My Favorite Shipped Designs

Abstract

Problem: What design ideas did Tim Cain personally champion that actually shipped in his games, and what makes them special?

Approach: Tim reviews the four games where he had final creative authority — Fallout, Arcanum, Temple of Elemental Evil, and The Outer Worlds — and identifies the shipped designs he's proudest of, with caveats about credit attribution.

Findings: His favorite shipped designs cluster around player expression and reactivity: luck as a mystery attribute, multiple quest solutions, dumb dialogue, customized end slides, character backgrounds, skill training systems, procedural generation, and the flaw system. Many originated from tabletop RPG experiences.

Key insight: Tim Cain considers Fallout and Arcanum to contain the most "him" of any of his games, because he both designed and often personally implemented the features, ensuring they shipped exactly as intended.

1. Scope and Caveats

Tim limits discussion to four games where he was the direct game director or lead designer: Fallout, Arcanum, Temple of Elemental Evil, and The Outer Worlds. He worked on other games but someone else had final say.

He also emphasizes the difficulty of credit attribution — any shipped feature involves a chain of people: who had the original idea, who made it implementable, who coded it, who debugged it, who optimized it. He restricts himself to ideas he designed and in many cases coded personally.

2. Fallout

2.1. Luck

Chris Taylor designed the SPECIA system (Strength, Perception, Endurance, Charisma, Intelligence, Agility). Tim added Luck to make it SPECIAL. He values it as a "mystery attribute" — unlike other stats with clear mechanical purposes, Luck is ambiguous and interesting. However, he notes that if he were designing a luck-like mechanic today, he'd probably make it a perk with stronger, more obvious effects, and pair it with a flaw (like critical misses) on the opposite end.

2.2. Multiple Quest Solutions

Tim mandated that all main story quests have combat, stealth, and dialogue solutions. This was unusual at the time — designers would default to combat and occasionally add a speech check. Side quests got more leeway, but the main path had to support all three approaches. This is why so many different character builds feel viable in Fallout.

2.3. Dumb Dialogue

Inspired by one of Tim's high school D&D campaigns, dumb dialogue gives low-Intelligence characters unique, often hilarious conversation options. It required extra writing work from narrative designers but carried forward into Arcanum and The Outer Worlds. Tim sees it as connected to his love of flawed characters — if you dump your Intelligence stat, the game should constantly reflect that choice.

2.4. Customized End Slides

Tim designed and implemented the system of tailored ending slides that reflect both the character you built and the actions you took. This predated achievements, so they had to create dedicated tracking variables. The inspiration came from tabletop RPGs, where different groups playing the same adventure had wildly different experiences. He wanted that variability reflected in the ending.

2.5. Radiation (Unrealized)

Tim mentions having an original radiation design he "absolutely adored" that fit the Fallout theme perfectly, but it never made it in — not because it was rejected, but because he personally knew there wasn't time to implement it. Radiation was instead built on top of the existing drug and poison systems.

3. Arcanum

3.1. Character Backgrounds

During character creation, players choose a history (orphan, raised by wolves, etc.) that grants bonuses and penalties. Inspired by how tabletop RPG players always create backstories for their characters, Tim wanted to bring that into computer RPGs.

3.2. Skill Training

An orthogonal system to skill ranks: while spending points makes you more accurate with a bow, training from NPCs lets you do things like shoot two arrows, ignore range penalties, or deal more damage. Training required finding trainers in the world, paying them money, and completing quests — especially for high-level training. This rooted character progression in the game world rather than just a level-up screen.

3.3. The Scripting System

Tim highlights Arcanum's event-based scripting system as a shipped design he's proud of, particularly for its modding potential. It lets modders intercept game events (getting hit, picking up items, dying, being healed) and either prevent them or trigger additional effects.

3.4. Procedural Terrain Generation

All non-hand-crafted sectors in Arcanum are procedurally generated each playthrough, making the game slightly different every time.

3.5. Generated Dialogue

A system that procedurally assembles NPC greetings based on ~10 factors: what the player is wearing, time of day, whether the NPC has seen you before, social class, NPC type (shopkeeper, noble, guard). This allowed much more dialogue reactivity with fewer writers. Tim notes it doesn't work well with voice acting.

3.6. Everything in Character Creation Matters

Tim's proudest Arcanum claim: every single choice in character creation affects the game — race, gender, attributes, skills, spells, tech schematics, even your character's name (used as a seed for the random number generator). He challenges anyone to find another game, even today, that can make this claim.

4. Temple of Elemental Evil

4.1. Party Alignment System

Since the setting, story, and mechanics were all provided (Greyhawk, the ToEE module, D&D 3.5), Tim had less room for original design. His key contribution was the party alignment system: you select a party alignment, and can only recruit characters within one step of it. This elegantly prevents nonsensical parties like an assassin traveling with a paladin.

4.2. Opening Vignettes

Based on your chosen party alignment, the game gives you a different opening scenario. Chaotic neutral characters might be dungeon-crawling and find a treasure map; lawful good characters accept a liege's request to investigate Hommlet. Different vignettes lead to different starting quests and NPCs. Tim sees this as the perfect complement to customized end slides — a customized beginning.

5. The Outer Worlds

5.1. The Flaw System

Tim's highlight from The Outer Worlds. Flaws are offered based on gameplay patterns — take enough robot damage and you're offered "Robophobia" (attributes drop near robots) in exchange for a perk point. His original, preferred design was more elaborate: accepting a flaw would unlock a curated set of related perks (e.g., Robophobia might let you run faster when terrified of robots), and some perks would be exclusive to specific flaws. This was simplified due to time and budget constraints.

6. Where to Find Tim Cain

Tim concludes that Fallout and Arcanum contain the most "designer Tim" of any of his games. He had the most creative control and often implemented features himself, so they shipped exactly as envisioned. Temple and The Outer Worlds contain less of his direct design DNA by comparison.

Source: My Favorite Shipped Designs — Tim Cain's YouTube channel

7. References