Tim Cain creating "Cain on Games" videos

For discussing role-playing video games, you know, the ones with combat.
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Tim Cain creating "Cain on Games" videos

Post by rusty_shackleford »

https://www.youtube.com/@CainOnGames/videos

I have provided GPT4 summaries for the videos. Please note that these are using auto-generated transcripts and therefore may contain errors.

In this video Tim discusses the lost multiplayer content from Vampire: The Masquerade - Bloodlines. He mentions that the game was in development from November 2001 to November 2004 and was primarily Jason Anderson's and Leonard Boyarsky's project.

Tim recalls that some content was cut, such as the Bradbury Building, which was originally called the Halliburk Hotel, as well as additional library content and content in the Warrens. However, the most significant cut was the multiplayer component, which was inspired by Counter-Strike. The multiplayer mode featured two teams - vampires and vampire hunters - with the objective of either releasing or destroying an ancient vampire in torpor. Although Tim believed the mode was well-balanced and had interesting maps, Activision decided the team had too much on their plate and assigned the multiplayer component to another company. That version was eventually canceled, and the game shipped without any multiplayer content. Tim wonders if the game would have had more longevity if the original multiplayer mode, which he dubbed "Counter Bite," had been included.
In this video Tim discusses his original ideas for the purpose of the Vaults in the Fallout game series. He explains that the Vaults were intended to be technological experimental beds with the ultimate goal of creating a multi-generational starship to take humanity's best and brightest away from Earth in the event of a nuclear war. This idea was inspired by a conversation with Chris Taylor about the limited capacity of Vaults and the inability to save everyone from a nuclear catastrophe. Tim notes that each Vault was designed as a test or experiment to help develop the necessary technology and systems needed for the starship. However, he clarifies that he is not aware of how the Vaults have been developed in the games since his time working on them.
In this video Tim discusses Troika's proposal for Might & Magic 10. He recalls working on the proposal back in 2003-2004 after completing Temple of Elemental Evil. Troika was approached to submit a proposal for Might & Magic 10, and Tim went through the previous Might & Magic games to identify common features and themes to include in the proposal.

Some of the common themes found in the previous games were class-based character systems, skill training, castles, traveling circuses, quests for audiences, stat-raising fountains, aging, and hidden doors and traps. Tim then put together a story summary for Might & Magic 10, titled "The Source of Magic." The main story quest involved the party investigating why magic was working differently in different areas and ultimately discovering the source of all magic.

Tim also talks about his colorblindness and how it affected his work on the proposal, as he color-coded parts of the map to indicate how magic worked in those areas. Troika sent the proposal to Atari, but they never received a response, as many developers were competing for the project. Tim eventually went on to work on Vampire: The Masquerade - Bloodlines instead.

In summary, Tim shares Troika's experience in creating a proposal for Might & Magic 10, highlighting the process of identifying common themes and features from previous games in the series, creating a story based on those themes, and the challenges he faced due to his colorblindness. Despite their efforts, Troika did not secure the project, and Tim moved on to work on other games.
In this video Tim shares the origin story of "dumb dialogue" in the Fallout game series. He begins by talking about how he started playing Dungeons and Dragons (D&D) as a teenager, and the two major lessons he learned as a Dungeon Master: players will never do what you expect, and they appreciate special rules applied to their characters.

Tim recalls a friend named Joel who created a low-intelligence fighter character in their D&D campaign. Due to the character's low intelligence, he could only speak in single-syllable words. This limitation led to hilarious situations where the character struggled to communicate vital information, such as the presence of a dragon, to his fellow players.

When Tim began working on Fallout, he shared this story with his team, and they decided to incorporate the idea of "dumb dialogue" as a low-intelligence restriction. This led to entertaining dialogues and even a few quests that could be completed faster or easier if the player character had low intelligence.

