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The attempt to combine an MMO with a retro post-apocalypse setting was not unique toFallout 76. Interplay,Fallout‘s original owner, had tried it years earlier. In reality, this came after Bethesda had acquired the series’ rights, but the two businesses reached a deal that would eventually result in a lawsuit, an out-of-court settlement, andFallout Online‘s cancellation.

An in-game screenshot from Fallout 76.

However, the idea dates back much further. Brian Fargo, the founder of Interplay, had been consideringFalloutsince the late 1990s, but Bethesda bought it in 2007. Black Isle Studios founder Feargus Urquhart, who is currently CEO of Obsidian, turned down his pitch. It didn’t wantFalloutto be an MMO and co-creator Tim Cain shared the sentiment as well. However, he was a bit concerned when the franchise took a different turn.

Tim Cain was anxious aboutFallout76switching its trajectory

Fallout Onlinewas developed by Interplay’s online division, Engage, following the Black Isle rejection. Even though Cain was no longer with Interplay, the company still wanted to consult with him.

“Do these big expansions and give them to everybody for free”: Todd Howard Better Use the Same Fallout 76 Strategy for Elder Scrolls 6

PC Gamerwas informed by Cain that there were numerous meetings. One of those reasons for concern was the fact that that acronym would spell out“fool”. His main worry, though, was thatFallout‘s themes were not appropriate for a game with a large player base.

I often tell people that once a couple of games come out in a series, you can see the direction it’s going. So Fallout 3 came out, and then Fallout 4 came out, and now you have an idea of the line it’s following, and Fallout 76 is along that line. With Fallout 1 and 2, that was a different vector. We were going in a different direction. I’m not saying it’s bad. People immediately want to go, ‘Well, that’s bad, right?’ No, they’re both what they are. And a ton of people like it.

An in-game screenshot from Fallout 76.

Even thoughFalloutfeatured a party system, traveling with certain characters and living in a world full of other players are very different. Being one hero among many is a concept we’re accustomed to now, but this was before the MMO genre was established.

Cain also warned Interplay about making aFalloutMMO

Cain also made sure that Interplay would have a clear idea about the assignment. As he was very skeptical, the company even called him “very negative,”but that didn’t stop the co-creator from giving a warning to Interplay, as making aFalloutMMO was already a very tough job.

Cain argued that the precise number of players wasn’t really the problem, despite Interplay’s suggestion to reduce the instances (a suggestion Bethesda ultimately adopted forFallout 76). He stated thatFalloutwasn’t designed to have other players.

“Do these big expansions and give them to everybody for free”: Todd Howard Better Use the Same Fallout 76 Strategy for Elder Scrolls 6

Bethesda Attempt At Finally Adding A Much-Requested Fallout 76 Feature Is Adorable But Confusing At The Same Time

The Vault Dweller felt special, felt like the weight of the future of the Vault depended on them. You just can’t throw in a dozen others, 100 others, 1,000 others, and think it’ll be fine. That is whyFallout 76felt very different fromFallout 3or4, for no other reason than you’re playing with 1,000 other people.

Nilendu Brahma

Articles Published :690

A Marvel, Linkin Park, Cricket, and Barcelona fan who just wants to write and write about video games and stuff. If you want to meet me, you can find me in my room failing to hit the opposite Jett with the operator for six consecutive rounds.

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BethesdaFallout 76Interplay EntertainmentTim Cain

An in-game screenshot from Fallout 76.

Bethesda Attempt At Finally Adding A Much-Requested Fallout 76 Feature Is Adorable But Confusing At The Same Time