Fallout 76’s Pitt Expedition is the next chapter in a story with a planned ending

Fallout 76The next big update will introduce a new type of content to the online action RPG called Expeditions. These Expeditions will be repeatable story missions that take the player away from the core setting of Fallout 76. The first of these Expeditions, Pittsends Fallout 76 to Pittsburgh, a setting not seen in Fallout since Fallout 3. Pitt is scheduled to broadcast live in September.

Taking place in an entirely new area, The Pitt will feature never-before-seen characters, quests, and dialogue-driven choices. When your character arrives in the bombed-out ruins of Pittsburgh by helicopter, they discover the area has been ravaged by an ongoing conflict between survivors. The rest of the industrial workers in Pittsburgh are now known as the Confederacy, and they have struggled to outlast repeated attacks from the Fanatics, a band of robbers.

Now playing: Fallout 76 Expeditions: Pitt Trailer | Xbox + Bethesda E3 2021

Ahead of The Pitt’s release, GameSpot emailed Bethesda Game Studio design director Mark Tucker to ask about what players can expect from the upcoming expansion, as well as how the team is aiming to expand the story. of Fallout 76 and finally ending it someday. Our correspondence is detailed below.

GameSpot: How will The Pitt Expedition change the experience of playing Fallout 76?

Matt Tucker: The new exploration quest is the most obvious change – players will have access to an ever-growing library of fun, repeatable, and random story missions to play long after they’ve finished. into main quests, starting with The Pitt. They will allow players to explore outside of Appalachia during this unique time in Fallout lore and meet all sorts of new and exciting characters. Whitespring Resort has also been transformed into a real player hub, filled with Daily Quests, unique Random Encounters, a new vendor, and additional Legendary Traders and Gold Presses. Pitt is just the beginning! We have plans for more locations in future updates – some have never been seen before in a Fallout game!

Since the previous Fallout games were single-player, they established the endpoints for the respective stories – is this true for Fallout 76?

Bingo! You’re touching on one of the most fun parts of working on a live catered game. Do we craft all of our missions and stories to have a happy ending from the player’s perspective as we bring them into the game? Yes, that was always the goal. That said, we often have thoughts and ideas about how we can expand or continue our story in future updates as we add them to the game.

For example, (and I’m being vague here so as not to spoil it) we have an in-game story that we’ve always intended to tell over a longer period of time. In fact, we’ve subtly expanded on it – players aren’t yet aware of it. When we finally finish it, I think it will be a nice surprise.

Plus, we have a lot of mysterious and unanswered questions in our game that, so far, may not have a lot of stories associated with them. These little plot points or lore passages are also interesting for us to explore and expand on. For example, The Mothman Equinox seasonal event launching in our Night of the Moth update was a fun way for us to explore The Cult of the Mothman a little deeper and share how a team split out to create The Enlinked. In doing that, of course, we created more questions that we might choose to explore further some day.

A lot of the richness in our world comes from the intersection and duplication of different characters and their stories. So even if we don’t continue a story directly, we look at how another story, from a different angle, can also shed light on and expand on the one we already have. tell. That doesn’t even need to be limited to 76. Since we’re a prequel, some of the things we do, sometimes, tie in with stories from previous Fallout titles. For example, our two updates, Steel Dawn and Steel Reign, provided more insight into the early days of the Brotherhood of Steel, the original west coast, as well as some original quest content. Our heads appear at the game’s launch. The game never ends, it’s a living world with old stories to carry on and new stories to add.

How do you come up with themes for each season? Are you simply discovering parts of the world of Fallout 76 that you have never touched or is there more to it?

Each season’s theme creation process is different, but we always start with the same main goal – each theme has to be someone’s favorite. Fallout is a very diverse IP, with humor, sadness, action and a whole world of alternate history to explore. We wanted to keep things fresh and continue to explore new aspects of the franchise while paying homage to the brand’s long history. For the new in-game novel, we have a phrase we like to use to test that the idea is solid: “Does this evoke nostalgia for something you’ve never seen before?” ?” It’s a good test of whether something is pulling the right levers. When we take advantage of some of the great in-game novels out there, we always make sure we’re doing it fairly. We’re Fallout fans as much as anyone, and having the opportunity to explore more of pre-war society was a real pleasure.

How did the Fallout 76 team learn from other developers under the ZeniMax Media umbrella when designing a live-serve game?

The great thing about Zenimax and BGS is that we were able to share technology and ideas between teams quite easily – just a call or a message. While it’s not something we do super often, it does happen. For example, part of our multiplayer networking library for 76 was built from iD Tech networking code. As another example, we’ve had several conversations with ZOS Production leadership over the years to learn how they structure and manage their team to handle their update cadence, which has some similarities. agree with us. Those conversations really help guide us through how we approach things in 76. Of course, it’s not just us who learn and get help from them – we help other groups as well. For example, our monetization design team has helped many teams on Zenimax with their monetization strategies and features, including The Elder Scrolls Online.

It’s also important to note that the senior leadership team we’re working on on Fallout 76, along with most of the project’s senior developers, all have experience working on online services products. forward and many players earlier in their careers. So for many of us, this is not our first game.

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