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异尘余生Online
  • Fallout Online
The logo for Fallout Online. It features a drawing of a man smiling, winking, and giving a thumbs up with his right hand. The text FALLOUT ONLINE is displayed to the right of the drawing.
类型Massively multiplayer online role-playing game
平台Microsoft Windows
开发商Interplay娱乐
Masthead Studios英语Masthead Studios
发行商Interplay Entertainment
总监Jason D. Anderson英语Jason D. Anderson
系列异尘余生系列
模式多人电子游戏
发行日Canceled

Fallout Online was a canceled 大型多人在线角色扮演游戏 developed by Interplay娱乐 and Masthead Studios英语Masthead Studios. It was intended to be the first online game in the 异尘余生系列 series before its cancellation in 2012. Little information exists about what gameplay or plot would have entailed. According to dialogue writer Mark O'Green, Fallout Online would have been set along the 美国西岸, in parts of 亚利桑那州, 加利福尼亚州, 内华达州, 俄勒冈州, and 犹他州. The story would have revolved around a long series of disasters, and one storyline would have involved the player going back in time to experience moments from previous Fallout games.

The idea for an online Fallout game was envisioned by Interplay founder Brian Fargo英语Brian Fargo in the late 1990s, although development would not begin for several years. 贝塞斯达软件 purchased the Fallout 知识产权 in 2007, and allowed Interplay to work on Fallout Online with the stipulations that they needed to secure $30 million in financing, begin development by April 2009, and release the game within four years of commencement. This contract led to a lengthy legal battle between the two companies. Bethesda sued Interplay for trademark infringement英语trademark infringement, multiple counts of 违约, and 反竞争行为. Interplay was $2.54 million in debt, and little work had been made on the game, even after they entered a partnership with Masthead. The two companies reached an out of court settlement in 2012, which resulted in the cancellation of Fallout Online. Bethesda released their own online Fallout game, 辐射76, in 2018.

Premise

A screenshot from the game Fallout Online. In the center of the image is a man standing with his back to the camera. He is standing next to a destroyed road. Toppled telephone poles and a broken billboard are in the background.
One of the few known screenshots of Fallout Online, which was leaked during the 2011 trial between Bethesda and Interplay[1]

《异尘余生Online》在游戏玩法和剧情方面的资讯非常少[2]。据对白编剧Mark O'Green的说法,该游戏将设定在美国西岸,场景涵盖亚利桑那州加利福尼亚州内华达州俄勒冈州犹他州[3]。游戏的开头会发生一起事件并引发一连串灾难,例如火山爆发、海啸和一种致命病毒“Forced Evolutionary Virus”[3]。O'Green表示,安排这些灾难的目的是创造新的故事线以及点出游戏里的世界经历核战后又过了数个世纪依然混乱不堪[3]。其中一条故事线围绕着内华达州的核子测试场,一部分内容是玩家回到过去并经历前几代《异尘余生》游戏的事件[3]。有旧角色在该作中回归,例如《辐射》的Master,但O'Green忘记会如何呈现[3]

Little information exists about what the gameplay or plot of Fallout Online would have entailed.[2] According to dialogue writer Mark O'Green, Fallout Online would have been set along the 美国西岸, in parts of 亚利桑那州, 加利福尼亚州, 内华达州, 俄勒冈州, and 犹他州.[3] At the beginning of the game, an event would occur that would initiate a long series of disasters, such as volcanos, tsunamis, and a deadly virus called the Forced Evolutionary Virus.[3] O'Green said the disasters were intended to provide new storylines, and showcase that the world was still chaotic centuries after the series' inciting nuclear war.[3] One of the planned storylines centered around nuclear test sites in Nevada, and would have involved the player going back in time to experience moments from previous Fallout games.[3] One character that would have returned was the Master from the original 辐射 (游戏), although O'Green does not remember how it would have happened.[3]

该作的玩法包含大型多人在线角色扮演游戏第三人称射击游戏的要素[2]。玩家可以选择不同的角色职业,例如人类、尸鬼英语ghoul (Fallout)或超级变种人[3][4]。据官方发布的一则消息,尸鬼拥有工程和贸易的专长[4]。玩家们可以组成公会,且游戏里有着商店,贩卖品项包含手枪“9mm Burreyetta Model 86d”,以及补药“Chemblaster 3000 CDS”[4][5]。《异尘余生Online》包含给公会执行的大型任务,第一个完成的公会可以瓜分奖励[3]。O'Green透露该作的部分敌人是变种浣熊和有通灵能力的孩童[3]。该作的地图面积推估为65,500平方英尺(6,100平方米)[3]

