PorkaMorka
Arcane
- Joined
- Feb 19, 2008
- Messages
- 5,090
Throughout this post I'll refer to the "gameplay elements" of a game as well as the "entertainment elements".
Gameplay is what the player does in order to play the game and gameplay elements include the game systems that the player interacts with. The key aspect here is the player doing something.
Entertainment elements are the elements that the player passively consumes, as they do in other forms of media. graphics, sound, animations, narrative, etc. The key aspect here is the player passively consuming media.
With that out of the way:
It seems that Fallout 1 has a lot in common with Decline era CRPGs.
Notable commonalities between Fallout 1 and Decline era CRPGs:
-single controllable character instead of a party
- shallow and simplistic core gameplay
Hide behind cover, pop out to shoot the enemy, then duck behind cover once again. Rinse and repeat. I think we have a word for this. Unfortunately, you can't call Fallout's combat turn based popamole because the enemies aren't smart enough to use cover.
And if you do manage to get hurt? For only 4 total ap you can use as many stimpacks as you want. Reminds me of certain early hack and slash games before they started putting in timers to prevent you from chain chugging potions.
Fallout's combat is heavily streamlined and simplified, what with the AI being put in charge of all party members except the PC and with the crouch and prone positions (vital for modeling combat with firearms) being omitted.
It does have an aiming system, but unfortunately you will find that depending on your skills there is generally a clearly optimal place to aim and after a while you'll just aim for the eyes all the time. This was an attempt at depth but it mostly ended up as false depth. Aiming for a weak spot in the enemy's armor might have added some depth to the aiming system, but in Fallout there is only one slot for armor rather than individual pieces to aim for. (Streamlined armor 14 years before Skyrim!)
Overall, it is kind of easy to see how the Devs of the next gen Fallout games thought that nothing of value would be lost by scrapping Fallout's version of turn based combat.
-Heavy focus on entertainment elements instead of gameplay elements
Despite how simple and shallow Fallout's combat gameplay is, everyone loved the combat, including me as an adolescent. Why? Those awesome death animations of course. They didn't add any depth to the gameplay but they sure looked cool. I bet a lot of you guys wasted a perk on bloody mess.
It is a classic early example of covering up shallow gameplay using graphics/animation and it works perfectly, people to this day will unthinkingly list combat as one of Fallout 1's strengths, possibly while criticizing next gen games that show the results of your attacks in cut scenes.
Ok, so the combat system doesn't demand very much from the player. But surely all that exploration and dialog based gameplay will demand a lot from the player? Well, a lot of patience, that's about it. Once the player has figured out the combat system, he has figured out the vast majority of Fallout's gameplay, all that's left are a few easy puzzles and some clicking of dialog options.
The rest is entertainment. In Fallout, the entertainment elements are generally well done, unlike the gameplay, so it's not really surprising that people love Fallout more for the animations, atmosphere, narrative, dialog, sound, graphics, cut scenes, etc., than for the gameplay.
Dialog in Fallout does present some gameplay in that you will have to pick options at times, but as a game, "read text and pick option" is far more simplistic than even cell phone games. Especially as many of the choices are rather inconsequential as far as winning the game, often they're more relevant to passively reading about certain cosmetic results of your choice later on.
As gameplay, dialog in Fallout 1 is a mini game at best. Mostly dialog in Fallout 1 is entertainment.
Conclusion:
While Fallout 1 was pretty fun back in 1997, it should be seen as a significant step towards that grim day when Devs realized "Making a game that stays fun for X hours is really hard, but producing X hours of entertainment content is much, much easier, especially since standards for entertainment in video games are so low".
It's not that big of a leap from Fallout 1 to the modern post decline CRPGs where people here will openly admit that the gameplay is shit and they're just playing for the entertainment elements.
Gameplay is what the player does in order to play the game and gameplay elements include the game systems that the player interacts with. The key aspect here is the player doing something.
Entertainment elements are the elements that the player passively consumes, as they do in other forms of media. graphics, sound, animations, narrative, etc. The key aspect here is the player passively consuming media.
With that out of the way:
It seems that Fallout 1 has a lot in common with Decline era CRPGs.
Notable commonalities between Fallout 1 and Decline era CRPGs:
-single controllable character instead of a party
- shallow and simplistic core gameplay
Hide behind cover, pop out to shoot the enemy, then duck behind cover once again. Rinse and repeat. I think we have a word for this. Unfortunately, you can't call Fallout's combat turn based popamole because the enemies aren't smart enough to use cover.
And if you do manage to get hurt? For only 4 total ap you can use as many stimpacks as you want. Reminds me of certain early hack and slash games before they started putting in timers to prevent you from chain chugging potions.
Fallout's combat is heavily streamlined and simplified, what with the AI being put in charge of all party members except the PC and with the crouch and prone positions (vital for modeling combat with firearms) being omitted.
It does have an aiming system, but unfortunately you will find that depending on your skills there is generally a clearly optimal place to aim and after a while you'll just aim for the eyes all the time. This was an attempt at depth but it mostly ended up as false depth. Aiming for a weak spot in the enemy's armor might have added some depth to the aiming system, but in Fallout there is only one slot for armor rather than individual pieces to aim for. (Streamlined armor 14 years before Skyrim!)
Overall, it is kind of easy to see how the Devs of the next gen Fallout games thought that nothing of value would be lost by scrapping Fallout's version of turn based combat.
-Heavy focus on entertainment elements instead of gameplay elements
Despite how simple and shallow Fallout's combat gameplay is, everyone loved the combat, including me as an adolescent. Why? Those awesome death animations of course. They didn't add any depth to the gameplay but they sure looked cool. I bet a lot of you guys wasted a perk on bloody mess.
It is a classic early example of covering up shallow gameplay using graphics/animation and it works perfectly, people to this day will unthinkingly list combat as one of Fallout 1's strengths, possibly while criticizing next gen games that show the results of your attacks in cut scenes.
Ok, so the combat system doesn't demand very much from the player. But surely all that exploration and dialog based gameplay will demand a lot from the player? Well, a lot of patience, that's about it. Once the player has figured out the combat system, he has figured out the vast majority of Fallout's gameplay, all that's left are a few easy puzzles and some clicking of dialog options.
The rest is entertainment. In Fallout, the entertainment elements are generally well done, unlike the gameplay, so it's not really surprising that people love Fallout more for the animations, atmosphere, narrative, dialog, sound, graphics, cut scenes, etc., than for the gameplay.
Dialog in Fallout does present some gameplay in that you will have to pick options at times, but as a game, "read text and pick option" is far more simplistic than even cell phone games. Especially as many of the choices are rather inconsequential as far as winning the game, often they're more relevant to passively reading about certain cosmetic results of your choice later on.
As gameplay, dialog in Fallout 1 is a mini game at best. Mostly dialog in Fallout 1 is entertainment.
Conclusion:
While Fallout 1 was pretty fun back in 1997, it should be seen as a significant step towards that grim day when Devs realized "Making a game that stays fun for X hours is really hard, but producing X hours of entertainment content is much, much easier, especially since standards for entertainment in video games are so low".
It's not that big of a leap from Fallout 1 to the modern post decline CRPGs where people here will openly admit that the gameplay is shit and they're just playing for the entertainment elements.