Over the past two weeks on mashedmarket, I’ve been scrutinizing Fallout 3’s sometimes counter-intuitive and quirky Pip-Boy 3000. This will be the final post in that little series. It won’t, however, mark the end of my writing about design, which has been weirdly inspiring. Expect to see more such work here in the future. As always, thanks for stopping by, and feel free to share your thoughts or otherwise drop a line.
When building Fallout 3, Bethesda set out to “create an interface…that was functional, unique and entertaining” by melding its menu system to “an important object in-game.” The series’ classic Pip-Boy (now a Model 3000) is worn on your avatar’s left wrist and manages everything from radiation levels to radio stations. Want more protection from that Radroach charging toward you? Just pull up your 3000 and change clothes. Too much stuff in your backpack? Only check on your Pip-Boy and toss some out. Need a snack? Simply glance to your P-B3 and eat some Fancy Lads. But while marrying object and interface in this way is exciting, it’s also quite a challenge.
For starters, the Pip-Boy’s very shape is troublesome: when you get to thinking about the device’s actual knobs and switches being operated by hand, it becomes difficult to concede the abstractions necessitated by controller operation. What’s more, you might start wondering why the 3000 isn’t worn on one’s other wrist, since, given the way that the dial and scroll wheel are oriented, it’d be hard to operate at left without your right hand obscuring the tiny television. Of course, these are pretty trivial details. Much more important are Bethesda’s own criteria for success. Their design diary was written during development, but notes that
The hopeful end result is that when the player activates the Pip-Boy, immersion isn’t disrupted. He hasn’t stopped playing the game in order to check something in a menu. But rather, his character has simply paused and looked down to fidget with his personal analog assistant for a moment, still in the wasteland.
Unfortunately, this isn’t quite how it feels with the final product. In fact, your 3000 is practically a pause screen. So what could change that might help create a sense of uninterrupted play?