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With this initial run, we want to have a little bit of everything. We went into and decided to do all types at all price points. The one thing we’ve found about DLC is that we’ve done all types at all price points and all sizes, and we’ve come to the realization that it all works. What can you tell us about this first wave of content? You announced three pieces of DLC recently. We have the team in Montreal that helps too. With all of the new projects in the works, is Fallout 4’s DLC created by the internal team that made the core game? If it’s the one that’s in my head right now, it’s too big for DLC. Is that something that is in the DLC now? When I interviewed you prior to launch, you said there was one big thing you didn’t put into the game, but you wouldn’t tell me what it was. Stuff that fueled a lot of communication between players. What are some of the most surprising and creative things you’ve seen from the community in regards to the settlements?Īnimated, inappropriate images.
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What’s going to be in an update? Hey these fit in a package.’ We kind of talk about stuff, but when we start to see it on screen, we say ‘That’s really good. And we do another at the end, which is focused on mining ideas for DLC.
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That fuels features for the main game like jetpacks and a number of other things. When we finished what we call our vertical slice preproduction build – when you can actually play the game – we do one for a week then. So we did that in the middle of Fallout 4. We had talked about doing robot stuff, and there was a bunch of that in there. It’s not just feeding them content it’s how do you make that better?Īfter finishing up The Elder Scrolls V: Skyrim, you revealed your team did an internal game jam to generate new DLC ideas. There is some ‘I played the main quest, I finished it, I’m done,’ but there are so many people that play the game for so long. What was your big takeaway from the player feedback you were getting? We have a really good platform with the Fallout platform, and now we say ‘What can we do with it?’ That blur of finishing it excites us a lot. That’s a big change.Īll of that Fallout energy when it came out, it was so much. One of the things that is amazing: Fallout 4 sold more day one digitally than at retail. You hope that when it comes out, it’s really good, and sells like crazy. I think you lose a little perspective when making games, and you’re happy that it got done. I was in your studio 25 days before Fallout 4 released, and it was very much the calm before the storm. We thought that ‘Hey, these are things we talked about doing, so why not, let’s start.’ We got to the point with the studio in Montreal where we can start expanding.
FALLOUT 4 PS4 MODS BETA SIGN UP MOD
We’re also doing DLC, and Fallout Shelter, creation kit, and mod stuff, updating the game – we’ve got a lot going on. aren’t all the same scale, but they are longer term.
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We’ve always kind of overlapped stuff, but I guess we’re doing more now than we ever have. Now you’re saying you’re stepping up the efforts to three games. I don’t think anyone thought of Bethesda Game Studios as a multi-game studio, and then you did Fallout Shelter and Fallout 4. He also provided a little more clarity on Bethesda Game Studios working on three projects simultaneously. Howard also opened up a little more on the studio's plans for Survival mode, and the release time frame for mods on console and PC. Awards stage to accept Fallout 4's Game of the Year honors, I sat down with Howard to discuss what comes next for the game – primarily the forthcoming DLC plans. Just a few hours before Todd Howard and several members of Bethesda Game Studios' team walked onto the D.I.C.E.