Fallout Online: Difference between revisions

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==Premise==
==Premise==
[[File:Fallout Online screenshot.jpg|thumb|right|A leaked screenshot of ''Fallout Online'']]
[[File:Fallout Online screenshot.jpg|thumb|right|A leaked screenshot of ''Fallout Online'']]
Little information exists about the gameplay or plot of ''Fallout Online''.<ref name="Hardcore Gaming">{{cite web|last=Miszczyk|first=Maciej|url=http://www.hardcoregaming101.net/fallout-online/|title=Fallout Online|website=[[Hardcore Gaming 101]]|date=November 6, 2016|accessdate=May 8, 2024}}</ref> According to dialogue writer Mark O'Green, ''Fallout Online'' was set along the [[West Coast of the United States]], including parts of [[Arizona]], [[California]], [[Nevada]], [[Oregon]], and [[Utah]].<ref name="Verge">{{cite web|last=Robertson|first=Adi|url=https://www.theverge.com/2018/8/9/17665046/fallout-online-project-v13-interplay-bethesda-lawsuit-fallout-76|title=The rise and fall of Project V13, the online Fallout game that never was|website=[[The Verge]]|date=August 9, 2018|accessdate=May 8, 2024}}</ref> At the beginning of the game, an event would occur that would initiate a long series of disasters, such as volcanos, tsunamis, and a deadly virus called the Forced Evolutionary Virus.<ref name="Verge"/> O'Green said the disasters were intended to provide new storylines, and showcase that the world was still chaotic centuries after the series' inciting nuclear war.<ref name="Verge"/> One of the planned storylines centered around nuclear test sites in Nevada, and would have involved the player going back in time to experiences moments from previous ''Fallout'' games. One character that would have returned was the Master from the original ''[[Fallout (video game)|Fallout]]'', although O'Green does not remember how it would have happened.<ref name="Verge"/>
Little information exists about the gameplay or plot of ''Fallout Online''.<ref name="Hardcore Gaming">{{cite web|last=Miszczyk|first=Maciej|url=http://www.hardcoregaming101.net/fallout-online/|title=Fallout Online|website=[[Hardcore Gaming 101]]|date=November 6, 2016|accessdate=May 8, 2024}}</ref> According to dialogue writer Mark O'Green, ''Fallout Online'' was set along the [[West Coast of the United States]], in parts of [[Arizona]], [[California]], [[Nevada]], [[Oregon]], and [[Utah]].<ref name="Verge">{{cite web|last=Robertson|first=Adi|url=https://www.theverge.com/2018/8/9/17665046/fallout-online-project-v13-interplay-bethesda-lawsuit-fallout-76|title=The rise and fall of Project V13, the online Fallout game that never was|website=[[The Verge]]|date=August 9, 2018|accessdate=May 8, 2024}}</ref> At the beginning of the game, an event would occur that would initiate a long series of disasters, such as volcanos, tsunamis, and a deadly virus called the Forced Evolutionary Virus.<ref name="Verge"/> O'Green said the disasters were intended to provide new storylines, and showcase that the world was still chaotic centuries after the series' inciting nuclear war.<ref name="Verge"/> One of the planned storylines centered around nuclear test sites in Nevada, and would have involved the player going back in time to experiences moments from previous ''Fallout'' games.<ref name="Verge"/> One character that would have returned was the Master from the original ''[[Fallout (video game)|Fallout]]'', although O'Green does not remember how it would have happened.<ref name="Verge"/>


