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Fallout (video Game)
''Fallout: A Post Nuclear Role Playing Game'' is a 1997 role-playing video game developed and published by Interplay Productions. In a mid-22nd century post-apocalyptic and retro-futuristic world, decades after a global nuclear war, ''Fallout'' protagonist, the Vault Dweller, inhabits the underground nuclear shelter Vault 13. After customizing their character, the player must scour the surrounding wasteland for a computer chip that can fix the Vault's failed water supply system. They interact with other survivors, some of whom give them missions, and engage in turn-based combat where they battle until their action points are depleted. Tim Cain began working on ''Fallout'' in 1994. It began as a game engine based on Steve Jackson Games's tabletop role-playing game ''GURPS''. Interplay dropped the license after Steve Jackson Games objected to ''Fallout'' violence, and Cain and designer Christopher Taylor created a new character customization scheme, SPECIAL. Although Interp ...
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Interplay Productions
Interplay Entertainment Corp. is an American video game developer and Video game publisher, publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca Heineman, as well as investor Chris Wells. As a developer, Interplay is best known as the creator of the ''Fallout (series), Fallout'' series and as a publisher for the ''Baldur's Gate'' and ''Descent (1995 video game), Descent'' series. History Interplay Productions Prior to Interplay, the company's founding developers—Brian Fargo, Troy Worrell, Jay Patel, and Rebecca Heineman—worked for Boone Corporation, a video game developer based in California. When Boone eventually folded, the four got together with investor Chris Wells and, believing they could create a company that was better than Boone, founded Interplay in October 1983. The first projects were non-original and consisted of software conversions and even some military w ...
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Post-apocalyptic
Apocalyptic and post-apocalyptic fiction is a subgenre of speculative fiction in which the Earth's (or another planet's) civilization is collapsing or has collapsed. The apocalypse event may be climatic, such as runaway climate change; astronomical, such as an impact event; destructive, such as nuclear holocaust or resource depletion; medical, such as a pandemic, whether natural or human-caused; end time, such as the Last Judgment, Second Coming or Ragnarök; or more imaginative, such as a zombie apocalypse, cybernetic revolt, technological singularity, dysgenics or alien invasion. The story may involve attempts to prevent an apocalypse event, deal with the impact and consequences of the event itself, or it may be post-apocalyptic, set after the event. The time may be directly after the catastrophe, focusing on the psychology of survivors, the way to keep the human race alive and together as one, or considerably later, often including that the existence of pre-catastrop ...
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Moral Ambiguity
In philosophy, ethical dilemmas, also called ethical paradoxes or moral dilemmas, are situations in which an agent stands under two (or more) ''conflicting moral requirements'', none of which ''overrides'' the other. A closely related definition characterizes ethical dilemmas as situations in which every available choice is wrong. The term is also used in a ''wider sense'' in everyday language to refer to ethical conflicts that may be resolvable, to psychologically difficult choices or to other types of difficult ethical problems. This article is about ethical dilemmas in the ''strict philosophical sense'', often referred to as ''genuine ethical dilemmas''. Various examples have been proposed but there is disagreement as to whether these constitute ''genuine'' or ''merely apparent'' ethical dilemmas. The central debate around ethical dilemmas concerns the question of whether there are any. Defenders often point to apparent examples while their opponents usually aim to show their exi ...
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Atomic Age
The Atomic Age, also known as the Atomic Era, is the period of history following the detonation of the first nuclear weapon, The Gadget at the ''Trinity'' test in New Mexico, on July 16, 1945, during World War II. Although nuclear chain reactions had been hypothesized in 1933 and the first artificial self-sustaining nuclear chain reaction (Chicago Pile-1) had taken place in December 1942, the Trinity test and the ensuing bombings of Hiroshima and Nagasaki that ended World War II represented the first large-scale use of nuclear technology and ushered in profound changes in sociopolitical thinking and the course of technological development. While atomic power was promoted for a time as the epitome of progress and modernity, entering into the nuclear power era also entailed frightful implications of nuclear warfare, the Cold War, mutual assured destruction, nuclear proliferation, the risk of nuclear disaster (potentially as extreme as anthropogenic global nuclear winter), as wel ...
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Wasteland (video Game)
''Wasteland'' is a science fiction open world role-playing video game developed by Interplay and published by Electronic Arts in 1988. The game is set in a futuristic, post-apocalyptic America destroyed by a nuclear holocaust generations before. Developers originally made the game for the Apple II and it was ported to the Commodore 64 and MS-DOS. It was re-released for Microsoft Windows, OS X, and Linux in 2013 via Steam and GOG.com, and in 2014 via Desura. Critically acclaimed and commercially successful, ''Wasteland'' was intended to be followed by two separate sequels, but Electronic Arts dropped claims of ''Fountain of Dreams'' being a sequel and Interplay's '' Meantime'' was canceled. The game's general setting and concept became the basis for Interplay's 1997 role-playing video game ''Fallout'' and the ''Fallout'' series. inXile Entertainment released a sequel, ''Wasteland 2'', in 2014, and '' Wasteland 3'' was released in 2020. A remastered version of the game titled ...
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GURPS
The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific. Players control their in-game characters verbally and the success of their actions are determined by the skill of their character, the difficulty of the action, and the rolling of dice. Characters earn points during play which are used to gain greater abilities. Gaming sessions are story-told and run by "Game Masters" (often referred to as simply "GMs"). ''GURPS'' won the Origins Award for ''Best Roleplaying Rules of 1988'', and in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have also won awards. History Prior RPG history Prior to ''GURPS'', most roleplaying games (RPGs) of the 1970s and early 1980s were developed especially for certain gaming environments, and they were l ...
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Steve Jackson Games
Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and (until 2019) the gaming magazine ''Pyramid''. History Founded in 1980, six years after the creation of '' Dungeons & Dragons'', SJ Games created several role-playing and strategy games with science fiction themes. SJ Games' early titles were microgames initially sold in 4×7 inch ziploc bags, and later in the similarly sized Pocket Box. Games such as '' Ogre'', ''Car Wars'', and ''G.E.V'' (an ''Ogre'' spin-off) were popular during SJ Games' early years. Game designers such as Loren Wiseman and Jonathan Leistiko have worked for Steve Jackson Games. Today SJ Games publishes a variety of games, such as card games, board games, strategy games, and in different genres, such as fantasy, sci-fi, and gothic horror. They also published the book '' Principia Discordia'', the sacred text of the Discordian religion. Raid by th ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adap ...
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Action Points
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game '' Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strat ...
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Quest (video Games)
A quest, or mission, is a task in video games that a player-controlled character, party, or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games. Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in the character's experience in order to learn new skills and abilities, or any combination of the above. Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have. Many types of quests are referred to ...
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Character Creation
Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a fictional setting may include traits such as race, class, or species. Games with a more contemporary or narrower setting may limit customization to physical and personality traits. This is usually used in Role-playing games. Role-playing games Character creation is typically the first step taken by the players (as opposed to the gamemaster) in preparation for a game. The result of character creation is a '' direct characterization'' that is recorded on a character sheet. In its most comprehensive form it includes not only a game-specific representation of the character's physical, mental, psychological and social properties in terms of statistics, but also often less formal descriptions of the character's physical appearance, personali ...
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