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Company News Bethesda buys the Fallout IP

aries202

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OK, then....

I need someone to walk me through very sllowly what the difference is between assets and IPs?
 

denizsi

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Crap, this was unexpected to me (just saw the thread now).

Wasn't Fallout's rising from the ashes of Wasteland not proof enough that creativity, not licensing drives good game development?

Sush my childe, before they learn the truth, that Fallout was inspired by Wasteland, lest they give Fargo an offer he can't refuse.

I need someone to walk me through very sllowly what the difference is between assets and IPs?

Somebody correct me if I'm wrong but IP is the sum of patents, trademarks and copyrights specific to a creation and all products made out of that. Assets are every piece of junk that's made for the purposes of actual development/production (like source code, textures, design documents, etc., including anything done for Van Buren).

Well, at least the rights to Fallout PNP lies with someone else though I don't really care about it either.
 

stargelman

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Kuato said:
Does this mean they own Fallout 1 and 2 and could possibly make any changes they want to the classic games, like making them teen rated or something and then re releasing them with somekind of crappy Bethesada makeover. uggh!
Don't be silly. Not going to happen.
 

Surgey

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Krafter said:
I'm away for a few days, only to come back to this? Oh man.

RIP Fallout
icon_salut.gif

Like it was any better off in Interplay's hands.
 

taxacaria

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Joe Krow said:
Morrowind with guns is sounding better every day. The less you expect the less you'll be disapointed.
You're joking, don't you?
I'd rather play Tic-Tac-Toe than such craps.
Do you really think someone will buy a game because of his low expectations?
Only a very retarded fan of masochism would act like that.
 

taxacaria

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stargelman said:
taxacaria said:
Only a very retarded fan of masochism would act like that.
You mean like Claw? ;)

There is a difference between masochism and nostalgia.
Nostalgia or fanboyism are two reasons to buy every Fallout-like game, but that has nothing to do with "buying a game because of low expectations".
 

stargelman

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taxacaria said:
stargelman said:
taxacaria said:
Only a very retarded fan of masochism would act like that.
You mean like Claw? ;)

There is a difference between masochism and nostalgia.
Nostalgia or fanboyism are two reasons to buy every Fallout-like game, but that has nothing to do with "buying a game because of low expectations".
He did say he liked pain...
 

Joe Krow

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taxacaria said:
Joe Krow said:
Morrowind with guns is sounding better every day. The less you expect the less you'll be disapointed.
You're joking, don't you?
I'd rather play Tic-Tac-Toe than such craps.
Do you really think someone will buy a game because of his low expectations?
Only a very retarded fan of masochism would act like that.

Daggerfall with guns?

I was kidding.
 

Section8

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OK, then....

I need someone to walk me through very sllowly what the difference is between assets and IPs?

The assets are the quantifiable component resources that have been created for Fallout games, released or not. The source code, artwork, documentation etc.

The Intellectual Property on the other hand covers the ideas that make Fallout what it is, and the control over what ideas can be included in a game bearing the title Fallout.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Joe Krow said:
Morrowind with guns is sounding better every day. The less you expect the less you'll be disapointed.

Morrowind with guns really doesn't sound that bad.

Oblivion with guns, on the other hand... excuse me when I vomit on my screen.
 

taxacaria

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JarlFrank said:
Morrowind with guns really doesn't sound that bad.

hrm. *thinks about cliffracers and shudders*
Considering the RPG qualities of MW, the houses and guilds, the missing consequences, the levelling system, the sucking combat, the T-rated style etc., I don't think that it could be a Fallout prototype.

@Joe Krow
Daggerfall with it's 400 Towns and 750.000 NPCs in the Wastelands? I can't visualize this.
 

denizsi

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Not that, the gameworld quantitiy, but Daggerfall with its true RP elements as far as stat interaction goes. Daggerfall with guns is as good as a TES+guns could go without being sucky. Alas, that's not gonna happen either.
 

taxacaria

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denizsi said:
Not that, the gameworld quantitiy, but Daggerfall with its true RP elements as far as stat interaction goes. Daggerfall with guns is as good as a TES+guns could go. Alas, that's not gonna happen either.
The possibility of unlinear or even free playing could be a good choice for Fallout 3, but the rogue style of Daggerfall doesn't fit the Fallout scenario ( think about 100 randomized Vaults). Daggerfall combat sucks (same story as in any TES-game) - and is has no gunfight, which makes the difference in stats combat effects. The system of char levelling by learning without XPs isn't the best choice - uplevelling by simple jumping, running, swimming or spellcasting without enemy presence. The lack of limited classes in Daggerfall allows an allround char - not the first choice for a survival game which gets additional options by specialisation and perk-system. The choices to join temples, orders and guilds are a major part of Daggerfall (especially Thiefs- or Assassinsguild) and for those things there is no room in the Wastelands - I assume you don't count "Brotherhood of Steel" or "Templers" from MadMax :D And the possibility to get houses, ship and a well filled bank account are missing in Fallout, too. So the remaining substance isn't sufficient enough to support any usable RPG model of Fallout 3.

