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The fine print of a Fallout MMO

Filed under: Sci-fi, Business models, Game mechanics, MMO industry, Opinion, Academic


Earlier this month, our very own Kyle Horner explored the real possibilities of a Fallout MMO in his Digital Continuum column. He talked about how the post-apocalyptic MMO could work in regards to an absence of lush scenery and a combat system based on pausing time. Expanding into another realm of that discussion, Daedren over at r1ft.com goes more into the financial and legal probabilities of the development of a Fallout MMO.

According to Interplay's agreement with Bethesda, there are a few stipulations when it comes to their retention of the IP for an MMO. For instance, they need to raise $30 million and begin development of the game by April, 2009. Even if they were able to raise that much based on investor faith in the wildly-successful Fallout name, where would they get the rest of the money? $30 million, an MMO does not make, and that's exactly what this article is about. Will Bethesda end up retaining the IP through fine print complications and actually make a better MMO than Interplay ever could? Check out Daedren's complete argument, including the facts as we know them today.

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