The gameplay would have been similar to a standard [[massively multiplayer online role-playing game]] with [[third-person shooter]] elements.<ref name="Hardcore Gaming"/> Players could choose different [[character class]]es, such as human, [[ghoul (Fallout)|ghoul]], and super mutant.<ref name="Verge"/><ref name="GamesRadar">{{cite web|last=Bradford|first=Matt|url=https://www.gamesradar.com/fallout-onlines-first-playable-race-revealed-via-pip-pad/|title=Fallout Online's first playable race revealed via 'Pip-Pad'|website=[[GamesRadar+]]|date=November 22, 2010|accessdate=May 8, 2024}}</ref> According to a ''Fallout Online'' newsletter, the ghoul class would have specialized in engineering and trade.<ref name="GamesRadar"/> Players could form [[Clan (video games)|guilds]], and there were in-game stores that sold items like a handgun called the 9mm Burreyetta Model 86d or a healing item called the Chemblaster 3000 CDS.<ref name="GamesRadar"/><ref>{{cite web|last=Voecks|first=Krystalle|url=https://www.engadget.com/2011-02-28-fallout-online-newsletter-tells-stories-and-shows-off-new-weapon.html|title=Fallout Online newsletter tells stories and shows off new weapons|website=[[Engadget]]|date=February 28, 2011|accessdate=May 8, 2024}}</ref> ''Fallout Online'' would have featured large [[quest (video games)|quests]] that guilds could complete, and the first guild to complete the quest would split a reward pool.<ref name="Verge"/> O'Green revealed that some of the enemies would have been mutant racoons and psychic children.<ref name="Verge"/> The game's map was supposedly 65,500 square miles.<ref name="Verge"/>
The gameplay would have been similar to a standard [[massively multiplayer online role-playing game]] with [[third-person shooter]] elements.<ref name="Hardcore Gaming"/> Players could choose different [[character class]]es, such as human, [[ghoul (Fallout)|ghoul]], and super mutant.<ref name="Verge"/><ref name="GamesRadar">{{cite web|last=Bradford|first=Matt|url=https://www.gamesradar.com/fallout-onlines-first-playable-race-revealed-via-pip-pad/|title=Fallout Online's first playable race revealed via 'Pip-Pad'|website=[[GamesRadar+]]|date=November 22, 2010|accessdate=May 8, 2024}}</ref> According to a ''Fallout Online'' newsletter, the ghoul class would have specialized in engineering and trade.<ref name="GamesRadar"/> Players could form [[Clan (video games)|guilds]], and there were in-game stores that sold items like a handgun called the 9mm Burreyetta Model 86d or a healing item called the Chemblaster 3000 CDS.<ref name="GamesRadar"/><ref>{{cite web|last=Voecks|first=Krystalle|url=https://www.engadget.com/2011-02-28-fallout-online-newsletter-tells-stories-and-shows-off-new-weapon.html|title=Fallout Online newsletter tells stories and shows off new weapons|website=[[Engadget]]|date=February 28, 2011|accessdate=May 8, 2024}}</ref> ''Fallout Online'' would have featured large [[quest (video games)|quests]] that guilds could complete, and the first guild to complete the quest would split a reward pool.<ref name="Verge"/> O'Green revealed that some of the enemies would have been mutant racoons and psychic children.<ref name="Verge"/> The game's map was supposedly 65,500 square miles.<ref name="Verge"/>

Revision as of 06:23, 9 May 2024

Fallout Online
Developer(s)Masthead Studios
Interplay Entertainment
Publisher(s)Interplay Entertainment
Designer(s)Chris Taylor
Mark O'Green
Jason Anderson
Artist(s)Serg Souleiman
Jeff Clendenning
SeriesFallout
Platform(s)Microsoft Windows
ReleaseCancelled
Genre(s)Massively multiplayer online role-playing game
Mode(s)Multiplayer

Fallout Online is a cancelled massively multiplayer online game (MMO) set in the Fallout universe that was being developed by Masthead Studios and was to be published by Interplay, with members of the Interplay team providing creative control and design. Chris Taylor and Mark O'Green, two of the creators of the original Fallout, were among the developers; Jason Anderson, one of the other makers of Fallout, was involved in the project between 2007 and 2009, but then left the team. Interplay's rights to develop and publish this game have been the subject of legal disputes between Interplay and Bethesda Softworks, the current owner of the Fallout franchise. An out-of-court settlement was reached in 2012 as Bethesda received full rights to the Fallout online game for two million dollars, eventually releasing its own online game, Fallout 76, six years later.

Premise

A leaked screenshot of Fallout Online

Little information exists about the gameplay or plot of Fallout Online.[1] According to dialogue writer Mark O'Green, Fallout Online was set along the West Coast of the United States, in parts of Arizona, California, Nevada, Oregon, and Utah.[2] At the beginning of the game, an event would occur that would initiate a long series of disasters, such as volcanos, tsunamis, and a deadly virus called the Forced Evolutionary Virus.[2] O'Green said the disasters were intended to provide new storylines, and showcase that the world was still chaotic centuries after the series' inciting nuclear war.[2] One of the planned storylines centered around nuclear test sites in Nevada, and would have involved the player going back in time to experiences moments from previous Fallout games.[2] One character that would have returned was the Master from the original Fallout, although O'Green does not remember how it would have happened.[2]

