Summary
Besides recent developments in the indie scene, developing video games has typically been a collective effort, but there are a few figures who stand out for their achievements and contributions to the interactive medium’s history. One of them is Timothy Cain, the creator and producer of the originalFallout, a series that is now one of the most recognizable video game franchises in the world. From small-time programmer to project lead on massive games, few people have had such varied experience in the industry as Tim (as he goes by online).
In terms of computer roleplaying games, fewer people have had their hands directly on the wheel of so many exciting and important titles. While he headed the game abouta retro-future apocalypsethat would ignite a cultural phenomenon, some of his other works are lesser known but still worthy of attention from anyone who would consider themselves a fan of RPGs. As Tim always makes an effort to point out, video game development is a team effort. However, his creative vision, innovative design choices, and distinct sense of humor can be felt throughout each of these games.
Based on theVampire: The Masqueradetabletop game from theWorld of Darknesssetting,Bloodlineshas its players turned andinitiated into a clan of vampires, after which they must navigate the demands of the masquerade and their newfound bloodlust. Although itwas lauded for its bugs, unfinished levels, and overall lack of polish,Vampire: The Masquerade - Bloodlinesis still considered an unfinished masterpiece today. The game went through a troubled development partly due to its highly ambitious scope, difficulty with the publishers, and restrictive release deadline.
Although it was developed by Troika Games, the studio that Tim co-founded, he came onto the project relatively late. As such, Bloodlines contains the least of his design DNA. Additionally, as Troika was such a small studio, Tim found himself transitioning from finalizing one game project,Temple of Elemental Evil, to taking over for HR for a member of staff who had to go on maternity leave, but regardless, he somehow found the time to contribute some code, including the AI for the boss encounters, including the final boss.
Few games allow players to fight on the side of evil, and even fewer put players into the leading role after the bad guys have won. That’s the premise ofTyranny,oneof the later projects in Tim Cain’s career and one in which he took the programmer position over a management or lead role. This was during his time at Obsidian when two of the studio’s other major games were in development, so his time and expertise were split between them. Despite having a slightly shorter play time than most RPGs,Tyrannyis still an excellent RPG with an innovative story and mechanics.
While initially asked to direct the game, Tim turned the offer down due to constraints on the story and setting and a bad experience directing his last game at another studio, a story which he recountedon his YouTube Channel(along with many other fascinating insights into game development, and the occasional thought on gourmet chocolate). Fans ofTyrannyhave him to thank for how items, abilities, and some parts of the magic system work.
Among many of his peers, Tim Cain is known for his irreverently sharp sense of humor. It makes sense that his name would show up in the credits ofSouth Park: The Stick of Truth. Having fallen into the role of a programmer and part-time designer almost by accident, Tim oversaw three years of development of what was supposed to be some of the late systems finalizations inThe Stick of Truth. As well as excellentlylampooning countless RPG and fantasy tropes,The Stick of Truthtells a hilarious and faithful South Park story.
As a long-time fan of the show, Tim reportedly had very few issues with some of the game’s more “disturbing” features. Although he did not contribute to the game as an animator, he still had to troubleshoot bugs and comb through animation frames in sections involving bodily fluids and other unspeakable absurdities in painstaking detail.
Tim’s return to the single-player RPG format after some time developingWildstarwasPillars of Eternity. After dealing with a problematic development process with the now-defunct MMO, Tim wanted to return to take a break from managerial duties to focus on what he did best: systems and design, the latter especially after the gamesmashed its Kickstarter goalof a million dollars in the first 24 hours, a feat that Tim’s name being attached undoubtedly had something to do with, along with other RPG legends.
Two classes, the monk and the cipher, and everything related to combat inPillarswas Tim’s domain. Tim’s second greatest passion, besides game development, prompted him to include a robust cooking system. Kickstarter backers of a certain tier even received an e-cookbook based on Tim’s in-game recipes called “Cooking With Tim.” The party-based cRPG had been somewhat dormant for years, and Obsidian, having gathered many experienced RPG developers, was an instant hit and helped usher in a new golden age for computer roleplaying games.
Few game franchises are crying out for a modern sequel, or at least a remake, thanArcanum: Of Steamworks & Magick Obscura.Although its visuals and UI are now dated by today’s standards, it is an outstanding example of what cRPGs can do when their creators are given near-infinite creative license.Arcanumis set in a fantasy world undergoing an industrial revolution, with magic and technology competing for supremacy. Tim directed this one (and, given Troika’s horizontal structure, took on many roles), and it shows. InArcanum,players are able to make any character they can dream up.
Whatever they make, chances are, the game willreact to their choices and playstyle accordingly. The writing and story are excellent. The world is fleshed out with an expertly measured use of procedural generation that keeps gameplay surprising and makes the world feel enormous. Of course,Arcanumwas shipped during Troika Games' tumulous lifespan. This, and the incredibly ambitious scope, left it with some bugs on launch. While some fan patches are recommended for modern players, there is something undeniably special about this hidden and underrated gem.
This game was pitched as “Falloutin space” or “FalloutmeetsFirefly,” and that’s exactly what Obsidian produced. As well as being known as a technical trailblazer and design pioneer, Tim has been known for producing innovative but sometimes unfinished and buggy products. However,The Outer Worldsproved not only to be bold but smooth and bug-free (besides the “mantiswarms” that occasionally hide out in spaceship engine rooms).
Cutting social commentary with razor-sharp writing backs up a tightly designed progression system. Tim’s “out-there” worldbuilding fingerprints are all over the world, in which acorporate-greed-driven dystopian societyteams with all the wacky absurdities and eccentricities expected of a gilded-age, retrofuture space adventure.
Fallout
Metascore: 89
The original twoFalloutgames' impact on gaming culture is undeniable. At a time when turn-based RPGs were falling out of favor with publishers, Tim and his team proved that there wasstill an appetite for the format, and with one of the most vital and memorable open-ended games in cRPG history. When recountingFallout’s development, Tim always emphasizes that the project’s success was the result of a group effort by many other talented people.
However, as the project lead, Tim cultivated an environment where every idea was welcomed and tempered with vigorous discussion and testing, ensuring that each idea was implemented cohesively. After performing masterfully and creating one of the most recognizable names in gaming, Tim was roped into starting a sequel shortly after the first had shipped, leaving him too burnt out to continue. While many of his ideas went intoFallout 2, other hands eventually took over.