In conclusion, Tim emphasizes that various life experiences can inform and improve game design, and he plans to share more of his insights in future videos.
In this video, Tim, a game designer and co-founder of Troika Games, discusses the sequel to Arcanum, called Journey to the Center of Arcanum. The game was planned to be a 3D exploration game, taking place mostly underground, inspired by Jules Verne's Journey to the Center of the Earth. The story would follow the player as they search for a missing character named Franklin Payne and encounter ancient civilizations, cavemen, and dinosaurs along the way.

Troika Games wanted to use Valve's Source engine for this sequel, which would have been their first 3D game. The gameplay would involve new system mechanics better suited for a 3D environment. Unfortunately, the game never happened due to Sierra, their publisher at the time, going through financial difficulties. This led Troika Games to work on other projects, like Temple of Elemental Evil and Vampire: The Masquerade – Bloodlines.

Although Tim doesn't regret that Journey to the Center of Arcanum wasn't made, he does feel sorry that they talked so much about it and raised people's hopes before nothing happened. He also mentions plans to discuss their Lord of the Rings project and possibly share a video of the demo in a future video.
In this video, game designer Tim Cain discusses his thoughts on the Fallout series. He has worked on Fallout 1 and the beginning of Fallout 2 but hasn't played some of the games in the series like Fallout 76, Fallout Tactics, and Brothers of Steel due to various reasons. However, he praises Fallout 3, 4, and New Vegas for their gameplay and design.

Tim appreciates Bethesda for revitalizing the Fallout series and bringing it into 3D, even though the games' style might not be exactly how he would have made them. He acknowledges that every game developer has their unique style and thinks that players should enjoy the variety instead of expecting every game to be the same. He also mentions the modding community, which has contributed many creative ideas to the series.

Tim expresses interest in working on a Fallout game again but would prefer to create a new IP if given the opportunity. He has a lot of ideas related to Fallout, and he believes that the different development stories for each game make the series unique. Lastly, he touches upon the challenges of playing older games on modern systems and the potential loss of gaming history.
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Post by rusty_shackleford »

Someone mentioned he has a poor microphone in one of the newsposts, in the VTMB video he addresses this and says he thinks he fixed it.

Also, it seems Tim Cain is taking responsibility for themed vaults. Years of blaming it on other Fallout 2 developers by fans. Definitely a much more interesting reason for them to exist though, IMO. Video is worth watching. Seems he's hinting that Bethesda was working directly off his notes wrt vaults.

Also, he clarifies the ending of Fallout(!), don't think this has ever been discussed before.

Tl;dw: The vaults were never about surviving the war, because Cain understood the planet was done after a large-scale nuclear war. There was no earth to come back to. They were for testing ways to survive in space on a colony ship, which is why many of the vault themes are directly related to issues that would arise on a colony ship.
Vault 13 was never supposed to allow anyone to leave because they had to be entirely self-reliant. You're not allowed back in because the overseer is not allowed to ever let anyone back in if they leave.
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Post by rusty_shackleford »

Going to just post the interesting(imo) bits for people who don't want to watch the videos.

Cain on Troika games being patched(paraphrasing): They weren't allowed to patch games once the publishers decided to no longer approve patches. They were not allowed to approve unofficial patches. "I'm sure people may have helped modders make their patches, but I have no knowledge of this" while nodding his head and winking.

Tim Cain has progressive color blindness, it's very bad now. Possible reason Outer Worlds is so ugly color-wise? @Roguey Maybe he couldn't tell it looked like vomit.

It appears he retained all of his design documents over the years, I hope he publishes them some day. Many of these things are just lost.

In this video, game designer Tim Cain talks about a Lord of the Rings game demo that Troika Games created in 2001. After their Arcanum 2 sequel idea got rejected, Sierra approached Troika to develop a game based on the Lord of the Rings books. The game was to feature a "Shadow Fellowship," a group of people who left Rivendell ahead of the original Fellowship to clear out a path. The game was planned to include a corruption mechanic, where using powerful items could corrupt characters, possibly turning them into ringwraiths.