The gameplay would have been similar to a standard massively multiplayer online role-playing game with third-person shooter elements.[1] Players could choose different character classes, such as human, ghoul, and super mutant.[2][3] According to a Fallout Online newsletter, the ghoul class would have specialized in engineering and trade.[3] Players could form guilds, and there were in-game stores that sold items like a handgun called the 9mm Burreyetta Model 86d or a healing item called the Chemblaster 3000 CDS.[3][4] Fallout Online would have featured large quests that guilds could complete, and the first guild to complete the quest would split a reward pool.[2] O'Green revealed that some of the enemies would have been mutant racoons and psychic children.[2] The game's map was supposedly 65,500 square miles.[2]

History

Early years

Interplay founder Brian Fargo proposed the idea of a Fallout MMO in the late 1990s

In the late 1990s, Interplay Entertainment founder Brian Fargo saw a GameSpot poll that indicated players would like to see a Fallout massively multiplayer online game (MMO).[5] At the time, MMOs were becoming popular, as evidenced by the success of EverQuest and Ultima Online. Fargo proposed the idea of a Fallout MMO to Feargus Urquhart of Black Isle Studios, but Urquhart rejected the proposal as he felt it did not match the style of games Black Isle made, and that Interplay lacked the resources to finance such a large project.[5] At the time, Interplay was undergoing a period of financial hardship, an issue that would persist for several years.[6] Journalist Kat Bailey credits their struggles to the increased cost for game development, and the industry shift toward console gaming in the late 1990s.[6] When asked about the decision to suggest an MMO amidst the company's financial struggles, Fargo said, "MMOs did not cost 100 million dollars in the late Nineties, but regardless we were not in a good financial position to take advantage, so no doubt the timing was bad."[5]

After Urquhart's rejection, Fargo proposed the idea to Engage, an Interplay division founded in 1996 to develop online games.[5] Little is known about this period in Fallout Online's history, although developer Tim Cain remembers warning members of Engage that it might not be a good idea to make a multiplayer game in a series defined by its single-player games.[5] He also noted that Fallout Online would have the unfortunate acronym of F.O.O.L.[5] As Interplay's financial struggles worsened, the company was acquired by Titus Interactive.[5] Fargo left in 2000, due to disagreements with new owners Hervé and Eric Caen.[5][a] Interplay's finances became so dire, that in June 2004 operations were suspended by the California Department of Industrial Relations due to a lack of workers' compensation and unpaid wages.[2][7] Despite these issues, Hervé Caen announced Interplay's intentions on developing MMOs, among them a Fallout MMO.[8]

Deals with Bethesda

In October 2004, Interplay sold Bethesda Softworks the rights to develop Fallout 3 and two potential sequels, for $1,175,000 minimum guaranteed advance against royalties.[9] Interplay retained the rights to develop a Fallout MMO.[9] After Bethesda's acquisition, there were no updates on the game until December 2006, when Interplay submitted an filing to the U.S. Securities and Exchange Commission about the proposed sale of the company's stock on Euronext exchanges.[10] The filing shed light on the game's development, such as an estimated budget of $75 million, and an expected release date in July 2010.[10] Interplay projected one million subscribers with its first year of release, and $160 million in revenue per year starting in its second year.[10] In response to the news, Shawn Andrich of The Escapist noted that Interplay had not released a game in two years.[10]

Bethesda purchased the Fallout intellectual property (IP) outright in April 2007 for $5,750,000.[11] As part of the deal, Interplay would keep the rights to the Fallout MMO, with stipulations.[2] According to the contract, Interplay would need to secure $30 million in financing, begin development by April 2009, and release the game within four years of commencement.[5][2] Interplay originally attempted to sell the IP for $50 million with the inclusion of the MMO, although Bethesda opted to purchase everything other than the MMO.[12] Eric Caen claimed that Bethesda had little confidence in Interplay's ability to uphold their contractual obligations, and were waiting for the rights to the MMO to default.[12] This claim was strengthened when Bethesda holding company ZeniMax Media founded ZeniMax Online Studios, a studio dedicated to the development of MMOs, the same year.[5]

Initial development

Interplay began pre-production in November 2007, and hired Jason D. Anderson as lead director.[5] At the time, the game's codename was Project V13, a reference to Vault 13 from the original Fallout.[2] Anderson had worked on the original Fallout, and wanted Project V13 to closely resemble that game's tone. He also wanted the graphics to mimic style of comics like Hard Boiled, an art style that was envisioned for the original Fallout but never followed up on due to technical limitations.[5] Artist Caleb Cleveland noted that early concept art revolved around expansive retrofuturistic environments.[2] According to Cleveland, "[Anderson] wanted to create individual skylines for metropolitan areas so you would emerge from a tunnel, and you would go, 'Oh, this is nuked New York,' and there would be this giant crater you’d have to navigate. Radio City Music Hall would be a quarter mile high — it would be gigantic ... There would be monorail tubes everywhere, just to make it look as '50s and crazy as possible."[2]

