Fallout 76 has become another feather in Bethesda's cap, assisted by the fact that it's the game best-positioned to take advantage of the popularity of Amazon's fantastic Fallout TV show, and thanks to the cavalcade of transformative free updates.
But it wasn't always like this. At launch, the reception was rough. An online-only Fallout game with zero NPCs? Yeah, that was never going to fly. «Working on a live service game comes with a lot of stress, because it just doesn't go away,» says Jeff Gardiner, who spent 15 years producing The Elder Scrolls and Fallout, and served as Fallout 76's project lead until he left in 2021.
It wasn't like he could just move on after players expressed their disappointment. And that even followed him when he was out shopping. «I got yelled at in an Apple Store, I'll never forget.» But Gardiner believed it was not just his responsibility to get the game to a place where players loved it, but to get the team to love it too, and to feel proud to work on it. «When you put a game out that's that maligned, especially on a team that has had such success, the morale is doubly bad internally.
So it was my job to make the people who are making the game like the game.» The «upside» of a live service game, he says, is that you're able to interact with the community more and figure out solutions together.
And he also asked the team what they wanted to do. How they would make it better. «Listening to them and allowing them to just go do it.