Troika used the Arcanum engine and modified it to use pre-rendered backgrounds for better detail. The demo featured a hobbit character outside of Hobbiton, with a few spiders as enemies. However, due to time constraints, the demo lacked combat animations, UI, and AI. The frame rate was also low, as the engine struggled to handle the large background renders.

Although Sierra liked the demo, they decided to pull the development internally, and Troika only got paid for creating the demo. The Lord of the Rings game by Troika never came to fruition, but Tim Cain shared the demo in the video for viewers to see what could have been.
Lord of the Rings demo is the missing link between Arcanum and ToEE in terms of engine development.


Video is more interesting than the title. Cain really hates cultural references.
The transcript was too long for ChatGPT so I asked it to summarize two parts, unsure if it might have messed with the result but I don't think it did(?)
In the given transcript, the speaker discusses how Marty Sklar's 10 rules of Disneyland design can be applied to RPG game design:
  1. Know your audience - Understand your target players, their preferences, and the platform they use.
  2. Wear your guest's shoes - Playtest your game and understand the player's experience.
  3. Organize the flow of people and ideas - Use storytelling techniques and ensure that the main story arc is clear and easy to follow.
  4. Create a "come to me" - Design large structures or points of interest that draw players in and reward them for reaching these locations.
  5. Communicate with visual literacy - Use art, color, shape, form, and texture to tell your story and create a sense of immersion.
  6. Avoid overload - Keep stories and quests simple and avoid adding unnecessary elements.
  7. Tell one story at a time - Break information into smaller sub-stories or quests to maintain focus and engagement.
  8. Avoid contradiction - Ensure your game has a clear identity and that its story elements are consistent.
  9. Provide a ton of fun - Offer various types of quests and feedback to keep players engaged and entertained.
  10. Keep it up - Maintain high-quality standards, fix bugs, and offer good customer support.
In summary, the speaker highlights the importance of understanding your target audience, creating a clear and engaging story, designing visually appealing and immersive game environments, and maintaining high-quality standards throughout the development and post-launch process.
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Post by Roguey »

rusty_shackleford wrote: May 8th, 2023, 02:21
Tim Cain has progressive color blindness, it's very bad now. Possible reason Outer Worlds is so ugly color-wise? @Roguey Maybe he couldn't tell it looked like vomit.
Not an excuse Boyarsky has though.
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Post by The_Mask »



[Admin addition, generated summary]:
In this video, game designer Timothy Cain (referred to as Tim) discusses a post-apocalyptic game called Epic, which was being developed by Troika, the same company that worked on Vampire: The Masquerade - Bloodlines. Epic was an in-house project that never saw the light of day. The development of Epic began around the end of Vampire's development and spanned from January 2003 to June 2004.

Tim explains that in 2003, Troika was contacted by Interplay, who informed them that Bethesda was bidding on the Fallout IP. Troika also placed a bid, but ultimately, Bethesda won the license. Since Troika had already developed an engine for Epic, they decided to continue working on the game. The Epic engine was a natural extension of Troika's previous engines and was designed to be isometric and fully 3D.

The game was set in a post-apocalyptic world with four factions representing different areas of the map: barbarians from the north, an empire controlling magic to the east, wardens of rust in the west, and bogmen to the south. Players would choose their faction and background, which would determine their starting skills. The game featured an open adventure, focusing on helping a faction gain control over the central region.

Unfortunately, Troika could not find any interested parties to fund Epic in 2004 and 2005, which eventually led to the closure of Troika in February 2005. The only remaining evidence of Epic's development is a video on YouTube, which Tim confirms is genuine. Tim expresses that working on Epic was a fun experience, allowing them to explore post-apocalyptic themes without the constraints of other games like Fallout.
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Post by rusty_shackleford »

In this video, game designer Tim Cain discusses his love for flawed player characters and how restrictions lead to better role-playing and gameplay experiences. He credits his interest in flawed characters to two philosophy books by Joseph Campbell: The Hero with a Thousand Faces and The Power of Myth. These books highlight how heroes must face challenges, learn they're not perfect, and eventually return to the real world.

