Overview
War never changes. Fallout’s wasteland emerged from 1950s atomic anxiety filtered through dark humour and genuine player agency. Interplay’s RPG let players solve problems through violence, diplomacy, stealth, or cleverness—sometimes all at once. The SPECIAL system and karma mechanics influenced RPG design for decades.
Fast facts
- Developer: Interplay (Black Isle).
- Lead designer: Tim Cain.
- Setting: Post-nuclear California.
- Era: 2161, 84 years after nuclear war.
SPECIAL system
| Attribute | Effect |
|---|
| Strength | Melee, carry weight |
| Perception | Awareness, ranged |
| Endurance | Health, resistances |
| Charisma | Dialogue options |
| Intelligence | Skill points, dialogue |
| Agility | Action points, speed |
| Luck | Critical hits, gambling |
Player freedom
| Approach | Viability |
|---|
| Combat | Fight through problems |
| Diplomacy | Talk solutions |
| Stealth | Avoid confrontation |
| Science | Technical solutions |
Karma system
| Action | Consequence |
|---|
| Good deeds | Positive reputation |
| Evil acts | Negative reputation |
| Faction relations | Independent tracking |
| Endings | Reflect choices |
Retrofuturism
| Element | Inspiration |
|---|
| Technology | 1950s vision of future |
| Music | Period appropriate |
| Aesthetics | Atomic age |
| Humour | Dark, satirical |
Vault dweller quest
| Objective | Stakes |
|---|
| Find water chip | Vault survival |
| Time limit | Urgency |
| Discover truth | Deeper conspiracy |
Legacy
| Sequel | Year |
|---|
| Fallout 2 | 1998 |
| Fallout 3 | 2008 |
| Fallout: New Vegas | 2010 |
| Fallout 4 | 2015 |
See also