Fallout co-creator says non-linear design is all about never assuming how players will act, illustrates his point by fantasising about an NPC guard he seems to really hate

Tim Cain, the co-creator of the iconic Fallout series, has recently shared insights into his game design philosophy through a new YouTube video titled Eight Level Design Guidelines. In this engaging presentation, Cain articulates his core principles, emphasizing the importance of understanding player behavior and intentions.

Non-Linear Gameplay

One of Cain’s foundational rules is the non-linear nature of gameplay. He advises level designers against making assumptions about player choices. “Our game is non-linear—don’t assume that players will go somewhere first or talk to someone first,” he asserts. This perspective highlights the necessity for designers to create environments that allow for exploration and freedom, rather than constraining players to a predetermined path.

Cain expresses a particular concern regarding design documents that enforce linearity by locking players in specific scenarios until they complete certain tasks. He believes such approaches stem from a fundamental misunderstanding of player engagement. “If at this point you don’t know what all of this is in service of, you’re going to run into problems,” he warns. Understanding the underlying purpose of game elements is crucial; designers should be clear about their goals and the narrative they wish to convey.

Influence of Dungeons & Dragons

In addition to his recent video, Cain has also shared his admiration for Dungeons & Dragons, revealing how this classic tabletop game has significantly influenced his design principles. He reflects on how his experiences with D&D, starting in 1979, have shaped his approach to storytelling and mechanics in video games. It’s fascinating to consider that the existence of Fallout can be traced back to lessons learned from an admiral and his officers who introduced him to the world of role-playing games.

Cain’s insights serve as a reminder of the delicate balance between design intention and player agency, encouraging a more thoughtful approach to creating immersive gaming experiences.

AppWizard
Fallout co-creator says non-linear design is all about never assuming how players will act, illustrates his point by fantasising about an NPC guard he seems to really hate