Fallout 3 Interview

Gamasutra offers a 4-page interview with Fallout 3 lead designer Emil Pagliarulo, though it's mostly about gaming in general and less about Fallout 3 specifically.
So that's Oblivion versus Fallout, but what about the separate challenge of writing for a sequel that is being made by none of its original creators, and that has gained something of a mythical status, even among a lot of gamers who never played the original titles?

EP: Being completely honest, you don't. You don't try to. When you try to, you're setting yourself up to fail. You have to be confident in your own abilities and do the best you can do. We looked at Fallout 1 as our model.

It's interesting to me. I will lurk in a lot of forums -- never post, but see -- and one of the things you hear a lot is, when we've released a couple dialogue screenshots, "Oh, those dialogue options are so short!" Well, if you look in a lot of --

Todd Howard, executive producer: (Pokes head into interview) Emil lies!

EP: It's all true! I swear! I created Fallout.

But really, if you look in Fallout, there are a lot of short dialogue options. So you're right, there is a bit of a mythical quality there.

We really looked at Fallout 1 as our model. It's all about giving players a choice and giving the player the voice they want to use. We backed away from the stuff in Fallout 2, the more campy, pop culturey stuff.

We tried to stay away from trying to emulate anyone specifically. You know, [Fallout 2 co-designer] Chris Avellone -- fantastic writer; those are huge shoes to fill. You can't think about that too much. You'll become paralyzed.