"Being realistic sometimes isn't fun" What Bethesda learned from making Fallout 3's Metro underground "too sprawling"
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https://www.eurogamer.net/fallout-3-metro-was-originally-bigger-but-not-fun-to-traverse
Fallout 3 lead writer and designer Emil Plagliarulo has talked about the original plan for DC’s Metro underground and lessons the studio learned after it.
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The difficulty and confusion in navigating was my favorite part. It could certainly be refined, but to toss the idea away because of friction is par for Bethesda. They want their gameplay to be as frictionless as possible, which means they sand away anything interesting about them.