Abstract
Problem: Many aspiring developers ask binary questions — isometric or first person? Simple or complex mechanics? Small team or large? — expecting a definitive "best" answer.
Approach: Tim Cain runs through a collection of fan-submitted questions he'd been saving precisely because they resist simple answers, sharing pros and cons from his decades of experience across Fallout, Arcanum, The Outer Worlds, and WildStar.
Findings: There is no universal "best practice" for most game development decisions. Each approach has trade-offs that depend on the specific game being made, the team's capabilities, and the audience being targeted. Good design means understanding both sides and choosing deliberately.
Key insight: The most important skill in game development isn't knowing the right answer — it's understanding that most decisions are contextual trade-offs, and learning to evaluate what matters most for your specific project.
Isometric vs. First Person
Fallout was isometric not because the team determined it was objectively superior, but because Tim tried building different engines and the isometric one looked best given the technology available. First-person games at the time were low-poly with poor texture resolution.
Isometric excels at:
- Tactical combat — seeing the lay of the land, cover positions, enemy locations, and line of sight
- Party control — seeing all party members at once, zooming out, clicking on individuals
First person excels at:
- Single-character immersion — you're right there, seeing things directly
- Exploration — looking behind objects, entering buildings without roofs and walls getting in the way
With modern engines, either perspective is viable. The decision should flow from what kind of game you want to make, not from a belief that one is inherently better.
Complex vs. Simple Mechanics
Tim deliberately left this off his design preferences video because he's done it both ways and sees merit in both.
Simple mechanics bring in a larger audience. The less complex a game is, the more people tend to play it — up to a point. If players feel they're being pandered to, the backlash from the complexity-seeking audience can be severe.
The key principle: complexity can be added later. Start simple, then let players dig deeper. Tim draws a parallel to lore delivery — the old approach of dumping exposition on players has given way to "here's what you need to know; if you want more, here's where to find it." Mechanics can work the same way.
Examples of this layered approach:
- Some games defer character creation until after you've played a level
- Some let you pick only basic traits (appearance, name) and unlock deeper choices later
- The Outer Worlds let players pick broad skill categories upfront and worry about individual skills later
Deterministic Checks vs. Dice Rolls
Tim personally loves the randomness of dice rolls — the tension of whether you disabled the trap or triggered it, picked the lock or jammed it, persuaded someone or failed.
However, the prevalence of save-on-demand (replacing save points) has made dice rolls functionally meaningless. Players simply save-scum until they get the result they want. Tim compares this to modern air travel: passengers chose the cheapest airlines, so airlines raced to the bottom on price and added fees for everything else. Players chose save-scumming, so designers moved to deterministic checks.
The result: systems like "your Persuade is 50, so he's persuaded" or "your Lockpick is 40, so you can attempt this lock." Tim doesn't want to remove player agency over saving, so he's unlikely to return to skill rolls outside of combat.
Small Studios vs. Large Studios
Tim's range spans from Pegasus/Cyberon (never more than 8 people) to WildStar (150–200+ people), with Interplay reaching around 600 company-wide.
Small teams
- You know everyone, what they're doing, what they're good and bad at
- Work can be assigned based on individual strengths
- Development is faster with more feedback and less overhead
- More nimble — failed experiments are caught quickly
- Risk: Requires enormous trust. It's easy for someone to say "everything's fine" and sweep problems under the rug
Large teams
- Necessary for modern high-resolution open-world games — what 20–30 people could build before now takes 80–90
- Requires dedicated production staff to coordinate art, code, and design and flush out bottlenecks
- Creates what Tim calls "politics" — people thinking about career advancement, work getting coordinated by political considerations rather than features or schedule
- Tim admits he's never been good at detecting or playing office politics
Tim skews toward smaller teams. WildStar was his first truly large-team project, and he didn't finish it.
Generalist vs. Specialist Character Builds
Tim's earlier games leaned specialist; over time he came to value supporting generalists too, starting as early as Arcanum with its magic-tech balance.
How it plays out in quest design
Main story quests must be completable by any character build. This means at least one solution path has a low skill check to accommodate generalists. But generalists benefit: because they spread points across skills, they often qualify for multiple solution paths, giving them variety in how they approach each quest.
Specialists have honed specific skills to maximum. This makes some main quests harder (they can only do it one way, and that way might not be the easiest for that quest). But side quests in their specialty become trivially easy, since side quests don't need to support every approach and don't require minimum checks.
The Outer Worlds approach
Tim designed skill unlock tiers with both playstyles in mind:
- First unlocks were made especially cool — generalists who buy many skills hit a lot of these
- Final unlocks were made aspirational and powerful — specialists who max out a few skills get access to things generalists never will
This hedges the design to reward both approaches meaningfully.
The Meta-Lesson
This video is a companion to Tim's design preferences video. Where that video covers things he has clear opinions on, this one covers the areas where he genuinely sees both sides. The takeaway for developers: when facing these decisions, don't look for a universal answer. Look at what's important for your specific game, your team, and your audience — and decide based on that.
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=UQwIUbUZ3Ak