When we first read about Fallout 4 not including a repair system, many on the Design Team were a little annoyed. Repairing played an important role at providing a variety in weapon and armor stats, a reason to not always use the "best" weapon, and an use for all those random weapons you found.

However, it wasn’t until after we sat down and thought about it that we realised it also forces players to carry loot they may not otherwise want, and it can be rather tedious to continually repair your equipment. So in order to cater to the both sides of the argument, we decided to simply make it a Hardcore mechanic that can be enabled or disabled, depending on the player's reference. Because of this the Fallout’s method seemed pointlessly simplistic, so we wanted to give it our own twist...

One of the most important parts to design properly while developing a large scale game like this, whether the player realizes it or not, is the weapons in the game. How they look, how they are used and how they function, it all plays part in the immersion and what weapons the player ends up using while playing the game (now who would like using an ugly gun while traveling the wasteland? We know we don’t…). While the visuals are important, the weapons still have to be able to work as a part of the game and be reasonable to make without tremendous amounts of extra work for each weapon.

Within the story of Fallout Equestria, addiction played a very heavy role. However, due to the simplistic nature of Fallout’s addiction system, capturing that feeling of dependency that LittlePip suffered from is not really possible. This is why we have reworked the system into two parts; dependency and withdrawal, to put a greater emphasis on risk and reward. We’ve added a bit more realism on the drugs themselves.