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Visible in the GDC video (not in the map image in the slides releases by GDC) is that Rivet City was originally just south of the Jefferson Memorial before turning 45 degrees and being moved up the Anacostia River. Canterbury Commons is an odd case the retail location fits with the earliest concept map but there’s evidence in the GECK that it was moved at least once and there’s a large road mesh not used in C.C. Burgess notes in his presentation that the new territory was a bit too big and new Points of Interest had to be created the SatCom Array towers are probably the most obvious example. Dogmeat Scrapyard where Little Lamplight originally was.
Other old locales vanished without a trace or were replaced with new sites e.g. random scrap car piles at original Vault 112/Smith Casey’s Garage near RobCo factory. * There’s still evidence at some of the old locations of what was once there e.g. It was a painful decision, but we felt it was the best option to make the game what we wanted it to be.” This took our entire environment art and level design teams offline for the better part of two months. If you’re a producer, you should be squirming in your seat right now. Remember that we were in alpha, and a lot of this work was supposed to be done. We could have pared back, but we decided to add a significant amount of new area to the North and West ends of the map. Aside from all that, it’s a game where you’re supposed to occasionally feel lonely, and we weren’t achieving the tone we wanted. The sightlines in Fallout 3 are much larger, and you don’t have the major visual blockers of Oblivion’s forests and hilly terrain. The trouble was that Oblivion and Fallout 3 are very different games.
POI density wasn’t something we really had a name for back then. We simply learn from what we’ve done before. There’s no secret playbook at Bethesda that tells us what to do. This is because we were using the same POI density that had served us well for Oblivion. We simply had too much stuff, too close together. What we realized was that the world felt pushed together. We realized, however, that wandering the wasteland didn’t feel right. The game is beginning to feel complete as everything comes together. Up until this point, the game has been a collection of assets, tasks, code and lots of teamwork. We’re in alpha, and for the first time, we’re meeting Fallout 3. In a talk given at Game Developer’s Conference 2012, Senior Designer Joe Burgess of Bethesda explained why: In the GECK editor the cells these locations originally occupied are still named and fit the locations given in the 2005 development map. But others, like Raven Rock, Oasis, and Little Lamplight are on the opposite side of the map relative to the where we visited them. Some locations are in the same location as they appear in retail e.g.