buru5
Very Grumpy Dragon
- Joined
- Apr 9, 2017
- Messages
- 2,048
So what happened with the raiders?
Not sure, need more choices
Because you can ask a variety of different questions, and have actual options. Then you can actually fail quests by time limit and other mechanics. Hell, there is actual dialogue to defend yourself in court for violating the law. There isnt even a court in Skyrim or Fallout 4. Fallout 4 is just the same 4 options copy and pasted in different ways with different replies that arent in fact what you actually say because if they were, everyone would know it's the same shit. You're comparing a game with actual options to a game so devoid of choice that the developers had to create fake dialogue choices to pretend that there was an option.Fallout 4 dialogue choice system is extremely dumb, but I don't see how Daggerfall's generated choice between "Dear sir, can you please infrom me of whereabouts of Thieves Guild" and "Yo mate, I need to get to the Thieves Guild, if you catch my drift" is any better.
What? where? There was no mention in Redguard of anything to do with Oblivion, be it Dagon, the Amulet of Kings, the Dragonfires, the Deadlands, or anything at all. Redguard's lore ties in heavily with Daggerfall and the at the time unreleased Morrowind, but that's it.And here's a friendly reminder that Oblivion was first hinted at in Redguard, about 8 years before the game saw the light of day.
Sounds like straight-up plagiarism from Obsidian's canceled Backspace.
What? where? There was no mention in Redguard of anything to do with Oblivion, be it Dagon, the Amulet of Kings, the Dragonfires, the Deadlands, or anything at all. Redguard's lore ties in heavily with Daggerfall and the at the time unreleased Morrowind, but that's it.And here's a friendly reminder that Oblivion was first hinted at in Redguard, about 8 years before the game saw the light of day.
Marvel, WB, and Lucasfilms do, what's stopping another billion dollar entertainment corp from doing likewise? These are just projections of work completed, after all. I'm sure the dates are elastic, and projects could be rolled-over or killed, but at least a general course can be mapped out.These guys didn't even know what they wanted to do after Fallout 4 was released. Talk about plans for 2030 = fake fake fake. No game developer works with those kinds of time horizons.
But Bethesda might actually announce Starfield at E3, and the guy who wrote this is smart enough to realize that. Watch people go "omg the leaker was right" if that happens.
Because you can ask a variety of different questions, and have actual options. Then you can actually fail quests by time limit and other mechanics. Hell, there is actual dialogue to defend yourself in court for violating the law. There isnt even a court in Skyrim or Fallout 4. Fallout 4 is just the same 4 options copy and pasted in different ways with different replies that arent in fact what you actually say because if they were, everyone would know it's the same shit. You're comparing a game with actual options to a game so devoid of choice that the developers had to create fake dialogue choices to pretend that there was an option.
I disagree. The lack of choice is a consequence of poor writing. To try and claim that the lack of choice is simply a shitty rpg aspect, rather than an example of poor writing quality shows how little thought you've put into this. It takes a significant deal of effort and skill to create quests with multiple writing hooks and fail/win conditions which would make sense in the context of the plot of the quest. In terms of writing for a game, an aspect of poor writing IS giving only one option for a response, or one success condition, as well as one fail condition as it's significantly easier and far less complex to give only one option when the alternative introduces overlap and possible conflict with quests, especially if those quests overlap with others.Because you can ask a variety of different questions, and have actual options. Then you can actually fail quests by time limit and other mechanics. Hell, there is actual dialogue to defend yourself in court for violating the law. There isnt even a court in Skyrim or Fallout 4. Fallout 4 is just the same 4 options copy and pasted in different ways with different replies that arent in fact what you actually say because if they were, everyone would know it's the same shit. You're comparing a game with actual options to a game so devoid of choice that the developers had to create fake dialogue choices to pretend that there was an option.
You aren't talking about writing but instead about choices and consequences. They didn't add real dialogue choices not because writers are bad at it or didn't want to do it but because of design decision of making a game where you are not afraid of making a decisions but still have an illusion of choice. Their problems comes not from the writing but from switching from complex games with meaningful decisions to action games with some legacy RPG features with inadequate improvement in writing compared to what action games do.
I suppose we'll have to agree to disagree then, as I see it as a failure of writing, not scripting.Maybe I'm an optimist to see a plot instead of incapability. Still I see it as unwillingness to allow a player to fail or to get undesired consequences, the same that was present in Fallout from its first steps - like in Gizmo/Killian quest. Unwillingness to allow a player to piss off NPC. Arena/Daggerfall/Morrowind writers were bad on writing specific responses too and I see more numerous responses as a quality of scripting, not writing.
Fallout 3/4?^ That.
It's splitting rhetorical hairs. I'm taking writing in the sense that once the design choices are laid out (multiple factions, branching quests with mutually exclusive alternatives, C&C, etc.) someone goes in and adds the MacGuffins to drive the naratives and fleshes out the characters and settings.
The lack of those things is a design flaw not 'poor writing.' Poor writing is "I'm looking for my father/son, middle-aged guy/infant, have you seen him?"
Well, yes. Both FO3 and 4 had terrible narrative/characters which I file under 'writing.' Obviously they were also both poorly designed from a mechanical/C&C/design standpoint but as Infi points out that almost certainly came first and then the meat of the writing/story was tacked on with them knowing you couldn't do things like join the Enclave.Fallout 3/4?^ That.
It's splitting rhetorical hairs. I'm taking writing in the sense that once the design choices are laid out (multiple factions, branching quests with mutually exclusive alternatives, C&C, etc.) someone goes in and adds the MacGuffins to drive the naratives and fleshes out the characters and settings.
The lack of those things is a design flaw not 'poor writing.' Poor writing is "I'm looking for my father/son, middle-aged guy/infant, have you seen him?"