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Original subtitles

(electronic whirring)

(gentle ominous music)

- Hello friends, and welcome to the woods of West Virginia.

Perhaps not the most traditional location

for a Fallout game,

but then 76 isn't exactly a traditional Fallout game,

now is it?

Is it?

Is it, Larry?

I'm so lonely.

We've been making game design documentaries for a while now,

but this was the first time we had the experience

of being embedded in a studio

before a game had even been announced.

If you've watched our doc

on the history of Bethesda Game Studios,

you know that this part of the design window,

the final nine months or so,

is when the entire team is playing the game,

tinkering with mechanics,

and putting in those final details.

By this stage, nobody on the team

had ever said the words Fallout 76 in front of camera.

Our time in the studio began around six weeks

before the reveal of the game at E3.

So a lot of what you're about to watch

was recorded while fundamental decisions about the game

were still being made.

So we came prepared,

and had three fundamental questions

that we wanted to have answered

by the time we left the studio.

Number one,

we wanted to know the story behind its development.

Number two, we wanted to explore the world of West Virginia.

And number three,

we wanted to dive as deep into the gameplay

as we possibly could,

and find out what exactly you'll be doing

while playing Fallout 76.

Oh, and we really wanted to know

what was going on with Starfield and the Elder Scrolls VI.

But we'll probably wait until the end

before we drop those questions on Todd.

So first things first,

where did the idea for this multiplayer Fallout

even come from?

And how did the team at Bethesda Game Studios

land on West Virginia?

- Since debuting Vault 76 last year,

in honor of America's tercentenary,

Vault-Tec continues to expand with plans

for well over 100 vaults around the country.

(dissonant electronic music)

- [Danny] In our previous documentary,

we covered the development of Fallout 4.

But what we didn't mention then

was that during this period,

the team was also designing 76.

- 76 is the multiplayer design from Fallout 4.

- [Danny] Oh, is it really?

- Yeah. - Oh, my goodness.

- No one said that? - No.

- It is.

"Hey, should we do multiplayer?"

"Probably not."

"What would it be?"

"Okay, it would be this.

"Let's talk it through."

"That's pretty awesome."

And then you kind of, you put it away.

"Alright, let's...

"Let's do our thing."

And then every once in a while,

you keep talking about like,

"Hey, you know, we should...

"We should've done that."

Or, "We should do it."

And then as Fallout 4 is going on,

it becomes a, "No, we should really do it."

Like, as its own thing.

- [Danny] As far back as 2013,

the team was conceptualizing

what a Fallout multiplayer mode might look like.

But the idea was too big at the time,

and so it was put to one side

so the studio could focus on the single-player game.

At this stage, the team at Bethesda Game Studios

in Maryland was over a hundred people strong.

But they didn't have much experience in making online games,

neither in terms of their design

or in terms of their technology.

But it was around this time

that parent company ZeniMax

opened a new studio in Austin, Texas,

a studio that might just be able to help them out.

- ZeniMax had opened BattleCry Studios,

which was made up of a lot of like,

MMO experts in the Austin area.

People like, you know,

Chris and Doug go way back to Ultima Online

and Star Wars Galaxies and Star Wars The Old Republic.

Like, this is an amazing staff of people.

And they were, they were building a really cool game.

But the lead programmer on 76, Jason,

had been the client lead on Star Wars.

He knew them all.

We were talking about it, and he's like,

"Hey, you know, those are the guys to do it."

And I'll admit I was like,

"Hey, you know, we could hire."

I'd gotten approval to hire, you know,

server backend people and all of that.

But I had been through that.

And hey, if you have a team that works really well together,

that is interested in working with you on it,

like, hey, let's try to do that.

So they started it before we shipped Fallout 4.

- [Danny] A month before Fallout 4 was released,

BattleCry Studios

went through a significant round of layoffs,

as their free-to-play action title BattleCry

was indefinitely put on hold.

During all of this,

the team in Maryland was transitioning onto Fallout 4 DLC

and spinning up Starfield.

So BGS asked the folks in Austin

if they'd take a swing

at retrofitting multiplayer capabilities

into the Fallout 4 engine.

