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 explains THAC0
(Image credit: Tim Cain (YouTube))

Fallout co-creator Tim Cain has a new video going over some of his principles for game design, and as you might expect has some strong opinions on the intersection between design intention, and what players actually end up doing.

"Rule one, our game is non-linear—don't assume that players will go somewhere first or talk to someone first," says Cain in a new YouTube video called Eight Level Design Guidelines. "I wanted to remind level designers that just because you put a guard outside the town, don't assume that everybody will stop and talk to that guard."

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Eight Level Design Guidelines - YouTube Eight Level Design Guidelines - YouTube
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— Eight Level Design Guidelines

Cain has previously spoken about the ineffable sadness when he sees a design document that relies on something like locking players in a room until they've done a particular thing, and says this shows a misunderstanding of why someone's playing a game in the first place.

"If at this point you don't know what all of this is in service of, you're going to run into problems," says Cain. "You should know why. Why am I doing all this? Why did I make this setting and tell this story with these mechanics? Once you've listed your goals, everything should fall from that."

Cain also recently posted a video outlining his love of Dungeons & Dragons, and how that game has informed his own design principles. So whaddya know: we owe Fallout's existence to an admiral and his officers teaching him to play D&D in 1979.

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Rich Stanton
Senior Editor

Rich is a games journalist with 15 years' experience, beginning his career on Edge magazine before working for a wide range of outlets, including Ars Technica, Eurogamer, GamesRadar+, Gamespot, the Guardian, IGN, the New Statesman, Polygon, and Vice. He was the editor of Kotaku UK, the UK arm of Kotaku, for three years before joining PC Gamer. He is the author of a Brief History of Video Games, a full history of the medium, which the Midwest Book Review described as "[a] must-read for serious minded game historians and curious video game connoisseurs alike."

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