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Why the original Fallout did not get a happy ending after his creator

Summary

  • Tim Cain’s original idea for Fallout’s end included a welcome party with “cake and balloons”.
  • Instead of this end, the game was sent with its iconic dark conclusion.
  • During the entire game design process, it is common for ideas to be replaced and formatted.

The original Fallout is anything but happy. It is a dystopian game in the post-apocalyptic version of 2161 by retro-future-infused.


Sure, there are clear areas with dark humor in the entire series, but Fallout was hideously dark from the start. This puts the dark end in which your safe refuses to let her back in the house, even though you save your life, all the more fitting.

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But in a current video with the title “My ideas that were rejected”, the Creator of Fallout, Tim Cain describes how this was not his original idea for the end of the game. In fact, his idea for the end was much less dark and actually rewarded the player for his hard work.

Fallout 1 Dialogbox Gameplay Screenshot

In this video, Tim Cain discusses his ideas for many games he worked on. In addition to the original Fallout, the games he discussed include titles such as Arcanum and pillars of eternity.

One of the most shocking was Cain’s original idea for the end of Fallout 1. Instead of the dark end in which we got where the Vault resident is ultimately rejected from Vault 13, he is greeted with a surprise party at home that is waiting for him.

They come back to Vault 13, they got them water chip, they took care of the mutated army and the master, and everyone has a big party for them and there are cakes and balloons!

Instead, he explains that the gloomy end we got where the supervisor comes from the Vault 13 comes from Art Director Leonard Boyarsky. Although he is definitely very valued for his own end, Cain also admits that that “In retrospect: better idea.”



Tim Cain’s other rejected ideas

Fallout the master looks at the protagonist

In addition to this rejected end of Fallout 1, Tim Cain explained many of his other ideas, which were ultimately rejected from his projects. One of them is the name of the special system that is used in Fallout.

Special is an acronym that consists of the first letter of many skills in Fallout games such as strength, perception, intelligence and happiness. As soon as you have received these letters together Cain’s first idea was to title the acronym acelips

When someone else was suggested that the letters were also able to advertise “Special”, Tim Cain agreed: “Yes, I admitted that this was a better acronym, and that is the one we went with, but I always think back to acelips. ‘”

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For games like Arcanum, Cain had many ideas for various text skills and procedural skills. South Park: The truth rod had a slightly converted struggle in which characters were not reset to their original positions. These ideas were probably remained to limit the complexity of these systems.

He also mentions a unique idea for the external worlds, one of Obsidian’s latest RPGs. If a companion helps you to carry out a skill review such as persuasiveness, the game would have shown you that you suggest or help the player decide what to do, but this has also been scrapped.


Even if you are the game director, it doesn’t matter, sometimes your ideas are replaced by other ideas that are better, and that’s okay.

With the complex game design process, it is really interesting to see many of the ideas that would have made it into these titles in an alternative universe, and we strongly recommend that you read the full video if you are interested in more of Tim Cain .

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