Using tech from another sister studio

in Richardson, Texas,

BattleCry started trying to implement the Quake netcode

into the Fallout engine,

a massive undertaking that posed significant challenges,

even for some of the most experienced network engineers

in the business.

(gentle dramatic music)

- This engine has been around since Morrowind, at least.

Some of the cool things, like when you dig through the code,

is like, you get to see,

oh my god, this was used back in this game

that I used to play when I was barely out of college, right?

Like nothing was developed with multiple players in mind.

So all over the code there's, you know,

what is the player doing?

I want you to give a quest to the player.

It's like, well, that has to go.

I guess one way to look at it

is the entire engine was based around a world with a player.

Now that has to sort of change

to you need to base it around the player

who could be in any world.

So just that statement alone

implies many, many, many changes.

Like, the game doesn't load except around one player.

- There's this thing we refer to as Atlas.

And Atlas is, because there was one guy in the game

we called him Atlas, because he held up the world.

Because the world that you have

only had to be accessed by one player.

So they were tightly intertwined.

So what we had to do

is essentially decouple Atlas from the world,

so there could be multiple people.

- Wherever Atlas went,

that's where was loaded.

So for many months,

it's like you couldn't go away from Atlas as another player.

If you did, you'd crash

because you're outside the realm

of what was actually loaded.

So a big effort was just changing that aspect as well.

But then it sort of spreads out.

So all of the quests that you get in a Skyrim or a Fallout,

they're all based around the quest itself,

because the quest is its own entity.

You need to re-architect that,

because multiple people could all be on the same quest

and they could all be in different stages.

So really, the quest data needs to live on the character,

no longer on the quest itself.

So that was very challenging as well,

not only just in retooling the way

the scripting stuff works,

just getting the design team

to start thinking about it from that perspective.

- The first thing is it's a mindset change.

You have folks who have been making single-player quests

here for so long.

And what does it mean

to be able to support more than one player?

So there's a lot of things that go into that.

Oh, how many people read a note at once?

Or who gets this bit of the story?

And those are things we've never had to think about before.

Is this stored on the server?

Like, those crazy, like those.

What does that?

Things that, there are reasons

why we've never gone into multiplayer before.

- [Danny] BattleCry had figured out

how to modify the engine to work with multiplayer,

even if quite how many people the world could support

remained to be seen.

Meanwhile back in Maryland,

a small group of leads were tasked

with brainstorming this multiplayer Fallout project.

They realized that just sticking multiplayer

into an old Fallout map wouldn't cut it.

To retain the same sense of scale with multiple people,

the world would need to be big, really big.

Plus by this stage,

they'd been building cities for two Fallout games.

What if they did something more rural, less desolate?

The team had looked locally for the location of Fallout 3,

and so they did the same here.

Except this time instead of looking south,

they glanced west

towards the vast wilderness of West Virginia.

- [Man] One, two, three, four.

(twangy guitar music)

- Actually, every, every game starts with the map.

Fallout 76, we decided, you know,

it's gonna be set in West Virginia.

And the first thing we did is we made the map.

I believe it's always been four times the size of Fallout 4.

It was pretty big.

Todd sits with designers

to figure out what story points we're gonna have.

- There was just the small handful of us leads

deciding what to do,

and starting to lay out the map of the world,

figuring out how to take an entire state and shrink it down.

Because before, we did, you know,

like a city and then the area around it.

But we decided to do all of West Virginia.

- I mean, I think we picked West Virginia

because it was still East Coast.

And it was a place that isn't really touched.

Like, if there ever were a nuclear war,

none of us would be here.

DC's done.

We're first.

So I'm perfectly content to know

that I will not have to deal with with any of that stuff.

But West Virginia, no one's gonna nuke West Virginia.

So we were thinking that we would be able

to do more of like, we would be able to do trees.

We'd be able to do an interesting visual look.

The leads went out to West Virginia and started the project,

to look for landmarks and places to go.

- So we find out, what are our landmarks that we want?

We know we want Morgantown and the Summersville Lake.

And we take the real map and start to like,

redraw it and remix it a little bit,

to find out how we want things to flow.

Because West Virginia also isn't a square.

But we kind of had to take...

Like Harpers Ferry is so cool,

but it's way out here poking over Maryland.

Let's just kind of shove it back in.

- The state of West Virginia

didn't only provide the team

with a massive landmass to play with.