Tim mentions that he was inspired by GURPS' disadvantages system, which allowed players to choose negative traits for their characters in exchange for more points to spend elsewhere. This led to the development of the "Flaws" system in The Outer Worlds, where the game would reactively offer players a flaw based on their in-game behavior.

To illustrate the appeal of flawed characters, Tim shares two memorable stories from a GURPS campaign he ran with his colleagues at Interplay. Both stories feature characters with significant disadvantages that ultimately led to their demise. These characters made the game more challenging and interesting, as they had to deal with their own flaws and limitations.

Tim expresses his desire to see more RPGs incorporate negative aspects into character creation, as it makes the gameplay more engaging and prevents characters from becoming overpowered. He believes that there is still a lot of untapped potential in this design space and looks forward to seeing what other game developers come up with.
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Post by maidenhaver »

Why does GenX love jazz hands?
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Post by rusty_shackleford »

maidenhaver wrote: May 10th, 2023, 04:35
Why does GenX love jazz hands?
He's gay, just not one of those gays that makes their life entirely about their sexuality it appears.
He even mentions he was dating someone at some point in one of the videos and never once implies it's a man.
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Post by maidenhaver »

Mike Stoklasa has jazz hands.
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Post by Acrux »

I didn't realize he's a Joseph Campbell-fag.
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Tim, a game designer, discusses Troika's secret fourth project, which was a paid and completed project. He shares his background, mentioning that he has a Master's degree in computer science with a specialization in artificial intelligence and integrated learning methods. In 2004, he was approached by a friend working for the U.S Department of Defense to develop an API for an external AI to control the game Temple of Elemental Evil. The project was done in collaboration with programmer Steve Murray over six months.

The API allowed an external program to control basic functions of the game, such as starting and stopping, loading and saving games, character creation, movement, and interaction with objects and characters. Tim and Steve used experience points as a measure of the AI's success. They tested the API with a random AI, and were impressed with the results, as the AI managed to create a party, interact with NPCs, acquire equipment, and engage in combat.

They delivered the completed API to the U.S Department of Defense in 2005. Though Troika is known for its three games, Arcanum, Temple of Elemental Evil, and Vampire: Bloodlines, as well as two demos, this fourth project demonstrates their capability in developing an externally controllable game using AI.
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Post by rusty_shackleford »

Sounds like they had a decent idea for a game on their hands, probably would have been another cult hit like Arcanum.
Here's the gameplay video:
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In this video, game designer Tim Cain discusses how the Fallout game replaced the GURPS system with SPECIAL in just two weeks before the game shipped. There are two main reasons for the quick replacement: 1) Chris Taylor, the lead designer, had developed several homebrew systems, one of which was suitable for integration, and 2) The nature of Fallout's development allowed for modular programming, which made the replacement process easier.

Tim recounts how he introduced GURPS to fellow players and created an editor to simplify character creation. When the decision was made to replace GURPS, Chris Taylor presented his system, which included attributes, traits, and skills. The attributes initially included Strength, Perception, Endurance, Charisma, Intelligence, and Agility (SPECIA), but Tim insisted on adding Luck, leading to the SPECIAL acronym. Traits were a combination of advantages and disadvantages, while skills were a refined selection that could be easily redirected from GURPS modules.

After receiving feedback from the team and Brian Fargo, perks were added to the system. Jason Swinn, a team member, then suggested rearranging the attributes' first letters to form the word "SPECIAL," which was ultimately adopted.

In conclusion, the quick replacement of GURPS with SPECIAL in Fallout was made possible by Chris Taylor's homebrew system and modular programming, which allowed for a smooth transition.
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Tl;dw:
  • VTMB was originally a trilogy. Activision seemed to be interested, there were designed docs.
  • Vampire Bloodlines: Exodus was a direct sequel to VTMB.
  • Third one was titled "Final Nights", both seemed to have followed the VTM lore at the time.
  • There was a fourth proposed game(?) called "Blood Hunt"
  • The amount of comments he's getting are way above what he can keep up with.
  • VTMB sequel design docs were largely TBD to change them upon feedback from VTMB in order to see what people liked.
I'm not sure if I missed up or he did, but he described three separate games despite saying two. :scratch:
Also, I was right in whatever thread I argued this in. The protagonist of VtMB was fucked due to his actions in LA.

