Fallout 3 had "the opposite of feature creep" because Bethesda devs "were really smart about cutting things" they knew they couldn't do

Fallout 3
(Image credit: Bethesda)

Looking back, Fallout 3 seems like a pretty modest RPG in comparison to the Bethesda Game Studios epics that came before and after, but designer and writer Emil Pagliarulo says that's because the developer was really quick to scrap features that it didn't have the bandwidth to execute during production.

"When I look back at developing Fallout 3, it was a very smart project for us," Pagliarulo remembers of the threequel's production in an interview with Game Informer. "It's fairly small compared to our other games. There's a main quest and miscellaneous quests. There are no factions. You can't join the factions, right? You join the Brotherhood of Steel, but that's the main quest."

Freelance contributor

Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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