But as it happens, the lore of West Virginia

was full of myth and conspiracies

that fit perfectly into the Fallout universe.

West Virginian myths

are among the creepiest in American folklore.

Isolated villages trapped in vast, unforgiving wilderness

has fueled terrifying stories

of creatures that prey on unfortunate souls.

There is the Grafton Monster,

a giant, pale-skinned, headless horror

that prowls the woods outside of Grafton.

There's the Flatwoods Monster

with its terrifying cowl and beady eyes.

The Snallygaster, a dragon-like demon

that haunts an area outside of neighboring DC.

And of course the Mothman,

a winged beast with piercing red eyes

that prey on those in the Point Pleasant area.

Like wandering the real woods of West Virginia,

the world of Fallout 76

is full of monsters to hunt or be hunted by.

There are far more creatures in 76, too,

more varied types of enlarged insects,

and everything from two-headed possums

to giant sloths and even intelligent plants.

- Yeah, the Mothman's incredible.

Because again, it's a different thing.

We've never done it before,

where we're hoping to do stages to him.

You know, early on in the game maybe he's just stalking you.

Like you know, you just see

these creepy little eyes in the dark.

- Because it's closer to when the bombs actually detonated.

So there's more radiation,

so you can get crazier mutants and giant plants

because it's more radiated at that time.

It's half-life.

It's gonna decrease over time.

So that's our justification.

Like, "well, I haven't seen that in future Fallouts."

Maybe that was like, such a bad mutation

that they died out.

But here, it still exists and it's in full swing.

- [Danny] While the team

had been adding plenty more new creatures to battle,

they hemmed and hawed over the inclusion of other AI humans.

They wanted to make sure the feeling

of running into other humans was special.

And if the world was full of raiders,

then instead of hearing distant gunfire

and knowing it was another player,

they'd spend large parts of the game

trying to discern if somebody was human or an AI.

On top of that, the lore of the game

couldn't really support the idea of raiders.

Fallout 76 takes place 25 years

after the bombs were dropped.

Vault 76 is one of a number of control vaults,

meaning that instead of doing weird experiments

on those inside,

this vault was genuinely used

to house people for a generation

before leading them out to rebuild society again.

So this world has yet to be reclaimed

by one faction or another.

And so the decision was made

to leave West Virgina bereft of other humans.

But this caused a problem.

Gun combat with AI

is a central pillar of the Fallout experience.

So they leaned into the lore

and created a new faction of intelligent ghouls

called the Scorched.

- Where they're kind of like feral ghouls

that are not quite so far gone.

They still know how to use guns.

So essentially our raiders are the Scorched.

But yeah, then most of the other things

are just all the creatures and things like that.

I think it's like 63 things that we have now,

because we had all the ones that we had before.

Updated and fixed those,

and then add all these new ones too.

- [Danny] The map of 76 is large,

but it's been divided into a half-dozen areas

with their own flavor and difficulty.

While you may emerge into the relative beauty

of a green forest,

there are much less forgiving areas of the map

for you to explore.

A hollowed-out mountaintop,

soggy flood lands,

festering toxic wastelands,

swampy woods,

and a colossal mountain range

that bisects the entire map.

The new dynamic weather system

can also have an impact on the player,

with distant rad storms warding off expedition parties.

There's a lot of space between things in this map,

meaning coming across new locations

should feel like uncovering something

that's been hidden forever.

Quiet cabins, abandoned wood mills,

tall treetops watchtowers, flooded mines,

and abandoned barbecue joints.

All of these littering a landscape

alongside cities and towns of all sizes,

nuclear missile silos, and even a crashed space Station.

The world of 76 is large,

larger and more detailed than their previous games,

and featuring a bunch of new technology

that the team may just be testing out for future games.

They have a new system to propagate woods,

a vastly-improved dynamic lighting model,

subsurface scattering,

and far more complex animations for creatures

who are going to be attacked by multiple players

for the very first time.

- So we do get sort of like,

the typical Fallout areas in certain spots.

Like when you first start up the game,

it's kind of nice and welcoming.

But then you get to the crappier, dangerous parts,

and get the more traditional feel.

Because this area is...

It was like, factories and things like that.

