English 箭头
Podcast Cover

[Design Philosophy and World-Building in Atomfall: An Interview with Ben Fisher]-[Atomfall (with Rebellion's Ben Fisher)]

Noclip Crewcast · C1 · 2025-05-02

Game
Or study on the web version

📋 Summary

Designing Atomfall: Rebellion's Shift Towards Player Agency and Emergent Narrative

In this episode of the Noclip podcast, host Danny O'Dwyer sits down with Ben Fisher, Head of Design at Rebellion, to discuss their recent title, Atomfall. The conversation dives deep into the studio's departure from the linear, high-octane formula of the Sniper Elite series to create a more experimental, open-ended RPG set against the backdrop of the UK's first nuclear disaster at Windscale.

The Genesis of a New IP

Rebellion, historically known for Sniper Elite and Zombie Army, sought to explore a "quarantine genre" game that felt distinctively British. Fisher explains that the team wanted to move away from the binary "Carl vs. Nazis" dynamic of their previous work. By leveraging a new toolkit—including conversation systems and faction-based AI—they aimed to create a world where players aren't just soldiers, but investigators in a "murky, ambiguous" landscape. This setting was heavily inspired by 60s British speculative fiction and the "cozy catastrophe" subgenre, allowing for a unique pulp-horror tone.

Challenging the Traditional Quest System

One of the most notable design choices in Atomfall is the departure from traditional quest markers. Fisher reveals that early iterations of the game used a more conventional, guided structure, but it felt like the team was "telling the player what the sequence of the story was."

To foster true player agency, they implemented a "lead system." Instead of being handheld, players act as investigators, gathering facts and deciding how to resolve them. As Fisher puts it, "we wanted to tell the player what to do without telling them what to do." This system treats narrative as a jigsaw puzzle, where every piece of information is a fact that the player must interpret. This design creates a "spider web of leads," ensuring that no matter the path taken, the player eventually connects with the central mystery.

The Philosophy of "Boiling the Frog"

World-building in Atomfall relies on a technique Fisher calls "boiling the frog." The team carefully layered atmospheric details, starting with realistic depictions of the Lake District before introducing more outlandish, sci-fi elements. This gradual acclimatization ensures that when a player encounters high-concept sci-fi tropes—like robots in a quiet village—it feels coherent within the game's established logic. By placing lore deeper in the ground (both metaphorically and physically in subterranean bunkers), the developers reward observant players who take the time to explore.

Combat as a Survival Puzzle

Drawing on the "everyman" trope found in films like Children of Men, the combat in Atomfall is designed to feel messy and desperate rather than heroic. Unlike Sniper Elite, where the player is a "superhero" or a "walking gun," Atomfall forces players to contend with limited resources and incomplete information. The goal was to make combat feel like a "pub brawl"—unpredictable and stressful—which forces players to rely on their wits and tactical choices rather than sheer firepower.

Trusting the Player

Throughout the interview, Fisher emphasizes that the success of Atomfall stems from Rebellion's willingness to trust the player's intelligence. By removing "guard rails" like traditional fast travel and linear quest tracking, the studio created an environment where players must engage with the world to survive. While this approach carries the risk that some players might feel "floundered," it ensures that the experience is an honest reflection of the game’s core creative pillars.

Ultimately, Fisher notes that while the studio has a massive list of "nips and tucks" for future projects or DLC, they are incredibly proud of how players have responded to the game’s unique, "weird" design. By refusing to hold back content for a potential sequel, Rebellion focused on delivering one high-quality, cohesive story, proving that a risk-taking design philosophy can resonate deeply with a modern audience.

🎯Key Sentences

Expand All

📝Key Phrases

1
oblivion-pilled
2
strike a chord
3
on one's toes
4
carve out a space
5
bread and butter
Expand All

📖 Transcript

hello friends and welcome to episode 225 of the noclip uh podcast podcast this week no crew cast uh we're all too busy playing oblivion i'm guessing that's what's happening i've personally put in like 20 hours in a week so i am i am oblivion pilled like a sicko we put a little video up on the on the youtube channel we have a youtube channel you know noclip has youtube channel we dabble in youtube and we put up footage of our 2018 bethesda documentaries documentaries uh basically we did a roundup i needed i needed an excuse to stop playing oblivion so uh spending my i spent saturday afternoon i
had like a free afternoon and i was like i could do yard chores a bit of gardening but nah decided to cut together a little oblivion video instead we're not going to talk about oblivion today though um i got a special developer interview i was managed to get some time with ben fisher who's the head of design over at Rebellion who put together Atom Fall which you may remember back on episode 219 at the end of March I was talking about Atom Fall Rebellion of course a studio with a long history of making first person games all the way back to Alien vs. Predator of course in more modern days the Sniper
Elite franchise has been sort of their bread and butter but Atom Fall you know new IP different type of game open worlds uh rpg basically but designed really economically and smartly and with some really fantastic world building and i've got a lot of questions for ben because i think i talked about it in my sort of uh impressions on the podcast that it was a game that was making a lot of just very smart design decisions to try and create something that was really trusting of the players intelligence and it wasn't overly you know systems heavy or or you know everything had a light touch like the inventory
was was had a light system and the combat would had a light system and and it made for like a kind of a breezy experience i'll be honest kind of like play not to be just bring everything back to oblivion but you know oblivion when you play it in 2025 as well it feels like it's from a different era of first person rpg where you just didn't have like 10 000 things that you could do all the time and adam fall strikes a really interesting balance um kind of more so than like the metro games but like less so than i don't know stalker you know what i mean it occupies a sort of a very unique space and i
had a great conversation with ben which you're about to listen to where we dove into a bunch of that and and really just how the history of rebellion and the games they've made really the sniper elite series sort of informed a lot of those decisions um so yes it's a very fun interview i had a blast talking to ben and i hope you enjoy it too and i want to do a special shout out of course to all all of our incredible Battle Pass holders, I did not ask Ben to read them out.
Apologies. You'll have to have me do it again.

ListenLeap Brings You Into Real Context Learning

🎨 Interesting Content
🌍 Real Materials
📱 Listen Anytime
Or study on the web version