My role as producer appeared to consist of arguing with people and trying to defend the game from devolving into a lesser product. However, when Interplay’s president, Brian Fargo, saw their work, he liked what he saw, so the art was used. My artists produced better work on their own time, but marketing did not want to use them. Another example: Interplay spent a lot of money for an external marketing agency to develop treatments for the box and ad, and they were terrible. For example, the UK office said no children could be harmed in the game, but children had been in the design for years. Worse, decisions were being made that changed the game and required us to do substantial changes, and these decisions could and should have been made months earlier. People who didn’t play games, or didn’t even seem to like games, were making decisions about how to market the game, what features it should have, and when it should ship. Why did you leave? What were you thinking?Ĭain: While Fallout was in production, I was unhappy at how development worked at Interplay. Ramsay: Tell me about the day you left Interplay.
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