I also remember that copypasta that went around for a while. Bethesda_DE: Interview with Jeff Gardiner and Emil Pagliarulo at Gamescom 2020 (reference starts at 00:55:18), https://fallout.fandom.com/wiki/Emil_Pagliarulo?oldid=3390034. Theming: I thought the theme of "suspicion" was poorly done, because it was done through linear storytelling in a world which is anything but linear, so the theme felt poorly executed and at best disjointed. With some expectation that the player -- you -- will have to pay attention, focus, learn systems and rules and lore and get into it on a level that can be very rewarding once you do but kind of doesn't 'keep the player in mind' in a structural sense. But outside this industry there are people that have no concept of what we do and it's a joke to them, it's kid stuff. Well, my name is Emil Pagliarulo, and I’m a senior designer at Bethesda Game Studios. Before joining Bethesda, Pagliarulo worked for Eidos on the Thief series. Dangerous thing, because we don't want players listening to dialogue all the time. Before working at Bethesda, he was a designer on the Thief series, and worked at Looking Glass and Ion Storm Austin. I like it. It makes the world feel more real and treacherous than they ever achieved through their own writing. So I guess I disagree with you that this is the "main" theme since the parental stuff isn't played on nearly as often and doesn't really affect anyone else. This is an entirely worthy goal and they are very good at doing this. Fallout 3 / Fallout: New Vegas / Fallout 4 / Fallout 76 / One Man, and a Crate of Puppets / Fallout Shelter Sometimes yes/no is the only answer needed. Fallout 4 smoothed out the gameplay so much overall (which I think is a good thing mostly) that it made pauses and times when you had to stop and pay attention almost seem jarring. / harder to do than it sounds: ideas can be great on paper but suck in-game. Is it an RPG? Is it a dark comedy? After FO3, found that design docs quickly became outdated - not worth maintaining. At first, dialogue not skippable. This one is interesting to me. Emil Pagliarulo: Composer(s) Inon Zur: Series: Fallout: Engine: Creation Engine: Platform(s) Microsoft Windows; PlayStation 4; Xbox One; Release: November 14, 2018: Genre(s) Action role-playing: Mode(s) Multiplayer: Fallout 76 is a video game in the Fallout series released in 2018. The dumbasses at Bethesda hard coded 4 dialogue options. I agree with you, although perhaps with Danse and some other content like Nick Valentine there are doubts about their humanity. That's every time a giant bunch of text is dumped on the player. I just wish they could throw out the playbook with this series and instead play to their strengths. Emil Pagliarulo Join Emil as he dives into Bethesda's approach to telling stories in games such as Skyrim and Fallout, and the three general rules that he applies when doing so. But I think that gets tricky with games, particularly real-time first person action-oriented games where there's a built in pressure to keep moving and doing things. Always keep the player in mind. They did do an excellent job with this and ultimately while there's plenty to question/gripe/whatever about in the main story/dialogue/characters. Emil Pagliarulo  He also had an uncredited voice cameo in the game, as the Boston-accented trucker in Partial CB radio backup. He previously worked for Looking Glass Studios and Ion Storm Austin. Actually it's interesting for me - it harkens back for me to some of the most enjoyable first-person games I've ever played, the Terminator games Bethesda made. Yes, it's that bad. Dark Futures Part 2: Emil Pagliarulo. Currently, I’m doing a lot of design and writing work on The Elder Scrolls V: Skyrim. Fallout Wiki is a FANDOM Games Community. The story's main theme was loss and parental nature. Deus Ex came out and I played it when I was at Looking Glass and it was before I had a chance to meet Harvey Smith for the first time. Another approach that I think can work well is straight up cutscenes. I didn’t know what it was or what to expect, and it was definitely by far my game of the year. I'm late to the party with this, and I know this isn't the first time he's ever been criticized. Try to tell their story through the environment instead. I'm interested to hear r/Fallout's thoughts. If your main goal was suspicion then the writing did not serve it. It's first-person, and that's it.  Pagliarulo also served as a design director on Fallout 76, released in 2018. Why? The rules he's talking about are precisely about writing a novel or screenplay. Is it a faction-based war game? https://www.youtube.com/watch?v=Bi51-wjcwp8. Until Bethesda fires/relocates Emil Pagliarulo, do not expect quality storylines ever again. Archived . He mentioned "having" to create four choices every time the player is given a point at which they can reply. But these are novels, not interactive fiction. They want to avoid what they call "Bore Bombs". Emil Pagliarulo Bethesda Game Studios . It's all of those things while, frankly and sadly, sort of being none of those things, as they went so many directions at once, nothing really sticks out or shines as the central theme. So let's break down Fallout 4 at an...( ••)( ••)>⌐■-■(⌐■_■)atomic level... Is Fallout 4 a settlement building and management game? I mean who seriously buys a Bethesda Fallout for the plot? Great games are played, not made. This, I think in a line, hits exactly on the nerve of what divides people over Fallout 3/4 and 1/2/NV.