JE Sawyer said:
I know a lot of people had big problems with the system changes I was making and with the inclusion of groups like the Mormons.
I think the Mormons would've had a problem with being included in the game too. I personally think adding in any real religious group into a computer game is just asking for a beating. Not only do you offend the group in question but you also make a rather jarring jump from "game" into "reality" which can be an immersion killer in my opinion.
JE Sawyer said:
It was possible to play as a melee or unarmed character, but I do believe it was significantly more difficult. So I thought firearms still needed to be powerful in the Fallout world, but they should be limited in some way if people really liked the style of using melee and unarmed.
... and why shouldn't it be? I've always maintained that there are certain "givens" in a computer game. Like Spazmo, the "combat boy" way is one of them. It's not too hard to assume that a melee or unarmed character would have a more difficult time. I personally think there's nothing wrong with that, simply because people like different challenges. Sometimes it's fun to play the Gambling Speech Doctor just because it is so damn hard. You get your small arms skill up to 95% through books (bought with your gaming profits), you always uy the best equipment (also with your gaming profits) just so that you have the extra advantage and hey, you can heal yourself (though you really needed First Aid for that). Limiting the other forms of combat so that everything is "balanced" doesn't create a game where you have to make choices. It creates a game where your choices don't matter as ultimately, everything is the same anyway.
JE Sawyer said:
I thought the division of firearm skills in the first two games felt clumsy and effectively forced a continual point dump if characters wanted to use them throughout the game.
How is that different to any other skill though? If you really want to use speech, you've gotta keep dumping points in it. Why does there seem to be the expectation that you can just put a few points into it at the start and "that'll be okay" for the rest of the game? To me, Fallout was deliberately crafted so that you HAD to specialise in your 3 tag skills if you really wanted to use them. That does two things. Firstly, it makes the game a more unique experience for each player because they can't get access to anything and everything. Secondly, it adds replayability which makes it a more rewarding experience because you're not getting everything the first time around. There's some other stuff you missed that your character couldn't get so you start again and pick different skills and encounter another enjoyable experience. I've never been a fan of the Morrowind "be everything, do everything" thinking.
JE Sawyer said:
The firearm specializations would have come through perks. I didn't really want to take depth away from firearms; I wanted to make firearm depth comparable to the depth of the unarmed and melee skills.
The problem is that the depth with unarmed and melee skills is necessary because they're so much tougher to win with. You have to get close, meaning you'll want some high Endurance and Agility. You'll want extra chances at criticals because your fists don't punch through power armour, you'll want to aim for the Slayer perk and build your chaacter accordingly. You can't just pick melee or unarmed and expect to win, you really have to think about it in FO1 / FO2 if you really want to make it work to maximum effect. Firearms were the no-brainers becase they didn't need that depth. That's not a bad thing. That said, a few weapon specific perks did sound interesting as it would've allowed for more meaningful / useful perks.
JE Sawyer said:
I divided the speech skills because "Charisma Boy" characters seemed to have no hard choices to make during character development. One skill covered all non-Barter aspects of talking, so it was pretty much a no-brainer. If you wanted to talk well, you tagged Speech and had high IN and CH.
Except the random encounters you get can't be finished with Speech. Try bypassing a Navarro Enclave patrol with Speech alone. Speech was one skill because to survive, you needed other skills to complement it. Breaking that up into two skills doesn't make it any less of a no-brainer. It just means you tag both of the Speech skills anyway. Now, if you enforce balance in the two speech skills like JE planned with the Firearms, it'll mean you can use either speech skill at any situation. You'll have the option to either persuade or deceive someone and they'll both lead to the same result. Once again, you're back to having a meaningless choice in skills as either skill will get you to the end and if not, then you just tag them both anyway...
Now, why is "just tagging them both" such a problem anyway? The tag skills were all about your specialisation. Why shouldn't you be able to choose your specialisation and dump points into it and "just run with it"? It's like saying a doctor who's studied for 15 years to perform surgery is a no-brainer and surgery isn't difficult for him, so let's make it tougher! I mean, that's the point. You specialise so that things aren't as difficult. It doesn't mean you won't encounter challenges in other areas that you can't face, because you haven't dumped points into those particular skills. Like our doctor trying to deal with the armed organ bandits in the operating theatre.