And our justification for why it's all caked in white powder

is that those factories were like, full of chemicals

and everything spilled out.

With all the hills and the topography of the area,

it's really beneficial for that,

because Fallout 4 was actually a really flat game.

So it's hard to get those landmarks.

Thankfully there's like, skyscrapers and Diamond City,

that giant glow.

But in this case, we have an entire mountain range

that bisects the map.

So we can take that

and put all these different landmarks on that.

Like, we made this ski resort called the Top of the World,

which basically looks like a giant red UFO.

And that's like a thumbtack in the middle of the map

that you can orient yourself around.

And then we have the giant bucket-wheel excavator

on another side.

But it's also designed in that way

where you're supposed to sort of lose where you're at

once you go down in those hills.

So you're deep in the valley.

You're like, where am I at?

And so you're encouraged to actually then go up the hill.

And then we put all these watchtowers and stuff.

So then you're like, aha, that's where I am.

Pull out the binoculars and look around.

- [Danny] Fallout 76 features a number of different biomes

inspired by real world locations.

The team is attempting to replicate that feeling

of stumbling upon new areas from their previous games.

And just like their other maps,

West Virginia has become a template for storytelling.

The state's cranberry bogs with their carnivorous plants

seem like the perfect spot to introduce some wild mutations.

So too does the mountaintop removal

mining region of the state,

which evokes a post-apocalyptic feeling all on its own.

But West Virginia also taps into the Cold War conspiracies

evoked in the Fallout games.

West Virginia is the location

of the United States Radio Quiet Zone,

a 13,000 square mile region

used for research and military intelligence.

And West Virginia is also the home

to the original location of the presidential nuclear bunker,

located underneath the Greenbrier Hotel.

Riffing off of all these real world locations

is something the team has enjoyed.

They have a hotel too,

but their hotel and its adjoining golf course

have something else going on.

They're, well, we sort of don't want to spoil it.

In fact, it seems like much of the joy of this game

comes from stumbling

upon interesting elements of world building

that the team has been working on,

and toying with the increased array of clothing

to be discovered on your journey.

- So there's this town, Helvetia,

that's in the absolute middle of nowhere.

And it's a Swiss-German village,

and they love making cheese.

But they also have this festival

where they build these paper mache masks.

And so we built 10 of them.

There's all different kinds.

And the owl one in particular is pretty popular.

And there's like crazy jesters and skulls.

They're all kind of handmade-looking.

Those are a big hit when it comes to photo mode.

- What is my favorite area in the game right now?

I have to say Charleston is.

It's where the the first responders are.

So it's like an old fire department

where you can find firemen's uniforms

and that kind of stuff.

And there's a terminal

where you can take the training course.

And it's like, what do you do

when you're seeing gas come in from the vents?

Do you put your arm over your nose?

Do you run out of screaming?

Or do you light a match?

You know, that kind of stuff's great Fallout humor.

- I'm playing the game,

and I come across this lighthouse in the middle of nowhere.

And I was like, why the hell is there a lighthouse

in the middle of nowhere?

Like oh, that's that's a real thing.

That's in West Virginia.

West Virginia has stuff like that.

(dramatic music)

- [Danny] We've learned how this game came together,

and we've explored the world of West Virginia.

So it's time to answer our next question.

What exactly are you going to be doing in Fallout 76?

There's been a lot of rumor over the past few weeks

as to how much like a regular numbered Fallout game

76 really is.

And it seems to be the question

that the team has also been struggling with.

How do you retain the elements of those games that work

while doing something interesting?

And how do you do something interesting

without just cribbing off of other survival games?

The version of 76 we look at today

is the end result of months of play testing and discussions.

So before we dive into the specifics,

let's start with the basics.

Fallout 76 is online.

You can play as a lone wanderer if you so choose,

but there are no private maps or offline mode to speak of.

There is a story and there are quests,

but the focus of this game

is on the player dictating what they want to do that day.

Perhaps you want to discover a new part of the map,

or find parts to craft a specific weapon.

Maybe you wanna kill a monster to get a high quality drop.

Maybe you want to build a camp,

claim one of the map's public workshops,

or team up with others to take on events.

- Super mutants are attacking, you know, Aunt Mabel's farm.

