Fallout was a 'B-tier product' that lost both the licenses it was banking on and had its lead dev joking, 'In a week, we’re going to be asking whether people want fries with their meal,' but now he thinks those trials 'turned out to be positives'
The little post-apocalyptic roleplaying game that could.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Fallout's everywhere now, with half a dozen games and two seasons of television under its belt, but it used to be "a B-tier product," as series co-creator Tim Cain recently told Game Informer. A lot went wrong during development and the team didn't have much power to do anything about it, but Cain said that constraints and hardship may have been key to the game's eventual success.
"That sprite engine I wrote had limitations we had to work around, and those workarounds ended up making the game really cool," said Cain. "But it was one of those things that, at the time, it felt like, 'Oh no, another setback,' and it turned out to be a positive thing in the long run. It did help me view things differently years later."
For instance, Fallout was originally going to be an adaptation of Steve Jackson Games' GURPS, the "Generic Universal Roleplaying System" and a staple of '80s tabletop. But when the team showed the game to Steve Jackson himself, he was put off by Fallout's ultraviolence juxtaposed with its smiling Vault Boy mascot, and pulled out of the project.
Designer and art director Leonard Boyarsky recalled that this led to the creation of the SPECIAL stat system, "which was way better for a computer game than trying to make a really faithful GURPS adaptation."
Then there's Wasteland, which Fallout might have been a sequel to had publisher Interplay been able to secure the rights. But as Wasteland designer and Interplay cofounder, Brian Fargo, recalled in the interview, "EA said, 'No, not going to happen.' We were being hopeful for a while, but ironically, that pivot ended up being wonderful because we ended up with Fallout, which obviously ended up being a good thing."
Tim Cain has talked in videos on his YouTube channel about how the team wanted to distance itself from Wasteland and do its own thing, noting that "some people on the team were flat out worried that we would get [the license]." Regardless of how Fallout might have been different were it a Wasteland sequel, things obviously worked out in the end.
"So many negatives turned out to be positives, said Cain."Even being called a B-tier product, which, at the time was an insult, you know, 'We can’t wait for you to get done with this so we can put you on D&D or something,' turned out to be a great thing because we were pretty much ignored for years," he continued. "No one really cared about what we were doing because there wasn’t anything huge tied to it, and that just let us kind of do our thing."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
That's not to say the team knew it would pan out at the time. As Boyarsky recalled in the interview, "I wish we had the email, because I sent [Tim] an email. I said, 'In a week, everyone’s going to know how great Fallout is' before we shipped. And Tim emailed me back, and he said, 'In a week, we’re going to be asking whether people want fries with their meal.'"
2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together
Justin first became enamored with PC gaming when World of Warcraft and Neverwinter Nights 2 rewired his brain as a wide-eyed kid. As time has passed, he's amassed a hefty backlog of retro shooters, CRPGs, and janky '90s esoterica. Whether he's extolling the virtues of Shenmue or troubleshooting some fiddly old MMO, it's hard to get his mind off games with more ambition than scruples. When he's not at his keyboard, he's probably birdwatching or daydreaming about a glorious comeback for real-time with pause combat. Any day now...
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.