Anderson stated that Project V13's development was hampered by Bethesda's refusal to approve any design documents which was a contract stipulation.[5] According to Anderson, "They would ignore our requests and not respond at all. It felt to me that they had no intention of allowing the game to go forward."[5] Frustrated by the lack of work being made on the project, Anderson left for a job with inXile Entertainment in March 2009.[2] On April 3, just two days before their contractual deadline to begin full-scale development, Interplay announced a partnership with the Bulgarian company Masthead Studios.[5][13] As part of the partnership, the two studios would work together to develop Project V13, and Interplay would be given access to the game engine Masthead was using for their upcoming game Earthrise.[5][13]

Legal disputes and cancellation

On April 15, 2009, Bethesda Softworks announced a move to rescind the Fallout MMO license. Interplay received notice from Bethesda that it intended to terminate the trademark license agreement, claiming that Interplay was in breach of the agreement for failure to commence full scale development by April 4, 2009 and to secure certain funding for the game. Interplay disputed these claims. On July 15, 2009, "Project V13" developer Chris Taylor posted a reply on the Interplay website "Project V13" Forum thread refuting the claims that Interplay lost the rights to the Fallout MMO.

On September 8, 2009 Bethesda filed a copyright infringement lawsuit against Interplay in the Maryland District Court. Bethesda claimed that Interplay had only licensed the Fallout name to use for their game and could not use any of its assets. Interplay counteracted this claim by stating that they did not license the name to make an online poker game titled Fallout. They stated that what Bethesda was claiming was comparable to having a Snow White movie and the princess not appearing in it at all.[14] Interplay further stated that if Bethesda refuses to let them complete Fallout Online, then they will be able to release only one more Fallout IP with its DLCs before the rights revert to Interplay, a notion that will give Interplay the full rights to Fallout Online and the rest of the Fallout series. Interplay won the injunction resulting in Bethesda calling for an appeal.[15] It was then revealed that prior to April 9, 2009 Interplay had employed game designers, writers, and artists who had substantially completed the Fallout Online game design, including an online wiki dedicated to the game's development, which when printed and produced to Bethesda's counsel as it existed on April 4, 2009 consisted of nearly 2,200 pages. Prior to April 4, 2009, Interplay had created substantial concept art, solidified its technology plan by licensing a game engine and development tools set from Masthead Studios that would have cost Interplay millions of dollars to develop from scratch. A playable game space also existed, based on Interplay's concept art and developed by Masthead and multiple users from Europe and the U.S. could log into and interact within the game. For the game, Masthead was tasked with revising and improving its technology, including its game engine, tools and network software.[16] On December 10, 2009 the court denied Bethesda's request for preliminary injunction. Interplay was able to continue development on the project until the case was resolved.

Bethesda then sued Masthead Studios and asked for a preliminary injunction against the company. The Court denied Bethesda's motion before Masthead Studios had even had an opportunity to file a response in opposition.[17] Bethesda's attempt to appeal the unfavorable decision was quickly denied.[18] Bethesda later filed a motion in limine against Interplay in an attempt to suppress evidence that would have supported Interplay at trial, namely that Interplay had satisfied the conditions of the original contract. In response, Interplay filed its own motion in limine the day after in an attempt to prevent Bethesda from producing a previously-undisclosed expert witness, who was expected to offer expert testimony regarding the meaning of contract terms contained in the Trademark License Agreement.[19] The jury trial requested by Bethesda was canceled due to the language of the APA contract (contract that sold Fallout to Bethesda), which stated that all legal disputes could only be resolved by a bench trial, leaving the outcome of the case in the hands of a single judge. It is unknown if this was a simple oversight by Bethesda or something brought to the court's attention by Interplay.[20]

Per an out of court settlement, Fallout Online was cancelled. However, Interplay through its Black Isle division continues to work on Project V13 but will remove any and all references to Fallout to honor the settlement.[21] The terms of the settlement forced Interplay to surrender to Bethesda all property pertaining to the Fallout MMO.[22] Interplay was still able to sell copies of Fallout, Fallout 2 and Fallout Tactics: Brotherhood of Steel, but its permission to do so ended on December 31, 2013.[23] Bethesda's own Fallout online game, Fallout 76, was released in 2018.[24]