So you'll go over to protect from super mutants,

and you don't know like,

will 10 other Yaoguai come running in at the same time

because someone trained them in from across the mountain?

There's a public workshop,

so you can go in and claim them.

You have to kill the monsters in there.

There might be events spawning once you take them,

depends on the situation, the timing, and the area.

And when you take them and you fortify them,

you actually have access to resources

that are super valuable for crafting.

So you'll get access to ore, some kind of ore.

Lead.

And then lead's used for make bullets.

And then you can make bullets,

which in any of these games is super helpful, right?

So you take that for a reason.

Then like I said, you have your camp,

which are mini-workshops you can place almost anywhere.

There's certain restrictions on that

because we don't want you like,

griefing outside the exit of the vault.

But you can place them all over.

They go, when you move servers

if that space is available,

your camp will just be there.

For some reason, again,

this is a big game with a low number of people,

it's overlapping and we can't place it there,

it will be packed up and blueprinted.

You can place it somewhere else, boom.

And then the crafting is a huge part of the game,

because again you're gonna want to find

very specific creatures or flora to combine for recipes.

We're allowing crafting mods, crafting guns, crafting ammo.

Food, water, armor, power armor pieces,

like the stuff that was there before and more.

- [Danny] Fallout 76 involves survival elements,

but survival can so easily become a hindrance to fun.

The work to find a balance

between giving the player tasks they have to complete,

and not just overburdening them with chores,

has been a key focus over the past few months.

- Here's an example I like to give.

I have to brush my teeth every day

or they'll rot and fall out of my head.

I don't wanna do that in a video game.

I just don't care, you know what I'm saying?

Like, what is fun in the parts of survival

and what is not fun in the parts of survival?

So you have to eat and drink to stay alive.

I hear a funny anecdote the other night.

Someone was playing the game and they were starving,

and they wandered into a herd of cats.

And they're like, I've never been happier

to see a herd of cats, because then I got to eat.

So terrible.

And then you can build a cooking stove

like most survival games,

make the food more efficient.

You know, we put diseases in.

We have something called mutations.

So Fallout 4, we had that inverse meter

for your health and your rads.

And what rads you had, the less your health was,

and you're able to cure that.

So in this game, the more rads you have,

the more chances you get mutated.

And they have all sorts of neat like,

they're almost like traits from Fallout 1 and 2,

where they have a plus and a minus.

You can cure them if you don't like them,

or there's ways to permanently get them

if there's ones you really like.

Way late-game stuff.

But yeah, you'll get these mutations.

And they're mostly gameplay, they're not,

some of them are visual.

But they're mostly gameplay side stuff

that like, tweak your character a little.

- [Danny] Fallout 76 also involves crafting elements.

Another balancing act

was making sure that this stuff was compelling

and not just a chore.

- Are you gonna get the perk cards

that allow you to craft more things more efficiently?

And we added from Fallout 3, we added back in.

Items degrade now, food rots.

So you're never quite comfortable.

But as you get some power, you can decide like,

I'm gonna focus on cooking.

And then you might wanna vend,

and you can sell these things to other people in the game.

So you're like, I make the best ribeye steak in the game.

It'll overfill you and give you a health bonus.

Here you go, 40 caps.

You know?

- [Danny] Each time you level up in Fallout 76,

you get to take a new perk card.

There's a limited amount you can have active at one time,

meaning that if you want to re-roll your character's perks

you simply swap out your perk cards.

You can also share park cards within a party,

meaning that teams of players

can specialize to work together more efficiently.

- Tool their characters such that they are better

at survival elements of the game.

You might be combat-y.

Another person might be more for a medic.

One person might be more workshop, like defenses and repair.

So you decide you wanna focus in on crafting.

You have to find the recipes in the world.

You get recipes all sorts of places,

quests and random drops, loot.

And there's a lot.

Like compared to Fallout 4,

there are orders of magnitude more.

And so you'll find the ones that are more sufficient.

A lot of them have pluses and minuses.

I think that's more fun.

It allows the player to make decisions.

Someone might make you more like,

susceptible to disease but give you a huge health buff.

Anyway, you'll be able to focus on that,

either trade them with your friends.

We're exploring the possibility

of allowing you to set up a robot vendor in a hub area.

