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the team had a little over a year to finish fallout 2. they were hopeful they could do it in time for christmas 1997, but the pressure from the public and the press was immense. the delays were frustrating to the team, as were the constant shifts in marketing and distribution plans. the weeks leading up to christmas 1997 were stressful, as delays continued to multiply and pressure to deliver mounted. in late december, interplay finally announced that fallout 2 was now slated for a 1998 release date.fargo says he was concerned that he wouldnt be able to handle the demands of a massive marketing campaign. he was right to be concerned. fallout 2 was no small undertaking. interplay was planning to spend a whopping $15 million on publicity and marketing, a sum that accounted for almost half of the game companies total development costs. thats a lot of money for a game. but interplay was confident in the project, and they werent willing to compromise. as a result, fallout 2s launch was a little over a year away. in 1997, interplay was still struggling to get fallout 2 off the ground. the project was huge, and the team had a tight deadline. they had no one else to help them. they were, however, still committed to a modern video game development process. what did they do? they drew up a timeline, a plan for the game development process, and stuck to it like a dog on a car windshield.i had started that with a friend of mine. after that, i was like, i'm going to do this on my own. i was doing this while i was working at interplay, so i had access to all this stuff. i would build this one little section of it and i'd have to leave, and the next day, i'd get a new project. i had to make some decisions about how to do things. i started doing this because i wanted to see how i could make it look good. i started a game engine and i built a bunch of visual effects.
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