

Interplay’s culture was a siren’s song answered by developers who, like Fargo, were eager to make their mark.īRIAN FARGO
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Anyone who wasn’t writing code or pushing pixels could be found holed up in an office or in an open area playing a board game. Fargo created a workplace that blurred the line between office and home. By Gamers, For Gamersīrian Fargo founded Interplay Productions on the foundation of a simple yet powerful creed: That the people he hired should be as passionate about making games as they were about playing them.īackground, experience, accolades-none of those mattered in Interplay’s early, most humble days.

What follows is an oral history straight from the mouths of several of the pioneers who entered a veritable wasteland of computer RPG (CRPG) development and made that fallow ground fertile once again. That makes the Fallout games distant relations of the Infinity Engine RPGs, and worthy of closer examination. Many developers who worked on Baldur's Gate, Planescape: Torment, Icewind Dale, and Pillars of Eternity had worked on Fallout and Fallout 2 first, bringing what they learned to bear on those later projects. Technically, Fallout and its sequel do not belong in that lineage, but the post-apocalyptic franchise’s influence on Baldur’s Gate and its ilk is inarguable. In March 2015, Obsidian released Pillars of Eternity as a love letter to the lineage of Infinity Engine roleplaying games of the late ‘90s and early 2000s. Neither do the fundamentals of game development. Like journals sprinkled throughout RPGs, Pause Screens go into more detail on the people, companies, and cultures that contributed to the success of the Pillars of Eternity franchise and the Infinity Engine line of roleplaying games. Pause Screen: Fighting Randomness - Feargus Urquhart on Fig and Obsidian's Future.Pause Screen: In the Guts of Game Design with Josh Sawyer.Pause Screen: 24 'Til Launch - Pillars of Eternity II: Deadfire.Pause Screen: Chopped Up - John Romero on the Sorrows of Gauntlet: Seven Sorrows.

