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How Bethesda turned the radioactive lemon that was Fallout 76 into endless lemonade: ‘It taught me a lot, as pain does’

When Fallout 76 was hated, Jeff Gardiner—the man responsible for eventually turning it around—felt more than a little déjà vu.

“It reminded me a lot of Fallout 3,” he says. “We made a decision that was controversial, and we thought it was for the best of the game. We got buy-in from everyone, we executed on it. It proved to be the incorrect decision.”

(Image credit: Bethesda)

You likely don’t even remember the Fallout 3 debacle Gardiner’s referring to, so thorough and decisive was Bethesda’s course correction at the time. But back in 2008, when the studio’s reboot of the beloved RPG series first launched, the main questline finished with a full stop. Fallout 3’s core theme was sacrifice, and that meant leaving it behind. “People forget,” says Gardiner. “You hit a ‘The End’ screen, right? That was hugely controversial. In the first DLC launch, we pulled that out.”

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