The gameplay would have likely included elements from 大型多人在线角色扮演游戏s and 第三人称射击游戏 games.[2] Players could choose different 角色职业es, such as human, ghoul英语ghoul (Fallout), or super mutant.[3][4] According to a Fallout Online newsletter, the ghoul class would have specialized in engineering and trade.[4] Players could form 电玩游戏战队, and there were in-game stores that sold items like a handgun called the 9mm Burreyetta Model 86d or a healing item called the Chemblaster 3000 CDS.[4][6] Fallout Online would have featured large 任务 (电子游戏) that guilds could complete, and the first guild to complete the quest would split a reward pool.[3] O'Green revealed that some of the enemies would have been mutant racoons and psychic children.[3] The game's map was supposedly 65,500 square miles.[3]

History

Early years

An image of Brian Fargo. He is standing behind a podium.
Interplay founder Brian Fargo proposed the idea of a Fallout MMO in the late 1990s.

1990年代末,Interplay娱乐创办人Brian Fargo英语Brian Fargo读到杂志《GameSpot》的一项调查,调查显示玩家们想要一款《异尘余生》的大型多人线上游戏(MMO)[1]。MMO在当时逐渐流行,《无尽的任务》与《网络创世纪》的成功便是例子[1]。Fargo将《异尘余生》MMO的点子介绍给黑岛工作室创办人费格斯·厄克特,不过厄克特婉拒,厄克特认为这个计划的风格与黑岛工作室制作的游戏不符,而且Interplay缺乏资源来支撑这项大型计划[1]。Interplay那时陷入财务困境,并将持续好几个年头[7]。新闻记者Kat Bailey将之归咎于游戏开发成本提升,以及游戏产业在1990年代末将重心转往游戏机游戏[7]。对于为何在公司财务吃紧时提出MMO企划,Fargo在访谈中表示:“制作MMO在1990年代末不至于耗资1亿美金,但终究我们的财务也没有充裕到可以借机出手,所以那无庸置疑是个糟糕的时间点。”[1]

In the late 1990s, Interplay娱乐 founder Brian Fargo英语Brian Fargo saw a GameSpot poll that indicated players would like to see a Fallout 大型多人线上游戏 (MMO).[1] At the time, MMOs were becoming popular, as evidenced by the success of 无尽的任务 and 网络创世纪.[1] Fargo proposed the idea of a Fallout MMO to 费格斯·厄克特 of 黑岛工作室, but Urquhart rejected the proposal as he felt it did not match the style of games Black Isle made, and that Interplay lacked the resources to finance such a large project.[1] At the time, Interplay was undergoing a period of financial hardship, an issue that would persist for several years.[7] Journalist Kat Bailey credits their struggles to the increased cost for game development, and the industry shift toward 游戏机游戏 in the late 1990s.[7] When asked about the decision to suggest an MMO amidst the company's financial struggles, Fargo said, "MMOs did not cost 100 million dollars in the late Nineties, but regardless we were not in a good financial position to take advantage, so no doubt the timing was bad."[1]

被厄克特拒绝后,Fargo将MMO企划推介给Engage。Engage是Interplay于1996年成立的分部,专司线上游戏的开发。[1]外界对这段时期所知不多,不过开发者蒂姆·凯恩记得自己曾告诫Engage成员,《异尘余生》是一支由单人游戏所定义的系列,制作一款多人游戏可能不是好主意[1]。凯恩也指出,《异尘余生Online》有个会触霉头的缩写:“F.O.O.L.”[1]。由于财务每况愈下,Interplay最终在1999年被Titus Interactive英语Titus Interactive收购[1]。Fargo在翌年离职,原因是与新老板Hervé Caen与Eric Caen意见不合[1][a]。2004年6月,Interplay的财务状况掉到谷底,加州劳资关系部英语California Department of Industrial Relations以公司缺乏劳工保险且拖欠工资为由,勒令Interplay暂停运营[3][8]。虽然如此, Hervé Caen仍声称公司有意开发MMO,《异尘余生》MMO便是计划之一[9]

After Urquhart's rejection, Fargo proposed the idea to Engage, an Interplay division founded in 1996 to develop online games.[1] Little is known about this period in Fallout Online's history, although developer 蒂姆·凯恩 (游戏开发者) remembers warning members of Engage that it might not be a good idea to make a multiplayer game in a series defined by its single-player games.[1] He also noted that Fallout Online would have the unfortunate acronym of F.O.O.L.[1] As Interplay's financial struggles worsened, the company was acquired by Titus Interactive英语Titus Interactive in 1999.[1] Fargo left the following year, due to disagreements with new owners Hervé and Eric Caen.[1][b] Interplay's finances became so dire, that in June 2004 operations were suspended by the California Department of Industrial Relations英语California Department of Industrial Relations due to a lack of workers' compensation英语workers' compensation and unpaid wages.[3][10] Despite these issues, Hervé Caen announced Interplay's intentions of developing MMOs, among them a Fallout MMO.[11]

