Most of the original Fallout's "dark humor" was added just to make co-creator Tim Cain laugh: "We made this game for each other. When it shipped, we were like, 'Well, I hope other people like it!'"
If it weren't for The Simpsons, we would have no Radiation King
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
It turns out all it takes to make one of the most influential RPGs of all time is a team of developers who just want to make each other laugh.
That was my takeaway from a recent Game Informer interview with original Fallout co-creators Tim Cain and Leonard Boyarsky, as well as Interplay co-founder Brian Fargo.
Reminiscing about the very conception of Fallout, which was originally intended to be a sequel to Interplay's Wasteland, Cain said a lot of the team's original ideas for the game were simply intended to spark a positive reaction from the other developers.
"You weren't trying to impose your idea; you wanted to come up with an idea that everybody on the team would go, 'Oh, I love it! That's really cool. You have to have that!' That's the reaction you wanted, not 'I don't know about that,' and then you have to convince them," said Cain. "You'd come in in the morning and go, 'I had this really cool idea, and I think everyone's gonna like it.' And that went for everything from humor to monsters to weapons to unusual quest ideas."
Speaking of humor, one of Fallout's defining characteristics is what Boyarsky called its "dark humor," and that too came about because everyone just wanted to make Cain laugh. For instance, the origin of the Radiation King brand of TVs, as is legend at this point, came about because Cain and Boyarsky were big fans of The Simpsons.
"A lot of the humor that came from me and [technical art director] Jason [Anderson] was literally stuff that we just wanted to try and make Tim laugh, like the Radiation King television," said Boyarsky. "I didn't tell him I was doing that.
"Jason would get so irritated: Me and Tim would start throwing Simpsons quotes back and forth in meetings, and so, I'm like, 'I'm going to call this a Radiation King,' and didn't tell him. He didn't see it until he saw the intro, and of course, he laughed because he thought that was a funny Simpsons reference."
Weekly digests, tales from the communities you love, and more
Reading about this made me nostalgic for a period I was far too young to comprehend at the time, when big game studios were just a bunch of nerds throwing shit at the wall to see what sticks. That's probably still the case for a lot of small indie developers, but AAA releases these days are generally made by hundreds, if not thousands of different people across many distinct departments. Tangentially, former Bethesda loremaster and Skyrim co-lead designer Kurt Kuhlmann recently touched on this issue and suggested Starfield's main problem was that there were too many cooks in the kitchen, essentially.

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