Fed the transcript into ChatGPT4 and asked for a summary, it gave me this:
In this video, Tim discusses two potential sequels for the game Vampire: The Masquerade - Bloodlines that were designed by Troika Games. He discovered that they were already planning a trilogy, and he found a note about what the third installment would be.

The first proposed sequel is called Vampire Bloodlines: Exodus, where players escape from Los Angeles after the events of the first game. They head to Barstow, where they encounter other vampires trying to escape Gehenna (the apocalypse). The sequel would take place entirely in Barstow, and the third installment, called Vampire Masquerade: Final Nights, would occur in Las Vegas.

The second proposed sequel is Vampire Bloodlines: Bloodhunt. This game also takes place in Barstow, but players are trying to get to Las Vegas. They send their allies ahead but are attacked by various vampire clans they had angered in the first game. This sequel is less developed than the first one and only covers the first act.

Tim explains that both design documents are unfinished and vague, as they were created a year before the first game was released. The developers wanted to see what worked well in the first game and what needed improvement before finalizing the sequels' designs.

Unfortunately, the sequels were never made, but Tim remains positive, reflecting on the experience and happy that the original game was made and well-received by fans.
If you find the automatic summary useful, I'll continue doing it.
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Post by Roguey »

Barstow's the kind of comfortable highway city that makes big city dweelers seethe, but I'm not sure such a place could support two whole expansions worth of content like they planned.
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Post by rusty_shackleford »

Roguey wrote: May 14th, 2023, 00:55
Barstow's the kind of comfortable highway city that makes big city dweelers seethe, but I'm not sure such a place could support two whole expansions worth of content like they planned.
As far as I could understand, I think he meant there were two competing proposals for the Barstow game, then the third would take place in Las Vegas.
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I have provided GPT4 summaries of every video so far since people seemed to like the summary for the most recent video.

Was able to tell GPT4 that the transcripts contain autogenerated errors and it was capable of figuring some of those out and correcting them, neat. For example, youtube's transcriber does not get GURPS right, transcribing it as "gerp's". GPT4 correctly understood this as GURPS.
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In this video, game designer Timothy Cain (referred to as Tim) discusses the development process and challenges faced while creating the game Temple, the worst-reviewed game of his career. He explains that after working on other projects, Troika was approached by Activision and Atari to create licensed games for Vampire and D&D. The team decided to divide and work on both projects simultaneously. Tim worked on Temple, while his colleagues Leonard and Jason worked on Bloodlines.

The development timeline for Temple was extremely tight, with only 18 months to create the game from scratch. The team had to adapt the game to D&D version 3.5, even though they initially started working with version 3.0. They also faced issues with content approval from the publisher, who retroactively disapproved certain elements, forcing the team to remove or modify them.

During development, Tim also dealt with a personal health issue (a kidney stone) that affected his work output and overall focus on the project. Despite this, the team continued to work on patches for the game after its release. However, not all patches were released as the publisher decided not to pay for additional QA.

In summary, the development process of Temple was challenging due to a tight timeline, content approval issues, adapting to changes in D&D versions, and Tim's personal health struggles. The game did not receive favorable reviews, and Tim acknowledges that it was not his best work.
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Post by General Reign »

rusty_shackleford wrote: May 14th, 2023, 21:16
General Reign wrote: May 14th, 2023, 21:03
Tim Cain is a homosexual.
You guys have mentioned him being gay more times than he has(0)
I never idolized Tim like other Fallout fans I guess.
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Post by Klerik »

Holy shit that's alot of herpes Tim.
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In this video, Tim Cain shares his excitement and the fun experiences he had while developing the game Temple of Elemental Evil. He mentions being thrilled when approached to make a Dungeons & Dragons game and his ambitious plans to connect the Temple of Elemental Evil with other modules. He shares a memorable experience of talking to Gary Gygax, the creator of D&D, who gave him insights on the module and expressed his approval of Tim's ideas. Sadly, Gygax passed away soon after their conversation.

