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When discussing RPGs with great narrative and engaging mechanics,Falloutis often one of the first titles that comes to mind. With its unique approach to player freedom and narrative choices, it introduced a post-apocalyptic world where players could shape their journey through the decisions they made.

The image shows the helmet from Fallout 76

However, as the game’s creator, Timothy Cain, recently revealed, the immense freedom thatFalloutoffered came due to an unexpected challenges. During development, someone’s violent approach to the game caused an unforeseen bug that not only broke the game but forced the development team to overhaul core systems.

Timothy Cain shares a story of how voilence brokeFallout

In a recentvideoon his YouTube channel, Cain recounts a intriguing story that took place duringFallout‘s development. While he didn’t name the player involved, it was during testing that someone played the game with the intention of simply killing every NPC they encountered.

This player entered Junk Town, a critical area in the game and immediately shot Gizmo, a major NPC, right in the head before the NPC could even speak. For those unfamiliar, Gizmo is an important character in the main questline, tasked with giving the player a crucial item.

Screenshot showing Timothy Cain from his own channel

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However, the item is not stored in his inventory, instead, it was generated by a script triggered only when the player engage with him in conversation. So, by killing Gizmo before any dialogue could occur, the player essentially broke the questline, as they couldn’t receive the necessary item to proceed in the main story. Cain explained:

He walked into the room and just shot Gizmo right in the head before Gizmo could say a word and that broke the game […] This shocked me because I didn’t think that was possible, and we looked into it.

“We’re less than a year away”: Skyblivion Aims to Become a True Elder Scrolls V Rival by Targeting the One Thing Todd Howard Perfected in Skyrim and Fallout

Cain was initially shocked by this unexpected discovery. While he and his team had anticipated players choosing violence,they hadn’t considered the possibilitythat killing key NPCs could halt the game’s progression in such a significant way.

I had the designer comb through the entire game looking for things.

the image shows the player in a full armor suit in Fallout 76

After recognizing the need for a fix. The team had to ensure that no NPC or critical event could be permanently blocked by a player’s violent actions. So, the team took the extra step of combing through the entire game to identify other potential flaws where any unintended action might break the story.

A game that embraced chaos

Cain’s story of the Gizmo bug highlighted the core design philosophy ofFallout: embracing player freedom. Since many RPGs at the time had set paths for progression,Falloutstood out as it allowed players to choose how they interacted with the world, for better or worse.

“Still play them on the PC”: Todd Howard Didn’t Want to Remaster Fallout Classics Because He Wanted to Protect the Legacy

While violence was an option, it was never intended to be the default approach for solving every problem. Cain was surprise to see how often players resorted to violence in the games. Even back then, he realized thattesting and balancing the game could never accountfor every possibility.

The bug with Gizmo was a wake-up call and it helped the team refine the game further, ensuring that regardless of how players interacted with the world, whether peacefully or violently with gun blazing, the story would always continue.

“Still play them on the PC”: Todd Howard Didn’t Want to Remaster Fallout Classics Because He Wanted to Protect the Legacy

In the end, the solution to the Gizmo bug wasn’t just about fixing a script—it was about reinforcing the core design ofFallout. To ensure that it wasn’t just a game that let you make choices for the sake of it, instead, it was a game that adapted to them.

Shubham Chaurasia

Gaming Writer

Articles Published :1368

At FandomWire, Shubham has spent over a year diving into the evolving world of live-service, action, and open-world games. Whether it’s the democratic galaxy of Helldivers 2 or finishing enemies in titles like Assassin’s Creed or Ghost of Tsushima, Shubham brings a sharp eye and genuine enthusiasm to everything he writes.When he’s not writing, you’ll probably catch him clutching rounds in Valorant or leaping off virtual cliffs into a pile of enemies for the perfect finisher. Outside of gaming, Shubham recharges by hitting the gym or heading out on long, spontaneous bike rides, always chasing the next open road. No matter the game or the gear, he’s always committed to bringing readers timely, accurate, and engaging updates from across the gaming industry.

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Bethesda Game StudiosFalloutTim Cain