Before Skyrim, Todd Howard said a "brute force" Fallout 3 system shaped the RPG's iconic open world
The radiant quest system that made Skyrim's open-world so responsive to its protagonist only came about because of Bethesda's "brute force" approach to the idea in Fallout 3.In an interview with OPM first published in 2011, Todd Howard explained the origins of Bethesda's novel approach to an open-world RPG. "In Fallout 3 there are these random encounters," he explains. "A guy being hunted by a Deathclaw, [or] this group of people fighting over a refrigerator. And we wrote this giant script for F