Tag Archives: RPGs

“Action RPGs kind of outsell classic RPGs”: Fallout OG Tim Cain says AAA RPGs default to violence because it sells, so support non-violent options when you get ’em


Violent video games don’t create neck spasms and murderers the way so many people seem to assume, but they are undeniably prevalent in the gaming industry. According to Fallout creator Tim Cain, there’s an obvious reason for that.  

“If you look at, like, the Steam top 50 or top 100 [most played games],” Cain says in a new YouTube video dissecting the topic of violent RPGs, “you see an awful lot of action, violent-oriented games. The companies don’t make them because they feel like it. They make them because they sell.” 

Violence As The Default In AAA RPGs – YouTube
Violence As The Default In AAA RPGs - YouTube


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In a recent interview with Tim Cain, one of the original creators of the Fallout series, he expressed his thoughts on the current state of RPGs in the gaming industry. According to Cain, action RPGs tend to outsell classic RPGs because the default option for AAA games is violence, which tends to attract a larger audience.

Cain suggested that game developers should start incorporating more non-violent options in RPGs to cater to a wider range of players. By providing alternatives to combat, such as dialogue-based solutions or puzzle-solving mechanics, developers can create more diverse and inclusive gaming experiences.

So, the next time you come across a non-violent option in an RPG, be sure to support it. By showing your appreciation for these alternatives, you can help encourage more game developers to think outside the box and create more diverse and engaging RPGs for players of all preferences.

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  1. Action RPGs vs Classic RPGs
  2. Tim Cain on AAA RPGs
  3. Non-violent RPG options
  4. RPG sales trends
  5. Video game violence debate
  6. Tim Cain Fallout interview
  7. RPG market analysis
  8. Role-playing game strategies
  9. Gaming industry insights
  10. RPG sales statistics

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Fallout co-creator Tim Cain says violence will be the default in AAA RPGs as long as we keep buying it: ‘Companies don’t make them because they feel like it. They make them because they sell’


After thousands of hours spent in combat with orcs, androids, and enemy militants, I’ll admit that it’s gotten harder to find novelty in videogame violence. While Steam overflows with trucks, farms, and city builders for when I’ve grown battle-weary, violence overwhelmingly remains the basic mode of interaction, even in AAA RPGs that tout player freedom. No matter how fantastic a world big-budget RPGs might imagine, they rarely imagine one where it’s not just a matter of time before the swords are pulled back out—and Fallout co-creator Tim Cain says that’s not going to change as long as we all keep buying it.

In a YouTube video that went public on New Year’s Day, Cain responded to a viewer who asked whether he thinks we’ll ever see AAA RPGs move beyond violence as the default way for players to interact with the world. Cain’s answer was simple: Big budget RPGs will center combat as long as combat sells best, and nothing’s ever sold as well as combat has.

Violence As The Default In AAA RPGs – YouTube
Violence As The Default In AAA RPGs - YouTube


Watch On



In a recent interview, Tim Cain, one of the co-creators of the Fallout series, made a bold statement about violence in AAA RPGs. Cain stated that violence will continue to be the default in these games as long as consumers continue to buy them.

“Companies don’t make violent RPGs because they feel like it,” Cain explained. “They make them because they sell. As long as players are purchasing games that prioritize violence, developers will continue to cater to that demand.”

Cain’s comments shed light on a controversial topic within the gaming industry. Many critics argue that the prevalence of violence in video games can have a negative impact on players, desensitizing them to real-world violence and promoting harmful behaviors.

However, Cain’s perspective offers a different angle, suggesting that the responsibility ultimately lies with consumers. If players want to see a shift away from violence in AAA RPGs, they need to support games that offer alternative gameplay experiences.

As gamers, it’s important to consider the impact of our purchasing decisions and advocate for the kind of content we want to see in the industry. Only by voting with our wallets can we truly influence the direction of game development.

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Fallout, Tim Cain, violence in AAA RPGs, video games, game development, gaming industry, consumer behavior, market demand, game sales, game design, RPGs, gaming trends, violence in media.

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Fallout creator Tim Cain reveals two playthroughs key to the RPG’s history: his low-Int hero named Potato, and a mass-murderer who made them check “the entire game” again


I’ve always thought that the most rewarding role-playing games are the ones that account for a range of playstyles – everything from your standard claymore stuff to a pebble-only run, if the mood strikes – and Fallout creator Tim Cain agrees. Accommodating diverse player builds is part of what makes the original Fallout game so divinely satisfying. 

But trying to predict behavior from a class as wild as the deviant gamer is a difficult task, Cain suggests in a recent YouTube video discussing the topic



In a recent interview, Fallout creator Tim Cain shared some key playthroughs that have had a lasting impact on the development and legacy of the iconic RPG.

One of these playthroughs involved a character named Potato, a low-Intelligence hero who stumbled his way through the post-apocalyptic wasteland with hilarious and often disastrous results. Despite his limited mental capacity, Potato managed to complete the game in his own unique way, showcasing the game’s flexibility and allowing players to experience the world of Fallout in a completely different light.

Another memorable playthrough Cain mentioned was that of a mass-murderer who made the development team check “the entire game” again. This player’s ruthless and violent actions forced the team to reconsider the consequences of player choices and the impact they could have on the game world. It also highlighted the importance of player agency and the freedom to approach the game in whatever manner they saw fit.

These two playthroughs not only showcase the depth and complexity of Fallout’s gameplay but also highlight the creativity and ingenuity of players in shaping their own unique experiences within the game. As Cain continues to work on new projects and push the boundaries of RPG design, it’s clear that the lessons learned from these memorable playthroughs will continue to influence and inspire the future of the genre.

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Fallout, Tim Cain, RPG history, low-Int hero, Potato, mass-murderer, playthroughs, game development, RPG design, game design, Fallout franchise, character development, game completion, game challenges, game replayability.

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