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So I got BG2 + its expansion. Didn't read the whole thread, but I was reminded of the game by it. It better be good! I'll deliver a sitrep soon...
What, you mean now? Man, I don't feel like it. Maybe in a couple of days or so, and there's no way I'll be going into detail.Jasede said:Stop right here and explain to me exactly why Fallout's story/writing is supposedly better than Baldur's Gate's. Come on, do it. Tell me why, and give examples.
I'll try to explain this one as well, though note that I'm heavily biased against RTwP (NN *does* have deductive skills, imagine that) and am utterly unable to find a single redeeming feature for that asinine combat system. In addition to that, I hate AD&D.There are a lot of things in this thread I don't understand. I am by no means a fan of BG or FO, but it seems like people are saying that combat was more enjoyable in Fallout than in BG, which seems about as fine a claim as saying the moon is made out of green cheese.
Iron-man Fallout with a diplomat?Wow, that's some golden advice right here, solo the game after just installing it and never having played it before, awesome! What next, aim for a Super Metroid 100% run in 80 minutes on your first time playing the game? Playing through Kaizo World without savestates? Iron-man Wizardry 7? Any other bright ideas?
Have you even play through that quest? It has two different endings and several different paths. Off the top of my head:NN said:Clearly. Clearly the flow diagram plan for that quest started with you arriving (A) and ended with you fighting (B), just with various routes to the foregone conclusion.
Sounds like a bug to me. I always get that option with a diplomat character.A silly argument in a game with saving and reloading. I'm not saying I failed a diplomacy check and this resulted in combat, because I'd simply have reloaded and done something different until I succeeded. I simply didn't get the alternative. I went to the dude with the video disk. I didn't even get a single option to tell him about it. That isn't failure, it wasn't like I failed a check, I just wandered around talking to people until I got the disk. Maybe my speech skill wasn't high enough to convey a simple fact to another character?
This discussion is rapidly becoming pointless, as you obviously haven't played Fallout for any substantial length of time and therefore have no idea what you are talking about. I could tell you now that Intelligence 3 means your character is unable to speak properly, which in effect means that every single conversation in the game gets drastically changed and many quests become inaccessible or impossible to complete in a normal fashion, or that Luck of 1 results in frequent and hilarious critical failures, so it isn't uncommon for your character to die when his own gun malfunctions and blows up in his hand, but I know you'll just ignore it and keep spouting your uninformed garbage, so what would be the point?I thought I did? Because, you know, I was expecting that Fallout didn't have the silliness of D&D, where a fighter takes a 3 in char and int because, hey, he's a fighter right? Those stats are dump stats. So I wasn't going to for example give myself a luck of 1. And I didn't want str so low I couldn't carry much.
You made a character that is adequate or even better than necessary for a diplomatic game, so I can only surmise that you are lying about not encountering any diplomatic options.I had "Great" next to both int and chr. I put a good chunk of my points into speech. You've got me on the Good Natured trait, I didn't take that. But apart from that I thought I made a decent diplomatic char. It is not unreasonable at all to expect there to be plenty of diplomatic options for that character. I didn't encounter any though, just fighting.
Heh, I was actually gonna post an entry in the Iron Man thread, showing how that fight doesn't depend on you making the first save or metagaming, but I installed the SCS upgrades, so alas... Tarnesh the Assassin wiped the floor with me, without ever casting that spell.Section8 said:The fight against that fag at the gigantic castle pretended to be an inn is the classic example.
doctor_kaz said:Xi said:The 90's defines good game-play while the 2000's define technological advances at the price of game-play. That is all... Hopefully the upcoming 10's will define both simultaneously.(Game-play and Technology)
I wouldn't define this decade as "technology vs game play". I think that it has been more "console vs PC", "spoonfeed vs learning curve" and "mainstream vs old-school".
ViolentOpposition said:So I got BG2 + its expansion. Didn't read the whole thread, but I was reminded of the game by it. It better be good! I'll deliver a sitrep soon...
ghostdog said:So the fact that Fallout doesn't have characters tied to the main plot is good? Anyway it's all a matter of what anybody wants... to me a good story with characters tied to the story is one of the most important things in a game along with the gameplay. FO wasn't about the story , it's good points were the atmosphere of the world and the fact that you could do a lot of stuff with many different ways. They are both great games IMO , what amazes me is that the are people that fanatically bash one or the other, declaring that THEIR game is the Holy Grail of CRPGS or something...
afewhours said:ghostdog said:So the fact that Fallout doesn't have characters tied to the main plot is good? Anyway it's all a matter of what anybody wants... to me a good story with characters tied to the story is one of the most important things in a game along with the gameplay. FO wasn't about the story , it's good points were the atmosphere of the world and the fact that you could do a lot of stuff with many different ways. They are both great games IMO , what amazes me is that the are people that fanatically bash one or the other, declaring that THEIR game is the Holy Grail of CRPGS or something...
Rock on. You are my new hero, ghostdog.
I like FO, but its narrative is not a compelling reason to play the game. Its *premise* is killer, but it's too open to have any level of drama. I'm not saying it's a bad thing, it's just that the game was designed with the focus on other things.
Andhaira said:Ratty you dumb, dumb shit. You keep missing the point. Either you really are that stupid or you are just trolling.
Fact is, you need prior knowledge of the game either through a walkthrough, or having played it before in order to have amodicum of success as a diplomat.
And even then you better watch out for the rats.
Have you even play through that quest? It has two different endings and several different paths. Off the top of my head:
1. Accept the mayor's offer and wipe out the Blades.
2. Accept the Blades' offer.
If you chose 2, you have the following options:
a. Wipe out the Regulators.
b. Try to recruit mayor Zimmerman to your cause, then wipe out the Regulators when they kill him.
c. Try to recruit mayor Zimmerman to your cause, then flee and go to the Gunrunners. Wipe out the Deathclaws for them.
d. Go to the Gunrunners. Wipe out the Deathclaws for them.