Deals with Bethesda

2004年10月,Interplay授权贝塞斯达软件开发《辐射3》和两款可能的续作,后者支付了117.5万美元的advance against royalties英语advance against royalties[12]。Interplay依然保留制作《异尘余生》MMO的权利[12]。交易过后有很长一段时间没有MMO的消息,直到2006年12月,Interplay有意在泛欧交易所出售股票,并为此向美国证券交易委员会(SEC)提交申报文件。[13]这些文件披露了MMO的制作资讯,例如制作预算为7500万美元、预计上市日期是2010年7月[13]。Interplay预估首发那年将有100万名用户,从第二年开始每年可赚1.6亿美元[13]。截至此时,Interplay已经整整两年没有推出游戏[13]

In October 2004, Interplay sold 贝塞斯达软件 the rights to develop 辐射3 and two potential sequels, for $1,175,000 minimum guaranteed advance against royalties英语advance against royalties.[12] Interplay retained the rights to develop a Fallout MMO.[12] After Bethesda's acquisition, there were no updates on the game until December 2006, when Interplay submitted an filing英语SEC filing to the 美国证券交易委员会 (SEC) about the proposed sale of the company's stock on 泛欧交易所 exchanges.[13] The filing shed light on the game's development, such as an estimated budget of $75 million, and an expected release date in July 2010.[13] Interplay projected one million subscribers with its first year of release, and $160 million in revenue per year starting in its second year.[13] By this point, Interplay had not released a game in two years.[13]

贝塞斯达在2007年4月买下了《异尘余生》的整个知识产权(IP),价码是575万美元[14]。在这笔交易当中,Interplay透过契约保留了《异尘余生》MMO的版权[3]。根据契约内容,Interplay必须筹措3000万美元的资金、在2009年4月前投入游戏开发,然后在从此刻算起的四年内推出游戏[1][3]。Interplay原本打算将MMO连同IP卖给贝塞斯达,开价5000万美元,不过贝塞斯达选择只有MMO不收[15]。Eric Caen声称,贝塞斯达不认为Interplay有能力履行合约,欲等待Interplay违约英语Default (law)后再取得MMO版权[15]。贝塞斯达的母公司ZeniMax Online Studios英语ZeniMax Online Studios在同年成立以开发MMO为主的ZeniMax Online Studios英语ZeniMax Online Studios,加强了Eric Caen说法的可信度[1]

Bethesda purchased the Fallout 知识产权 (IP) outright in April 2007 for $5,750,000.[14] As part of the deal, Interplay would keep the rights to the Fallout MMO, with stipulations.[3] According to the contract, Interplay would need to secure $30 million in financing, begin development by April 2009, and release the game within four years of commencement.[1][3] Interplay originally attempted to sell the IP for $50 million with the inclusion of the MMO, although Bethesda opted to purchase everything other than the MMO.[15] Eric Caen claimed that Bethesda had little confidence in Interplay's ability to uphold their contractual obligations, and were waiting for the rights to the MMO to default英语Default (law).[15] This claim was strengthened when Bethesda holding company ZeniMax Media founded ZeniMax Online Studios英语ZeniMax Online Studios, a studio dedicated to the development of MMOs, the same year.[1]

Initial development

An image of Jason D. Anderson. He has his hand pressed against the back of another person who's face is not in frame.
Jason D. Anderson served as the game's lead director, but left in 2009 due to his frustrations with Bethesda.

2007年11月,Interplay启动了MMO的前期制作,并聘请Jason D. Anderson英语Jason D. Anderson担任首席总监[1]。该游戏在当时以代号“Project V13”称之,取自原版游戏中的13号避难所(Vault 13)[3]。Anderson曾参与制作原版游戏,他希望Project V13能拥有贴近原版游戏的风格。Anderson也希望让游戏图像英语Video game graphics模仿漫画的艺术风格(例如《Hard Boiled英语Hard Boiled (comics)》),这种想法在原版游戏时就有,但由于技术限制而无法实现。[1]艺术家Caleb Cleveland指出,MMO的初期概念艺术围绕着广阔的复古未来主义景观[3]。根据Cleveland的说法:“(安德森)想要为大都市区打造各具特色的天际线,如此一来你穿过隧道后就会心想:‘喔,这是核爆后的纽约。’然后游戏里会有巨大坑洞,玩家必须横越过去。无线电城音乐厅将有四分之一英里(400米)那么高,非常巨大……。单轨系统遍布各处,这一切的目的是尽可能让游戏看起来有1950年代风格,而且疯狂。”[3]

