Questions & Answers, Part 2

Abstract

Problem: Tim Cain had accumulated viewer questions that each deserved more than a quick typed reply but didn't warrant a full standalone video.

Approach: He batched four questions together into a single Q&A session covering rule-breaking in development, dream genres, memorable game characters, and mundane settings.

Findings: The answers reveal Cain's design philosophy — from Fallout's unconventional camera angle born of hex math optimization, to his passion for space exploration games, his belief that adaptive AI could elevate tactical RPGs, and his love of "what if" worldbuilding that starts with one mundane twist.

Key insight: Some of the most distinctive qualities in games emerge not from artistic vision but from technical constraints — Fallout's unique look came from choosing a 60/30° angle for faster hex calculations, and players loved it without knowing why.

Source: https://www.youtube.com/watch?v=EdhQl2mI0WQ

Breaking the Rules: Fallout's Camera Angle

Almost every isometric-style game of the era used a 45°/45° tile angle, which made it trivial to flip and reuse art assets. For Fallout, Cain deliberately chose a 60°/30° angle instead. The reason was purely technical: Fallout used hexagonal tiles (inherited from the GURPS rule set), and cosine of 60° equals 0.5, meaning calculations could be done with a simple bit-shift instead of division.

The surprising result was aesthetic. Playtesters and QA consistently said the game "looked better" than other isometric RPGs like Baldur's Gate but couldn't articulate why. Cain believes the shallower viewing angle created a deeper sense of looking into the world. The trade-off was that tiles couldn't be flipped, forcing more unique art — which caused performance issues (slower rendering, scroll tearing) but produced better screenshots and a more visually distinctive game.

Dream Genre: Space Exploration

If Cain had to make a non-RPG, he'd make a space exploration survival game — something deeply personal to him ("it's in my DNA"). He envisions either crash-landing on a procedurally generated planet or piloting a ship between planets, each with unique biological and environmental hazards.

If it were an RPG, he'd consider a Star Control 2–style approach where the player is the ship. Upgrades go to the vessel, crew members function like hit points (expendable, as long as one survives), and the focus is on the ship as character rather than individual people.

Alternative RPG: Tactical with Learning AI

For a completely different RPG style, Cain would choose tactical (inspired by his love of XCOM in the '90s). His twist: a learning AI opponent that does pattern matching against the player's builds. If the player repeatedly uses the same strategy, the AI adapts to counter it. If the player varies their approach, the AI searches for patterns in the variation.

He notes a key lesson from working on a Star Trek game at Interplay: if the AI is too good, players assume it's cheating and get angry. The AI shouldn't cheat — but it should be genuinely observant.

Memorable Game Characters

Cain reframed "favorite" as "memorable," noting that many recent well-made games entertained him but left no lasting impression months later. Two stood out across decades:

Sam & Max Hit the Road

Played roughly 30 years ago, Cain still vividly remembers specific puzzle scenarios. He highlights a scene where Max repeatedly begs to use the bathroom while Sam interrogates someone at a Stuckey's-style restaurant. When you finally let Max ask, the NPC hands over a key on a keychain that turns out to be a critical puzzle clue. The humor and clever design made it stick.

GLaDOS and Cave Johnson (Portal Series)

GLaDOS impressed Cain as a brilliantly written character in a perfectly designed puzzle game. Portal 2's Cave Johnson — a character you never directly interact with — resonated even more. Cain describes Johnson's dark humor as something that would feel right at home in Fallout. The reveal of GLaDOS's origin added a layer of horror that cemented the series in his memory.

Mundane Settings with One Twist

Cain loves taking a grounded, modern-day setting and adding a single "what if" element — not superpowers, aliens, or nuclear war, but something plausible enough to feel like it could happen. His two examples:

  1. Children stopped being born — Set a few years after the last birth, the youngest people are now young adults. Civilization slowly collapses not from catastrophe but from the quiet certainty of extinction. The game is day-to-day survival with an overarching mystery: why did it stop?

  2. All adults suddenly died — Set 15–20 years later, the surviving children are now young adults building a world without inherited knowledge or infrastructure.

Both concepts elegantly solve the common game design problem of violence involving children (there simply are none), while creating a compelling mystery-driven survival setting that avoids the clichés of nuclear apocalypse or pandemic outbreak.

References