So you have a robot vendor and that's your vendor,

and you go up and you know.

Again, we're exploring things.

But again, live game.

Long term, there's all sorts of,

the possibilities are endless.

- [Danny] There are a lot of systems working in Fallout 76.

And BGS's hope

is that by introducing all these ways to play,

they have a game world

that is capable of creating emergent moments.

They have to do some work to make sure it's not total chaos.

For instance, giving wanted levels to aggressive players,

and having it so that the death penalty

is as light as making you respawn at a nearby location.

The game allows for several types of player communication,

everything from voice chat to an emote wheel,

and even a photo mode

that came out of one of the studio's game jams.

But according to Todd,

the design of this multiplayer Fallout

is an exercise in not just knowing

when to control the player,

but crucially when not to.

- Once we were really playing together

and saw that collision of people and systems,

that's when you say like,

"Oh, this is...

"This is still Fallout."

Like if you sit down and play it, it feels like Fallout,

but its loop and mood are very different.

The other players are a system that we don't control,

in a great way.

Let's not shy away from it.

Let's kind of solve it.

Let them collide.

And where there's extra bad griefing or systems,

we have a number of levers in place.

But that for me is where a lot of the drama is.

Like, let's let them all collide.

And it'll be messy for a little bit,

but we can solve it.

I'd rather do that than like, play it safe.

Boring.

You can sit, though, in any design meeting

and come up with a list of reasons not to do something.

It's pretty easy.

"Well, I'm worried about this

"and I'm worried about this and I'm worried about this."

And I'm worried it's gonna be boring.

Let's at least try it.

Like, this is what we do.

Like, let's at least...

If this is a vibe we want, let's go at it.

- One of the elements the team struggled with

was figuring out how many players

should be able to play together at once.

It's a decision that involved both engineering

and game design.

On one hand, you have to look at the servers

and see how many players they can support

and keep that same level of fidelity

we're used to in games like Fallout 4.

And on the other hand,

the game designers wanna know

how often players should run into each other

to try and keep that moment special.

- So yeah, that's been a challenge.

It's like, how do we keep the feel of these games,

where it's a world where you can interact with everything?

Because that's part of the appeal of a Skyrim, right?

It's like you see a jar on a table,

you can pick up and mess with the jar.

You can knock it off and you can do whatever you want.

Get AI to do crazy things.

Yeah, that is, it's a continual balancing act.

That's part of the art, right?

It's like, do you cut content

or do you do more technical work

to try to make the content work?

And it's like, it's a call.

- We had some very grand plans for this game,

which I think, you know,

once we talk about more later

will actually come to fruition.

But the game we're very proud of right now

that we're gonna ship

is about 24 people on a server, 24 to 30.

One of the things that Todd pushed for the whole time,

which we were all scared about a little,

was you're gonna open up the paper map

and see this huge area.

And you're gonna see where the other people are,

for good or ill, right?

So do you want to go help them?

Do you see them?

They're doing this huge event that you can join in

and get the big reward.

Do you wanna try to shoot them,

however our PvP system ends up working out?

You know, do you wanna trade with them?

They could become friends

that you follow across all the servers.

So all the servers are, you know, a 24-person instance.

You load in, you go in, it'll be full of people.

You'll be able to play with them,

quest with them, or ignore them.

Have your teams and buddies.

Like if you're my buddy and you load in the game,

I can just jump and immediately join you in your world.

And it's seamless.

It's basically a load screen and you're in.

We wanted to make it fun for a single player, right?

We wanted to make it fun for teams.

Our team limit right now is four.

It's all adjustable, but our team limit right now is four.

So we wanted to make it fun for co-op,

four-person level gameplay.

And we wanted to make it fun for bigger like,

12-on-12 death matches, right?

Like we normally do, we're trying to jam it all in

and hope it all works out.

(chuckling)

- [Danny] Fallout 76 is a live game,

meaning that like games like Destiny or Warframe,

eventually players are going to reach the point

where they've done most of what there is to do.

The studio has been working on a team death match mode,

which should help.

But one of the challenges they've had

was to introduce an end game

that was hard enough to challenge high-level players,

while also somewhat repeatable.

What they landed on was a cyclical nuclear war.

The map of 76 has a number of nuclear bunkers.