Tim also shares stories from his team's D&D sessions, which helped them understand the game's mechanics and contributed to their team dynamics. He mentions how these sessions were full of laughter and surprises, which provided a good insight into their camaraderie. Overall, Tim emphasizes that despite the challenges during development, the team enjoyed making the game and working together.
ChatGPT flagged this, dunno why, so the summarization might be crap due to that.
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Post by rusty_shackleford »

I tried to coax more thorough summaries from GPT4, hopefully you guys will like them more now.
Tim shares the story of how the iconic video game "Fallout" got its name. He emphasizes that naming a game is an incredibly challenging task as the name needs to encapsulate the essence of the game, should be a unique word or phrase, and should not lead to any regrettable acronyms.

In the early days, as he was creating different engines, he named them as "testbed." When they acquired the GURPS license, it was named "GURPS," and later, as the game setting evolved, it was called "Vault 13". However, realizing that "Vault 13" would be difficult to sequel, he decided they needed a better name.

In a brainstorming session in 1996, many suggestions were thrown out by the team, including "The Vault," "Ground Zero," "Survivors," "Warriors of the Apocalypse," "Nuclear Winter," "Dying Earth," and "Fallout," among others. Tim also received suggestions from the marketing department, including "Firestorm," "Ravaged," "Annihilation," and "Scarred Earth."

Despite all these suggestions, Tim was unconvinced by the name "Fallout" initially. He thought the term "fallout," referring to the residual radioactive material following a nuclear explosion, wouldn't be appropriate as it was set 80 years after a nuclear event. However, after a discussion with Brian Fargo, who liked the name "Fallout," Tim began to see its appeal. The next day, he proposed it to the team, and it was unanimously approved. The name "Fallout" was short, catchy, and evocative of the post-apocalyptic theme of the game. It also worked well for sequels, leading to Fallout 2, Fallout 3, and so on. Interestingly, he also shared that it took weeks before he actually changed the build to produce a "fallout.exe."

Tim concludes by appreciating the simplicity and efficacy of the name "Fallout," which perfectly captured the game's essence and theme. He acknowledges that this naming process was perhaps the easiest he's experienced, with subsequent intellectual property (IP) naming processes being more drawn-out and complex, involving numerous meetings, copyright searches, and concerns over similarity to other names or potential negative connotations.
In this video, game designer Tim Cain discusses the influence of corporate brands in the Outer Worlds game, which is set in a distant colony ruled by dystopian corporations. He and his partner Leonard aimed to create a Firefly-esque atmosphere, which required the invention of numerous companies, products, logos, and slogans.

Tim explains that his primary inspiration for the brands came from his childhood hobby of collecting Wacky Packages, trading cards featuring joke products based on real products. He also drew inspiration from The Simpsons and Futurama, which influenced the humor and darkness of the brands in the game.

To create the various companies and products, the team divided the work, allowing everyone to contribute and own a part of it. Tim highlights the importance of learning from past experiences and letting team members run with their ideas to create a more cohesive and successful game.

Some memorable brands and products in the Outer Worlds include Spacer's Choice, Auntie Cleo's, and the Sisty Pig, which are all influenced by various TV shows, trading cards, and personal experiences. Tim concludes by emphasizing the importance of hobbies outside the game industry and the unexpected ways they can inform game development.
Here's the same video's content except I had GPT4 rewrite it in the form of a blogpost as if it was written by Tim himself, let me know which you guys prefer so I know what to use going forward:
Hi there, it's Tim Cain, the game designer you may know from projects such as Fallout and The Outer Worlds. I wanted to chat today about an aspect of game development that we don't often discuss: corporate branding within games. This topic is a nice continuation of my previous video where I discussed naming in Fallout.

