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.”
Article continues below
You may like
Eight Level Design Guidelines – YouTube
Watch On
— 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.