Interplay began pre-production in November 2007, and hired Jason D. Anderson英语Jason D. Anderson as lead director.[1] At the time, the game's codename was Project V13, a reference to Vault 13 from the original Fallout.[3] Anderson had worked on the original Fallout, and wanted Project V13 to closely resemble that game's tone. He also wanted the graphics to mimic the art style of comics like Hard Boiled英语Hard Boiled (comics), which was envisioned for the original Fallout but never followed up on due to technical limitations.[1] Artist Caleb Cleveland noted that early concept art revolved around expansive 复古未来主义 environments.[3] According to Cleveland, "[Anderson] wanted to create individual skylines for metropolitan areas so you would emerge from a tunnel, and you would go, 'Oh, this is nuked New York,' and there would be this giant crater you’d have to navigate. 无线电城音乐厅 would be a quarter mile high — it would be gigantic ... There would be 单轨系统 tubes everywhere, just to make it look as '50s and crazy as possible."[3]

Anderson声称,Project V13的开发受到阻碍,因为贝塞斯达拒绝依照合约进行设计文档的认可[1]。根据Anderson的说法:“贝塞斯达无视我们的请求且完全不答复。我感觉到他们根本不打算让这款游戏往前推进。”[1]整个企画滞碍不前令Anderson感到灰心,他于2009年3月转职到InXile娱乐[3]。同年4月3日,离合约中开始全面开发游戏的最后期限仅剩下两天,Interplay宣布与保加利亚的Masthead Studios英语Masthead Studios合作[1][16]。在该合作关系之下,两家公司将合力开发“Project V13”,且Interplay可以使用Masthead的游戏引擎,Masthead当时正在开发的《Earthrise英语Earthrise (video game)》即是使用该引擎[1][16]

Anderson stated that Project V13's development was hampered by Bethesda's refusal to approve any design documents, which was a contract stipulation.[1] According to Anderson, "They would ignore our requests and not respond at all. It felt to me that they had no intention of allowing the game to go forward."[1] Frustrated by the lack of work being made on the project, Anderson left for a job with InXile娱乐 in March 2009.[3] On April 3, just two days before their contractual deadline to begin full-scale development, Interplay announced a partnership with the Bulgarian company Masthead Studios英语Masthead Studios.[1][16] As per their partnership, the two studios would work together to develop Project V13, and Interplay would be given access to the 游戏引擎 Masthead was using for their upcoming game Earthrise英语Earthrise (video game).[1][16]

贝塞斯达不认为Interplay有在截止日期前开始开发以及筹措必要资金,因而发出一纸通告,表明要取回该企划版权的意图[1][17]。2009年9月,贝塞斯达针对Interplay向美国马里兰联邦地区法院提起诉讼[18]。贝塞斯达控告Interplay的内容包含侵犯商标权英语trademark infringement、多起违约,以及反竞争行为,贝塞斯达的初步诉求是争取永久禁制令,阻止Interplay发行《异尘余生》最早的三部作品以及制作Project V13[18]。在诉讼中,贝塞斯达拿出同年6月30日的一份SEC文件,内容显示Interplay欠债254万美元,且现金资产只剩1万6千美元[19]。Interplay反诉贝塞斯达,并声称贝塞斯达违反2007年合约中的商标授权协议以及资产购买协议英语asset purchase agreement之条款,以及恶意对待商业伙伴[20]。Interplay希望的法院宣告英语Declaration (law)是让他们保留“Project V13”的版权,或者让贝塞斯达交还整个系列的版权[20]。地区法院否决贝塞斯达要的禁制令,于是Interplay得以继续工作[21]

Bethesda did not believe Interplay had begun full scale development before the deadline or secured the necessary funding, and submitted a notice of their intent to reclaim the rights to the project.[1][22] In September 2009, Bethesda filed a lawsuit against Interplay in the 美国马里兰联邦地区法院.[18] They accused Interplay of trademark infringement英语trademark infringement, multiple counts of 违约, and 反竞争行为, and sought a preliminary and permanent 禁制令 against Interplay's distribution of the first three Fallout games as well as production on Project V13.[18] As part of their suit, Bethesda used an SEC filing from June 30 that showed that Interplay was $2.54 million in debt with only $16,000 in cash assets.[23] Interplay countersued, and claimed Bethesda had violated the terms of the trademark licensing agreement and asset purchase agreement英语asset purchase agreement stated in the 2007 contract, and had acted in bad faith in its dealings with business partners.[20] Interplay sought a declaration英语Declaration (law) to retain the rights to Project V13 or return the rights to the entire series.[20] The District Court judge denied Bethesda's preliminary injunction, and Interplay was allowed to continue work.[24]