Teams of players will have to work together

not only to find the nuclear codes,

but to solve puzzles to reveal them

and to push the button to launch the nukes.

- The end goal in this game

is it's a cyclical story with the nukes.

And these huge winged, batlike creatures

crawl up out of the world called Scorch Beasts.

You're supposed to find the nuke codes to kill them,

to seal their fissures.

That also, again, irradiates the world.

It'll put a big, you know, the nuclear weather there.

And all the flora and fauna will then change

to be higher level and have rarer drops.

You know, rare crafting materials and certain sought after,

basically items and materials.

We're going back to the legendary system.

We added more tiers to the legendary system

for weapons and armor.

So you'll find those things there.

And then that area will fade down

over a certain period of time,

and players will have to find the nukes again.

And depending on where you nuked,

different things will appear

because it'll be different flora and fauna there.

- How are they deciding?

Are they working together against the world?

Or are they working together against themselves?

And then what happens when you get a group of people

that wanna work against other players,

versus a group of players who wanna work against the world?

And then they get nukes.

Do they create an online cold war?

Do they all decide to just blow up everything?

So I think the nuke part

is probably the one I'm most interested

in seeing what they do.

And we're trying to make it fun,

where it's fun to just launch them.

Because it's very hard to like, alright,

you have the codes to nuclear missilery.

You know what?

I don't wanna launch it.

If you can sort of incentivize them to, hey,

it's gonna be really fun to launch it

where people aren't,

and make that part of the world this high-level zone.

So that kind of design I like a lot.

Okay, it's gonna be a high-level zone.

You're gonna roll in in your power armor

and you're gonna get...

You're gonna make this really hard level for yourself.

I'm really interested to see what people do there.

(gentle dissonant music)

- [Danny] The teams in Austin and Maryland

are being supported by a third studio in Montreal.

This studio, responsible for the mobile success story

of Fallout Shelter,

is also working on their next mobile title, Blades.

We'll have a fascinating documentary

on the development of Shelter and Blades

in the coming weeks.

Montreal has also been helping with the development of 76.

But once the game is released,

much of Maryland and Montreal will move onto Starfield.

Maryland will continue to be in charge

of the creative direction of 76,

but the majority of live game support

will be done in Austin.

Fallout 76 is a full-priced game,

but the team is planning to support the game

with free updates for years to come.

The game will feature microtransactions,

but Bethesda told us that these would only come

in the form of cosmetics.

Bethesda said that this is a crucial element

of allowing them to support dedicated servers

and keep DLC free,

and that any purchasable cosmetics available

will also be available to earn through gameplay.

Chris, who's worked on supporting online games

since Ultima Online,

gave us some insight into how they're planning

to support Fallout 76 post-launch.

- You know, the plans are still coming together.

But we do have a plan.

So the plan is to have part of the team

sort of support the game,

roll out as much content updates as possible

to keep the game fresh.

I think if you've been around live games,

you know that they live or die

by how fast you can get updates out.

So we need to be able to push decent updates out

at a regular rate.

At the same time,

have some of the team working on big content beats, right?

So we wanna have some people working on something

a little bit larger for people to consume,

and have those sort of hit at longer intervals.

So if you can sort of imagine it, you know.

You have one long beat,

which is the larger content updates

that are hitting.

And then in between that are lots of little beats,

which are the the frequent updates

that we're trying to push out.

Whether that just be new events

or just new free items that we give away,

it will, you know,

we'll just try to keep the game fresh.

That's the plan, right?

So I guess, what's that military adage?

It's like, every plan is great until the first shot's fired?

So I imagine we'll have to be doing a lot of adjustments

to the plan as soon as it goes live.

So I think part of that

is you can plan out all the content you want.

But then once players start playing the game

and you can observe how they play the game,

what they like and what they don't like,

you need to change the plan based on that stuff.

You need to give the players something

that they're passionate about.

As a designer, you might think

that this feature you put into the game

is really, really cool.

And nobody plays it.

Well, you probably shouldn't double down

on the thing that nobody plays.

You should probably double down

on the features that the people actually play.

So we might have to change our plans

based upon how we see players working with the game

when they play it.

(gentle dissonant music)

- [Danny] If there's anything we've learned

about the evolution of games over the past few years,

it's that the success of Fallout 76

will depend as much on the game they have built

as how they support it going forward.

