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Fallout designer Tim Cain reckons his subsequent 3 tasks had been buggy video games ‘or, as folks known as them, flawed masterpieces’ as a result of ‘we had numerous function concepts, we didn’t edit ourselves in any respect, and we had been a small crew’

January 5, 2026
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After heading up improvement on Fallout 1, undertaking lead Tim Cain break up from Interaction to discovered a brand new studio, Troika, alongside fellow Fallout devs Jason Anderson and Leonard Boyarsky. In a current vlog on his YouTube channel, Cain dug into why Troika’s output lacked a sure spit shine polish in comparison with their earlier video games and later careers.

For the unfamiliar, Troika is a really ‘realheads know’ kind of studio: Its video games presaged the equally buggy (and sometimes unfinished) early work by Obsidian, which was additionally based by ex-Interaction devs. However, additionally like Obsidian, Troika’s video games had been bold, imaginative, and unforgettable. They’d robust word-of-mouth reputations on RPG boards, and all three of its video games have obtained important fan patches and laudatory reappraisals, with the Large Kahuna arguably being the unique Vampire: The Masquerade – Bloodlines.

Why Troika Video games Had been So Buggy – YouTube

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“We had numerous function concepts, we didn’t edit ourselves in any respect, and we had been a small crew,” Cain summarized at the start of the video. “Each time Troika went to make a sport, whether or not it was Arcanum, or Temple of Elemental Evil, or Bloodlines, there have been simply so many issues we wished to do. We had so many concepts.


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“We tended to make these options rapidly. Even worse, we made the instruments to place within the content material for these options rapidly. So not solely the top outcome, however the instruments to make the top outcome had been buggy and flawed. Having so many potential choices for gameplay meant unintended interactions.”

Troika’s first sport, Arcanum, has numerous nice examples of the eccentric and impressive mechanics Troika labored into its video games, ripe for these “unintended interactions”:

Kill or steal from anybody or be a whole pacifist.Weapon crafting, earlier than it was cool.In-game newspapers that replace with tales of your exploits.A communicate with useless spell that works on each NPC, 23 years earlier than Baldur’s Gate 3.Procedurally generated terrain filling out your entire world map between main settlements⁠—it is form of deranged, and there is not a lot motive to go on the market, however nonetheless.

It principally labored, and gels even higher with Drog Blacktooth’s unofficial patch. Regardless of Troika’s small dimension and restricted price range, Cain credited a sure youthful exuberance and naivete for driving its groups to make such complicated, difficult video games anyway. “We make this content material as rapidly as potential to try to match it into the schedule we made,” stated Cain. “And the schedule was what it was as a result of I wasn’t an excellent businessman and the budgets weren’t very large.”

Cain additionally alluded to a scarcity of systemization and consistency with how Troika’s builders wound up utilizing its already-flawed proprietary instruments. He recalled scripters developing with advert hoc options to issues when there have been ready-made capabilities they might have used as an alternative, evaluating the state of affairs to somebody utilizing a screwdriver to chop lumber right into a 2×4 when there is a noticed on the backside of their toolbox they simply did not notice was there.

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“Tons of content material means tons of bugs,” Cain stated towards the top of the video. “You’d assume we might have realized, however each time we realized the fallacious lesson.” After the sprawling Arcanum, The Temple of Elemental Evil and Bloodlines had a tighter scope, however each video games had their very own quirks and ambitions that ballooned out into troublesome improvement cycles.

Temple nonetheless boasted the open-ended, player-accommodating design Troika was identified for, whereas additionally implementing an especially devoted (and thus difficult) model of D&D’s 3.5 Version ruleset.

Bloodlines, in the meantime, was a full-3D sport from a brand new perspective and on a brand new engine (Valve’s Supply) that was being actively constructed whereas Troika was trying to make use of it, all whereas being one of many first fully-voiced RPGs⁠—and with out having the crutch of Knights of the Outdated Republic’s reused alien language sound information subtitled no matter which means.

Whereas Cain stated the video games’ bugginess “was our fault,” and that this video was aiming extra to elucidate the video games than excuse them, he did word that RPGs are typically tough across the edges normally. Cain additionally believes that it simply would not have been in Troika’s nature to mood its ambition within the identify of polish.

And I am extraordinarily grateful for that: Lots of the movies’ commenters appear to agree with me {that a} flawed however memorable sport is preferable to a wonderfully executed mediocrity. Persons are, in spite of everything, nonetheless coming again to Troika’s video games over 20 years later (I am folks).

Actuality appears to replicate the inverse of that faux Shigeru Miyamoto quote a couple of unhealthy sport being unhealthy perpetually: Video games like Bloodlines or, extra not too long ago, Cyberpunk 2077 which have a spark of artistry and excellence can, with sufficient help or a extra charitable evaluation, rise above the “buggy sport” label. “Or, as folks known as them, flawed masterpieces,” Cain quipped within the video.



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