2010年6月,Interplay宣布Project V13正式定名为《异尘余生Online》(Fallout Online),并释出该游戏的网站[25]。该网站包含一支简短的前导预告片,以及参加Beta test的报名表[3]。对于此消息,《The Escapist》的Andy Chalk开玩笑称:“《异尘余生Online》肯定会成为史上最棒的MMOG,甚至远超《魔兽世界》。这话怎说?因为这款游戏之所以还在,只有上天保佑才说得通。”[25]

In June 2010, Interplay announced that Project V13 would be officially named Fallout Online, and published a website about the game.[25] The website included a brief teaser trailer, and a sign-up page for a 软件版本周期.[3] In response to the news, Andy Chalk of The Escapist jokingly said, "Fallout Online is clearly going to be the best MMOG ever, towering over even 魔兽世界. How do I know this? Because the only way the game could even exist at this point is through some pretty determined divine intervention."[25]

《异尘余生Online》的游戏网站发布之后,贝塞斯达修改了对Interplay的诉讼,声称Interplay只有权使用“异尘余生”这一名称,但无权使用任何与该系列相关的素材[26]。Interplay称这起诉讼“荒谬”,并也修改了对贝塞斯达的反诉,声称贝塞斯达企图抹煞2007年的合约[26][27]。贝塞斯达的新诉讼和针对Masthead的暂时禁制令被美国加利福尼亚中区联邦地区法院驳回,法院称:“事实上,(贝塞斯达)早在2011年2月就察觉Masthead可能侵犯版权,(……)但原告隔了7个月才申请单方面(ex parte英语ex parte)的司法救济。”[27]上诉也被驳回[28]

After the website was published, Bethesda amended their lawsuit against Interplay, claiming the company was only given the rights to use the name Fallout, but not any material associated with the Fallout series.[26] Interplay described the lawsuit as "absurd", and amended their countersuit by claiming Bethesda had attempted to cancel the 2007 contract.[26][27] Bethesda's amended lawsuit and temporary restraining order against Masthead were denied by a judge in the 美国加利福尼亚中区联邦地区法院, who stated, "Indeed, [Bethesda] was aware as early as February 2011 that Masthead was potentially infringing its copyrights ... Yet, Plaintiff waited seven months to apply for ex parte英语ex parte relief."[27] An appeal of the ruling was also denied.[29]

这起为时甚久的官司在2012年1月划下句点,两家公司庭外和解[30]。根据和解内容,《异尘余生Online》遭到取消,且开发《异尘余生》MMO的权利回到贝塞斯达手中[30]。双方各自负担诉讼费用,而Interplay会收到贝塞斯达支付的200万美元[30]。Interplay可以继续贩售《异尘余生》、《辐射2》与《辐射战略版:钢铁兄弟会》,直到2013年12月31日为止[31]。Interplay曾短暂地企图将《异尘余生Online》的已有成果重新用来制作一款单人游戏,但群众募资只募集到几千美元,最终这个企画也被取消[3]。贝塞斯达在2018年发行了属于他们的《异尘余生》线上游戏《辐射76[3]

The lengthy legal battle ended in January 2012, when the two companies reached an out of court settlement.[30] As per the settlement, Fallout Online was canceled, and the rights to develop a Fallout MMO would revert to Bethesda.[30] Each company would pay their litigation costs, and Bethesda would pay Interplay $2 million.[30] Interplay would be allowed to sell copies of Fallout, 辐射2, and 辐射战略版:钢铁兄弟会 until December 31, 2013.[32] Interplay briefly attempted to repurpose the Fallout Online assets into a single-player game, but a 群众募资 effort only raised a few thousand dollars, and the new game was also canceled.[3] Bethesda released their own online Fallout game, 辐射76, in 2018.[3]

Notes

  1. ^ 根据《GamesTM》报导,在Fargo离职后的某个时间点,澳洲工作室Micro Forté英语Micro Forté获邀开发一款《异尘余生》的MMO,但该企划石沉大海[1]
  2. ^ According to GamesTM, the Australian studio Micro Forté英语Micro Forté was contracted to develop a Fallout MMO sometime after Fargo's departure, although the project went nowhere.[1]

References

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