-------------------------------------

Found at Beth-Forum :
futureph2gs0.jpg
 

denizsi

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All of which is irrelevant to what I said as I specifically said "stat-interaction", except for this:

Daggerfall combat sucks (same story as in any TES-game) and is has no gunfight, which makes the difference in stats combat effects.

and this:

The system of char levelling by learning without XPs isn't the best choice - uplevelling by simple jumping, running, swimming or spellcasting without enemy presence. The lack of limited classes in Daggerfall allows an allround char - not the first choice for a survival game which gets additional options by specialisation and perk-system.

I'm copy&pasting the exact same reply I posted in another thread, for the first statement (that is "Daggerfall combat sucks")

denizsi said:
Utter bullshit. Daggerfall took into account various combat skills (weapon skill + critical strike + dodge + backstabbing), attributes (strength + agility + speed) and advantages/disadvantages (such as expertise in x weapon or resistance to specific materials in addition to non-combat-specific traits which could affect your performance depening on the environment or situation, such as phobia to a specific creature type) for all success/fail checks, and it still managed to provide direct real-time controls over combat similar to other FP games, without making it a source of static first-person boredom. The only flaw it had in regards to combat was the ease of pedalling back and forth which made it easier to avoid critical stat checks. For a stat-driven real-time first-person action RPG of its time, it's quite resolute.

Regarding the firearms related part of your quote; it is only true as long as the practical translation of FPS gameplay amounts to moving all the time like a retard while also shooting like one, which is unfortunately the norm. It doesn't have to be so though. It's a problem but as long as developers are there to overcome such problems with both balance and fun in mind, it can be overcome in sane ways. Remember Daggerfall; you could pedal back and forth to exploit the combat mechanics, but you couldn't move back and forth and sideways simultaneously, or just move sideways (due to the unability to rotate screen while attacking and impracticality of doing so between attacks). I'm not saying it was made that way on purpose; it was probably a technical limitation on the game engine, but the point is, it reduced the exploitability of the combat without making it sucky and retarded (in my opinion, as you obviously think it sucks, which is somewhat ridiculous though). Obviously, nothing good like that will happen with F3, but there is no point in attributing this to Daggerfall.

As for the second quote; that is not stat-interaction ie. stats complimenting or axing each other in various ways. Those are flaws alright, but they are only about the ways you can advance your character. Nothing relevant here.

Found at Beth-Forum :

It was originally posted at here. Take a look at the soviet posters thread.
 

taxacaria

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denizsi said:
As for the second quote; that is not stat-interaction ie. stats complimenting or axing each other in various ways. Those are flaws alright, but they are only about the ways you can advance your character. Nothing relevant here.
Nothing relevant? You need a way to advance your char. TES model doesn't fit Fallout style at all.
In which way you will implement perks? What about the attribute's advancement?
The char upgrade system of Daggerfall makes you nearly invincable after a while.
And Daggerfall combat depends much on weaponry - the fights are too short to have any visable use of stats.
No one can want Daggerfall's three-seconds-click-fights in Fallout, and Daggerfalls range weapon system isn't usable for guns.
 

aries202

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Section8 said:
OK, then....

I need someone to walk me through very sllowly what the difference is between assets and IPs?

The assets are the quantifiable component resources that have been created for Fallout games, released or not. The source code, artwork, documentation etc.

The Intellectual Property on the other hand covers the ideas that make Fallout what it is, and the control over what ideas can be included in a game bearing the title Fallout.

As I understand it then, the Pipboy image or poster would be an asset, like the manual for Fallout 1 will be, while the Intellectual Property sort of is the ideas behind the post-apoc game ?? presented in document? or in a design doc? or in some written or visual form?? (but isn't STALKER using some of the ideas, and thus IP's behind Fallout ?? I mean, open-ended world, missions, quests, shooting mutants, ?? Just asking ?) And what's the difference between being inspired by say Fallout or stealing or ripping off the IP of Fallout ?

This means, in fact, if I have understood this correctly, that Bethesda/zenimax now can do anything to the Fallout Universe. If they want they can make a shooter (fps game) and call it Fallout 3 ?? Or a game similar to STALKER ?? Or an adventure/puzzle type game, if they want to go this way ?? (which they probably won't, but, in principle, they could ??) Or they could decide that Fallout 4 should take place in the frozen regions of Greenland or Norway (the tundra in Norway) ??

This actually means that we could Oblivion with guns -
for Fallout 3 :shudders: ?? :shock: :( :roll: :evil:
 

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