Fallout co-creator says devs should look to "bad games" for inspiration and not just "good" ones: "You could learn a lot"

Fallout co-creator Timothy Cain, whose most recent portfolio entries include the likes of The Outer Worlds 2 and its predecessor over at Obsidian Entertainment, thinks developers have a lot to learn from bad games – not just successful titles. It's a tale as old as time, as Cain describes in his latest YouTube video (below). A game becomes a smash hit – think anything from indie to AAA, Meccha Chameleon to Clair Obscur: Expedition 33 – and the industry goes wild with copies or clones, attempting to recapture that same success. This might even lead to other folks copying the bad aspects of "good" games. As Cain puts it, they may "blindly copy" them. These bad aspects could be obvious, and so they're not often overlooked – but "bad" games are, on the other hand, and that takes valuable lessons away from aspiring devs, according to Cain. "In general," as he says, "bad games are ignored, especially if they weren't part of a popular franchise and or never sold very well." This checks out. When they're sequels of "good" titles, they're not as oft forgotten.https://www.youtube-nocookie.com/embed/NgoSGPEvFPA But, "there are so many games out there that one game came out, it wasn't very good, and it was forgotten," Cain explains, concluding, "and I'm saying you could learn a lot from games like that." Honestly, I get what he means. I'm immediately reminded of that quote about those who don't learn from history being doomed to repeat it, and of the concept of survivorship bias – the overarching theme of the Fallout mastermind's video, actually. In his own words, "the whole point of this video was [to] please remember about survivorship bias. The qualities of successful games… may not be those qualities which made them successful. And conversely, look at failed ones because some of the things that they share in common may be the reason that they failed." It's a much-needed message for the industry (and any outside of it as well, for that matter). Comments see viewers agreeing with Cain, too. "It's the slow path to eventually making the same video game over and over again," reads one. Another adds, "such a simple concept, but you're totally right, they don't ever analyze what makes a game bad." Fallout co-creator says turn-based and real-time RPGs both have "loud vocal advocates" who won't play anything else, so devs can't please everyone. [/url]

Aug 21, 2026 - 00:42
 1
Fallout co-creator says devs should look to "bad games" for inspiration and not just "good" ones: "You could learn a lot"
Fallout co-creator Timothy Cain, whose most recent portfolio entries include the likes of The Outer Worlds 2 and its predecessor over at Obsidian Entertainment, thinks developers have a lot to learn from bad games – not just successful titles.

It's a tale as old as time, as Cain describes in his latest YouTube video (below). A game becomes a smash hit – think anything from indie to AAA, Meccha Chameleon to Clair Obscur: Expedition 33 – and the industry goes wild with copies or clones, attempting to recapture that same success.

This might even lead to other folks copying the bad aspects of "good" games. As Cain puts it, they may "blindly copy" them. These bad aspects could be obvious, and so they're not often overlooked – but "bad" games are, on the other hand, and that takes valuable lessons away from aspiring devs, according to Cain.

"In general," as he says, "bad games are ignored, especially if they weren't part of a popular franchise and or never sold very well." This checks out. When they're sequels of "good" titles, they're not as oft forgotten.

https://www.youtube-nocookie.com/embed/NgoSGPEvFPA But, "there are so many games out there that one game came out, it wasn't very good, and it was forgotten," Cain explains, concluding, "and I'm saying you could learn a lot from games like that."

Honestly, I get what he means. I'm immediately reminded of that quote about those who don't learn from history being doomed to repeat it, and of the concept of survivorship bias – the overarching theme of the Fallout mastermind's video, actually.

In his own words, "the whole point of this video was [to] please remember about survivorship bias. The qualities of successful games… may not be those qualities which made them successful. And conversely, look at failed ones because some of the things that they share in common may be the reason that they failed."

It's a much-needed message for the industry (and any outside of it as well, for that matter).

Comments see viewers agreeing with Cain, too. "It's the slow path to eventually making the same video game over and over again," reads one. Another adds, "such a simple concept, but you're totally right, they don't ever analyze what makes a game bad."

Fallout co-creator says turn-based and real-time RPGs both have "loud vocal advocates" who won't play anything else, so devs can't please everyone.

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