If you chose 2.d. or 2.c.:
i. Decline the Blades' offer to join the assault on Adytum.
ii. Accept the Blades' offer to join the assault on Adytum. Help them wipe out the Regulators.
In addition, if you chose 2.d.:
iii. Try to recruit mayor Zimmerman to your cause. Blades will show up. Help them wipe out the Regulators when they kill him.
Such a simplistic, poorly crafted quest! A true testament to Fallout's inferior design!
I could tell you now that Intelligence 3 means your character is unable to speak properly, which in effect means that every single conversation in the game gets drastically changed and many quests become inaccessible or impossible to complete in a normal fashion, or that Luck of 1 results in frequent and hilarious critical failures, so it isn't uncommon for your character to die when his own gun malfunctions and blows up in his hand, but I know you'll just ignore it and keep spouting your uninformed garbage, so what would be the point?
You made a character that is adequate or even better than necessary for a diplomatic game, so I can only surmise that you are lying about not encountering any diplomatic options.
Why BG's story isn't as good as FO's? It's D&D, 'nuff said. Plus BG has BioWare emo-characters that are tied closely into the plot; FO doesn't.
A linear story is merely a part of the game, devoid of role-play choice, while a branching, non-linear story is a direct element of role-play choice and promotes the concept of role-play choice. In my mind, one is clearly better in terms of Role-playing, even if the immersive, book-esq quality of narrative isn't captured.
This is begging for the question of whether story is even unique or important to the definition of Role-Playing. The founding idea was that stories would be created by decisions that the player makes and the game(or game master) can respond to.
It's essentially an on-the-fly story created as you play, not a predefined narrative.
So the fact that Fallout doesn't have characters tied to the main plot is good? Anyway it's all a matter of what anybody wants... to me a good story with characters tied to the story is one of the most important things in a game along with the gameplay. FO wasn't about the story , it's good points were the atmosphere of the world and the fact that you could do a lot of stuff with many different ways. They are both great games IMO , what amazes me is that the are people that fanatically bash one or the other, declaring that THEIR game is the Holy Grail of CRPGS or something...
Naked Ninja said:Without engrossing context the choices are meaningless. I'm not interested in a choice simulator, I'm interested in a form of cooperative storytelling. A story that goes "I went there, then I went to the store and stocked up on stimpacks, then I heard that there used to be another vault up north so I went there, when I got there the place was deserted but I had a look around..." is simply not compelling enough. Without great characters to interact with or storyline to get involved in the experience is flat. Maybe it engrossed you, thats great. But BG engrossed me with it's plethora of characters to interact with and encompassing storyline. Yes, it could have been less linear. MoTB was much better in this regard. But Fallout could have done MUCH better on the narrative side.
Naked Ninja said:No, that isn't the founding idea. The decisions would create branch points in the story, yes, but not be the story in entirety. The idea was that the DM would create a narrative path and the decisions of the players would affect it's flow and outcome. Your conclusion that "story is thus not even important" is false.
Naked Ninja said:Have you ever been a DM? There is a lot of predefinion. You simply define "if the player does X, this happens, if the player does Y, that happens". That is simply on the fly swapping of branches. And yes, thanks to the marvelously adaptive human brain you can branch off into paths that the DM hasn't mapped out. It's great. But computers aren't that flexible. Your proposition that we should thus throw away strong narrative to try achieve this flexibility is "throwing out the baby with the bathwater" thinking. You lose too much of the experience doing that.
Also, P&P generally has the other main characters in the game played by humans (your friends), so the DM has a cast of characters who will create on the fly interaction without his predefining them. No such option is open in single player crpgs. Doing away with that character interaction significantly weakens the experience however. Thus, precreated narrative and dialogue is important.
Xi said:That is not what I implied, I did however imply that story without choice is not meaningful in terms of role-playing. It sounds like you're arguing that a "game" is better with a strong narrative, which I whole heartedly agree, but when we're discussing role-playing on an RPG web-site, I am interested in what promotes the most role-play potential, not what creates the best gaming experience. I believe them to be different interrelated issues.
Xi said:This is begging for the question of whether story is even unique or important to the definition of Role-Playing. The founding idea was that stories would be created by decisions that the player makes and the game(or game master) can respond to. It's essentially an on-the-fly story created as you play, not a predefined narrative. This was the original idea. So, when it comes down to superiority, a strong linear narrative appears to have less potential. This makes a stronger case for Fallout then it does for BG.
Xi said:A linear story is merely a part of the game, devoid of role-play choice, while a branching, non-linear story is a direct element of role-play choice and promotes the concept of role-play choice. In my mind, one is clearly better in terms of Role-playing, even if the immersive, book-esq quality of narrative isn't captured.
Xi said:Anyway, hopefully that is making more sense. I'm not sure if I was clear enough before. /shrug You're arguing purely quality while I'm arguing a balance between quality and quantity. Something like that. ;P
Gladi said:I am not sure if I am understanding you correctly, but... Some of the best examples of role-playing I seen were within context of a strong narrative as it provided players and characters with option to participate in it.
afewhours said:I understand the point you're driving at. If I can be reeeeaaalllyy pretentious, I can link it to Roland Barthes and "The Death of the Author". (w00t! cRPGs informing literary theory etc.) The effect of the player on the gameworld should take precedence over the effect of the gameworld of the player, correct? Obviously, feel free to whack me if I'm paraphrasing you incorrectly.
afewhours said:Ideas are nothing. Execution is everything.