And so to do so, this plucky little studio

of 130 or so people who made Fallout 4

is going to have to scale up.

In our previous documentary,

we showed how the development of Morrowind

was the inflection point for the studio,

the moment they began to figure out their process,

a process they would develop and hone

over the next four games.

And in many ways, this moment now

also feels like a turning point.

With the teams in Austin and Montreal,

Bethesda Game Studios in Rockville, Maryland

finally have the people power

to work on multiple projects at once,

while members of the team

who have been with the company for years

are starting to take ownership of projects themselves.

Perhaps this means that the days

of skipping between franchises

are finally behind them.

Or maybe it means that they can be more daring

in the games they develop.

As work on Fallout 76 has been progressing,

so too has it been on Starfield.

From what we gathered during our time at the studio,

Starfield sounds like a monumental undertaking,

a game Todd has wanted to make for a long, long time.

Perhaps a game they would've made,

had they not successfully acquired the Fallout franchise.

Perhaps now he feels like the team

finally has the resources to pull it off.

In any case, it's not the only project they're working on.

Pre-production on The Elder Scrolls VI has also started.

Not the only thing that's getting announced at E3.

You guys are coming out swinging

with a bunch of stuff coming out for the future as well.

Will it be weird to say the word Starfield

in front of people?

- What'd you just say?

You gotta watch that, man.

Someone'll hear you.

(chuckling)

Just even to hear you say it is weird.

We've been working on it for...

That's another one that's had a long go.

I think the trademark got registered in 2013,

which is what most people have glommed onto.

So all of the internet rumors,

we've never said a word.

They just take that nugget

and their mind goes to the right places.

You know, the internet's smart.

Our fans are really smart.

And so you feel like it's good to acknowledge it.

They're all saying it.

Like, yes, that is what we're doing.

But as far as announcing Starfield, very excited to do it.

A little bit nervous, you know,

because it is so new.

And it will have so many questions

that we're not answering intentionally.

So that's kind of new for us.

At the same time, we feel that, you know,

that's the time to do it.

Like, it's good to have that dialogue

with your fans and say,

"We're doing this and then we're doing this."

Because we know that they want them as much as we do.

Things take time.

But I think it's good to give everybody

a little bit of a roadmap.

And so you feel like it's good to acknowledge it.

They're all saying it.

Like, yes, that is what we're doing.

But that's another thing,

where not just hey, we should announce it.

But how much thought we've given it for a long time.

So on that original list, Fallout...

The biggest, most epic science fiction thing

you could possible imagine.

And that's something we've talked about for a long time

and kind of picked away at.

And now we feel we're kind of...

What's the right way to say it without spoiling anything?

We are uniquely positioned to pull this game off.

- [Danny] Expectation management

is important as well, right?

Like, not saying too much is as important as--

- That's the one that worries me,

is that we are we creating anxiety?

Where people have so many questions,

that we'll be like...

You know?

Whereas before, they'd be like,

"We don't know what you're making."

It's a little bit easier to go, yeah, you don't.

Now they say, "Hey, you're making Starfield.

"You're making The Elder Scrolls VI.

"Tell us all about them."

You're like, "I am not going to.

"There'll be a time for that."

But both of those, particularly Starfield,

that's another one we talk about tone.

We just wanna say the name.

Like, being able to say this is the tone.

Just, this is what it feels a little bit like.

Same with Elder Scrolls VI.

But we have a little bit of a roadmap on our head.

Like, this is the one that,

as a base technology that this one adds.

And they don't all...

You know, the ones we're doing are,

they're very, very different.

So Starfield is definitely a big single-player game,

and 76 is not.

So there's different techniques.

It's a very different style game, without...

There'll be a time for that.

But it's not, it does a lot of things very different

than we've done before as well.

(gentle dissonant music)

- Thank you so much for joining us

on this journey through the past, present,

and future of Bethesda Game Studios.

But we're not done yet.

During our time embedded at BGS,

we recorded over a dozen interviews.

So if you wanna watch a bunch of shorter docs

on games in The Elder Scrolls and Fallout franchise,

make sure you hit that subscribe button.

See you then.

(gentle dissonant music)

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