floor). You see those artists over there? Their entire job on this project was just to handle all the different animations in the game.
Brad: What about complaints people have had with some of the weapons glitching?
Chris: We’re working on it, but it is a pretty tough job to handle right now. We wanted to make the game so that anything a person could use as a weapon in real life, they could use in the game, and it would behave the same way. Obviously, that’s a huge challenge. After all, a rifle doesn’t act the same way as a shotgun or a flamethrower. Even melee weapons have to behave differently – stabbing somebody with a knife is a lot different than hitting them with a baseball bat or an anteater. Or if I was to shoot a rocket launcher, it’s going to make a different kind of explosion than if were to equip the receptionist over there as a weapon and shoot missiles with her.
Brad: Some gamers have questioned whether this game was play-tested at all. What do you say to an allegation like that?
Chris: Well, I think a lot of comments like that come out of frustration, and we did play-test the game, obviously. But I do admit that we did have some difficulties with the testing process this time around. Three of our testers spontaneously dismembered in the same week. Completely unrelated incidents, too. Just sitting at their desks, and all of a sudden their arms, legs and head just all fell off at once. Another guy had a door close on him, and got stuck halfway through it, so he was out for about a week.. Another guy – our lead tester, actually – the chair he was sitting on exploded. You know, that’s life though, these things happen sometimes. You have to work through it as best you can, which is why we’re so dedicated to getting a patch out to fix all of the problems people have encountered.
Brad: Thanks for giving us this interview.
Chris: Any time. Here, let me get the door for you (his arms suddenly extend to be 30 feet long, as he reaches across his office, the hallway, and reception area to open the door) There you go… Oh bother, the sky’s bright green again today. Hope you brought an umbrella.