JE Sawyer said:
I think any game that maintains the basic art style, mood, conversation style, and themes of the first two Fallout games can fit.
I disagree because I think "Fallout" is more than just a world. It's a specific, particular stlye of game, that being turn-based isometric. This is because people play
games for the
gameplay. Viewpoint and combat method are very important key aspects of that gameplay. It's like chess. Imagine if it was first-person and the pieces all moved in real-time. Is it still chess just because it's the same pieces and the goal is the same, even though the combat and skills involved are now completely different? I argue that it's not. It may well be a game based on chess but it's not chess. Calling it chess simply confuses the marketplace. "Want to play chess?", "Sure. Oh wait, I thought you meant the isometric turn-based version, not the 1st person real-time one". Different skills, different game. What you end up with is two different products with two different labels like "Original Chess" and "New Chess" so that people can actually differentate between them and choose the one they like to play.
JE Sawyer said:
I think both real-time and turn-based combat have the potential to be awesome or terrible.
Some people like oranges and some people don't.
Notice how that statement doesn't actually mean anything?
JE Sawyer said:
In Fallout 3, the theory of our turn-based and real-time combat seemed solid. By the time of our demo, we were just showing real-time combat. Without pause, it was pretty crummy.
Why am I secretly glad Van Buren died?
JE Sawyer said:
The disadvantage is that players can spend their skill points in a way that results in their characters being terrible at pretty much everything.
Just as an example, imagine the player starting Fallout for the first time who gives himself 4 strength, 3 intelligence and 1 luck and tags Big Guns, Gambling and Speech. With an INT less than 4, all he gets are the dumb dialogue options making his Speech skill completely useless. With a strength of 4, he now can't actually wield any of the Big Guns as they all require a minimum strength of 5 or 6. His Gambling skill is also rooted (or at least, nowehere near what it could be). I'm of the mind that sometimes, people need to make these kind of mistakes. They don't know how the system works, so of course they mess it up. It's all part of the experience and is why games are always so much easier the second, third and fourth time around. The trick is to make a game enticing enough that players want to play it again.
JE Sawyer said:
I think we'll be here for a while.
kingcomrade said:
You shouldn't start with a big gun or an energy weapon because both of those are far more powerful than a small arm. Why would anyone pick small arms if you started out with anything more powerful, which only got more powerful as time went on?
... because people want to. Your statement assumes that people want to play any game "the clear, best way to play". My opinion is that while that's often the case, if people can play the game in other ways, those that choose to do so, will. It's like going into GTA and just driving around normally. Sure, it's slower but it's kind of fun because it's so damn hard to stick to the speed limit. Likewise choosing driving over flying. Taking the helicopter gets you there faster but sometimes, it's just nice to take a quiet drive the long way through the countryside, with the cops on your tail.
So just as long as each firearm has a clear and viable advantage and disadvantages, people will choose between them. Sometimes it's nice to pick Big Guns because loading up your inventory with heavy rockets it's always a blast. I know I enjoy running out of rockets while I'm battling the Enclave (disadvantage) but then again, with only a andful of hits, Frank Horrigan goes down pretty quick (advantage). Personally, I prefer taking the small arms because I'm aways an aimed shot kind of guy (personal choice and play style) but I know Saint's talked about going through with Quick Shot and only pistols, just because he can (again, his personal choice). Again, just as long as they have viable differences that people can weigh up, people will choose different options. It's kind of like the way some people vote Democrat while others vote Republican. People see things differently and they weigh what they prefer to do against what they can do and usually take the style which fiits them personally the most.
In other words, there should be no "clear, best way". Each way should have it's advantages and disadvantages and appeal to a certain type of gamer.
bryce777 said:
That makes sense. Also, that is basically how silent storm does it, and its skill system is infinitely better than fallout's in most ways.
I absolutely hated Silent Storm's skill system. I thought it was the most erratic, pointless system I'd ever encountered. The best way was to just solo some missions with certain characters just to get their skills up enough with a particular weapon because you made the mistake of thinking they might actually want to use a better weapon.