While developing The Outer Worlds, which is set in a dystopian future on a far-off colony ruled by corporations, Leonard Boyarsky and I realized that we would need a plethora of corporations to create the Firefly-esque atmosphere we were aiming for. This meant we had to design numerous companies, complete with their unique products, logos, and slogans.

This was a complex task that required a lot of thought and preparation. We had a clear plan for how we wanted to do it and drew inspiration from a variety of sources. One major influence was my childhood hobby of collecting wacky pack cards, humorous spoof trading cards that displayed fictional, often absurd, products based on real ones.

I've been an ardent collector of these cards since the 70s, even trading cards with the other kids in my neighborhood. My favorite card, crust toothpaste (a parody of Crest), boasted a garlic flavor and cheekily advised brushing your teeth twice a month, a joke that never failed to amuse me. This sense of humor seeped into some of my ideas for The Outer Worlds.

Furthermore, shows like The Simpsons and Futurama played a significant role in shaping the humor and branding in the game. For instance, the brand Spacer's Choice in The Outer Worlds was inspired by an episode of The Simpsons where Bart buys Lisa 'Trucker's Choice' pet pills. We loved the idea of presenting Spacer's Choice as a budget brand, with the slogan "It's not the best choice, it's Spacer's Choice."

Then we had Auntie Cleo's, another in-game corporation, with its slogan "Better than Nature." This concept was inspired by Mom's Friendly Robot Company from Futurama and a television psychic, Miss Cleo. The end product was a company that produces prescription drugs and foods that are supposedly superior to natural alternatives.

However, designing these brands was a challenge, as we had to maintain a balance between humor and the dark tone of the game. Take, for example, the Sisty Pig, a genetically modified pig that grows cancerous tumors made of pure meat. These tumors would naturally fall off, allowing for continuous harvesting without killing the animal. This concept was presented as an animal-friendly solution to meat production, while in reality, it was a cost-saving measure for the corporation that invented it, CNP.

The process of coming up with brands, slogans, and product names was a collaborative effort involving the entire team. This approach not only got everyone focused in the same direction but also allowed team members to have ownership over their creations. In my previous experiences, I've seen how important it is for everyone on the team to feel like they're working on the same game, and this method helped achieve that on The Outer Worlds project.

In retrospect, I can see how my past experiences and hobbies had a profound impact on my game development career. From collecting wacky pack cards in the 70s to watching The Simpsons and Futurama, these elements have all found their way into my games in some form or another. It's fascinating to see how these seemingly unrelated aspects of life can inspire and shape our creations. I hope you found this insight into the process behind corporate branding in game design interesting!
[Edit: fixed the second summary, the one right above this. Still learning about how to best use chatgpt…]
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Post by KnightoftheWind »

What is it with Gen X liberals and their obsession with Joss Whedon/Firefly?. I guess when MTV died down they had to obsess over something even cringier.
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Post by Acrux »

Interesting about the Fallout name. I'm a little surprised he was resistant to it. It's such an evocative name: the history of the setting, plus the "fallout" of dealing with the aftermath.

As far as the ChatGPT summaries, I prefer the neutral one. I think they've been pretty good, by the way.
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madbringer
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Post by madbringer »

KnightoftheWind wrote: May 17th, 2023, 16:57
What is it with Gen X liberals and their obsession with Joss Whedon/Firefly?. I guess when MTV died down they had to obsess over something even cringier.
Firefly was supposed to be the gritty, next gen Star Trek. All the ingredients were there, except the writing fell apart and by the time the movie came out, the market moved on to more nigger friendly products.

Best thing about Firefly was the theme song, anyway. Good riddance.
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Post by rusty_shackleford »



Blog post format:
Hi everyone! This is Tim. I wanted to take you down memory lane today and do a little video game archaeology, or maybe 'demonology' as I humorously call it. It's a fascinating trip back to the early '90s, specifically 1991, where my journey as a game designer began.

