Fallout 2's Chris Avellone describes his game design philosophy
arstechnica.com
arstechnica.com
(He just needs to jump on a title like Numenéra: Into the Planescape to complete the cycle.)
[1]: it's complicated.
I think the overlapping names might even be why I overlooked it. Didn’t realize it was a new game.
When it was developed as a sequel, the story was completely different.
Put more charitably: the user is paying for this experience with their money AND their time. Let’s pack a wallop into the experience.
More software should be this way!
> During his (Sandy Petersen) interview, John Romero (of id Software) introduced him to DoomEd and simply asked him to build a level. Romero was ultimately happy with the results, so Petersen was brought on to production for Doom. The level from Petersen's interview eventually became "E2M6". He was a fast level designer and produced all maps for the third episode of Doom, Inferno. Petersen designed 17 levels for Doom II, a little over half of the 32 total.
The Anthem one is very long, but is a really fascinating portrait of cultural misfunction. The biggest factor to me was the entire design was dictated by the 'ghost' of Casey Hudson. His initial high-level vision was sacrosanct, but he also was not around to actually clarify anything or take feedback from development since he had already left the studio.
[1]: Tim is the original Fallout creator/designer, who also made Arcanum, and worked on Outer Worlds.