Notes

  1. ^ According to GamesTM, the Australian studio Micro Forté was contracted to develop a Fallout MMO sometime after Fargo's departure, although the project went nowhere.[5]

References

  1. ^ a b Miszczyk, Maciej (November 6, 2016). "Fallout Online". Hardcore Gaming 101. Retrieved May 8, 2024.
  2. ^ a b c d e f g h i j k l m n o p Robertson, Adi (August 9, 2018). "The rise and fall of Project V13, the online Fallout game that never was". The Verge. Retrieved May 8, 2024.
  3. ^ a b c Bradford, Matt (November 22, 2010). "Fallout Online's first playable race revealed via 'Pip-Pad'". GamesRadar+. Retrieved May 8, 2024.
  4. ^ Voecks, Krystalle (February 28, 2011). "Fallout Online newsletter tells stories and shows off new weapons". Engadget. Retrieved May 8, 2024.
  5. ^ a b c d e f g h i j k l m n o p q Anon. (2012). "Apocalypse When?". GamesTM. No. 124. pp. 76–81. ISSN 1478-5889.
  6. ^ a b Bailey, Kat (November 24, 2017). "The Last Days of Black Isle Studios". VG247. Archived from the original on April 21, 2024. Retrieved April 25, 2024.
  7. ^ Thorsen, Tor (June 7, 2004). "Interplay offices closed by state officials". GameSpot. Retrieved May 8, 2024.
  8. ^ Adams, David (June 25, 2004). "Interplay Making Fallout MMO Title?". IGN. Retrieved May 8, 2024.
  9. ^ a b Burnes, Andrew (October 14, 2004). "Interplay In Trouble; Assets Sold & Optioned". IGN. Retrieved May 8, 2024.
  10. ^ a b c d Andrich, Shawn (December 12, 2006). "Interplay Grasps At Fallout MMORPG". The Escapist. Retrieved May 8, 2024.
  11. ^ McLaughlin, Rus; Kaiser, Rowan (July 21, 2010). "IGN Presents the History of Fallout". IGN. Archived from the original on July 19, 2019. Retrieved April 26, 2024.
  12. ^ a b Pearson, Dan (October 22, 2010). "Interplay: Bethesda wouldn't pay $50m for full Fallout rights". GamesIndustry.biz. Retrieved May 8, 2024.
  13. ^ a b Thorsen, Tor (April 6, 2009). "Earthrise studio arming Fallout MMORPG". GameSpot. Retrieved May 8, 2024.
  14. ^ "Fallout Online comparable to Snow White and Daffy Duck". Archived from the original on 9 February 2013. Retrieved 4 June 2011.
  15. ^ "The Sixth Fallout IP could be Interplays". Archived from the original on 9 February 2013. Retrieved 4 June 2011.
  16. ^ "More info on the court case". Archived from the original on 2 December 2021. Retrieved 30 June 2011.
  17. ^ "Bethesda's Restraining Order Denied". Archived from the original on 25 September 2011. Retrieved 25 September 2011.
  18. ^ Goldfarb, Andrew (October 26, 2011). "Bethesda Denied its Appeal". IGN. Retrieved 27 October 2011.[dead link]
  19. ^ "Bethesda Files Motion In Limine". Archived from the original on 12 November 2011. Retrieved 11 November 2011.
  20. ^ "Trial By Court Ensued". Archived from the original on 29 November 2011. Retrieved 11 November 2011.
  21. ^ "Interplay Loses Rights to Make a Fallout MMO". 1UP.com. Archived from the original on 31 January 2012. Retrieved 10 January 2012.
  22. ^ Jones, David K. (2012-01-10). "All Fallout IP Rights Restored to Bethesda & New Vegas Ultimate Edition Announced". WouldYouKindly.com. Archived from the original on 2012-01-13. Retrieved 2012-01-10.
  23. ^ "The Great Fallout Legal Battle Ends Without a Fallout MMO". Kotaku. 9 January 2012. Archived from the original on 11 January 2012. Retrieved 10 January 2012.
  24. ^ Morton, Lauren (10 April 2020). "The humans of Wastelanders bring some much-needed soul to Fallout 76". PC Gamer. Archived from the original on 16 September 2020. Retrieved 6 August 2020.

External links