Unfortunately, I don't have any notes from my earliest gig at a game company in Virginia, Pegasus Software (which later became Cyberon), where I created Grand Slam Bridge for Electronic Arts. However, I can take you back to the time before Fallout at Interplay and even before my game 'Rags to Riches' when I was still a contractor. In those days, I was working on the Bard's Tale construction set.

Meanwhile, I was still enrolled in my PhD program at UCI, but I found myself increasingly drawn away from academia and more towards playing GURPS (Generic Universal RolePlaying System) with my friends. I became interested in introducing GURPS to my colleagues at Interplay, who were quite invested in the second edition of Advanced Dungeons & Dragons (AD&D), a version that didn't resonate with me as much. I preferred GURPS, and often ran GURPS space campaigns.

In GURPS, there was a chapter dedicated to the creation of star systems. It was filled with so many rules and conditions that I decided to automate the process. Scott Everts, a fellow designer at Interplay, offered to contribute some art, and the result was a neat little program we dubbed the GURPS Star System Generator.

The Generator worked by allowing you to select a tech level and a part of the galaxy to explore, and it would then create a random sector in that spiral arm. You could click on any star, and it would provide details of the system, including any planets. This made running a space campaign significantly more manageable and, most importantly, fun.

I also designed a GURPS combat simulator because of frequent debates with my friends about which attributes were the best to buy. I believed dexterity was the best stat, and the combat simulator confirmed it.

After running a thousand rounds of combat, I discovered that a character with a high dexterity stat generally outperformed those with high strength or health stats. These surprising results would later prove influential when we started working on Fallout.

As we played GURPS at Interplay, I noticed that character creation could be complicated, especially since everyone was using different sourcebooks. To make things simpler, I created a GURPS character editor. It was a tool that automated character creation and allowed you to input advantages, disadvantages, and skills from external text files depending on the type of campaign you were running.

By 1994, GURPS was very popular at Interplay, and it's in this context that we were on the lookout for an RPG license. I was incredibly excited about getting the GURPS license because I already had these three applications, with significant parts of GURPS already coded into them. This would allow us to quickly start on GURPS Fallout, which is indeed what happened.

Looking back, I am amazed that I still have these executable files and that they still run on Windows 10 in 2023. It goes to show just how far we've come and how the foundations laid down decades ago continue to influence the games we play and create today. Thank you, Microsoft, and thank you, everyone, for joining me on this journey.
Summary:
In the video, game designer Tim Cain takes viewers on a journey through his early career and the events that led up to the creation of the iconic game, Fallout.

Tim talks about his first experiences in game design with a company in Virginia, Pegasus Software, which eventually turned into Cyberon. His work at this time included the game Grand Slam Bridge for Electronic Arts. However, he lost most of his notes from that period, so his archives only go back to around 1990 or 1991.

Before he became an employee at Interplay, he was a contractor there in 1991, working on the Bard's Tale construction set. At the same time, he was still enrolled in a PHD program at the University of California, Irvine, where he frequently played a tabletop role-playing game called GURPS (Generic Universal RolePlaying System) with his friends.

Wanting to introduce GURPS to his colleagues at Interplay, Tim created an app (a small computer program) to automate the process of creating star systems within the game, which he found too complex and time-consuming to do manually. The program was text-based and called the GURPS Star System Generator.

Tim also created a GURPS Combat Simulator to settle debates about the best character attributes in GURPS. His simulation results confirmed that Dexterity was the most advantageous attribute to have, outperforming Strength and Health significantly in combat scenarios.

These early experiences with automating GURPS systems led him to create a third application, a GURPS Character Editor. This program simplified character creation and made it customizable to different types of GURPS campaigns by reading advantages, disadvantages, and skills from external text files.

By 1994, GURPS had become popular at Interplay, and when the company announced it was looking for an RPG license, Tim advocated for GURPS. The coding he'd done for the GURPS apps could be used as libraries, accelerating the development process. This advocacy eventually led to the creation of Fallout, which initially started development as a GURPS game. He ended the video by expressing his surprise that the original software he made still runs on Windows 10 in 2023.
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