Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas

In this 2012 GDC talk, Obsidian’s Josh Sawyer uses the success of Fallout: New Vegas as a lens to examine the growth of dialogue trees and choice-driven gameplay to figure out what’s changed for the better, and what game designers still need to work on. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter Check out our Facebook page for GDC exclusives Visit our site:
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