Like many popamole RPGs, FO3 can be seen as a bad action game for people who are bad at action games, who tell themselves "it's okay that this sucks because it's actually an RPG!".
I'd imagine the cut content has more to do with deadlines than consoles. If current gen consoles can handle GTA V then they can handle the Fallout 3 engine.
http://forums.obsidian.net/topic/57754-josh-sawyer-at-gdc-europe-2011/page-2#entry1139703Like many popamole RPGs, FO3 can be seen as a bad action game for people who are bad at action games, who tell themselves "it's okay that this sucks because it's actually an RPG!".
People love exploring and getting a regular stream of rewards.Josh said:I think people play RPGs because they enjoy RPG gameplay, not because they tried to play an FPS or an action game, failed or didn't like it, shrugged their shoulders, and decided to "settle" for RPGs.
People love exploring and getting a regular stream of rewards.
They don't make operant conditioning chambers as well as Bethesda.People love exploring and getting a regular stream of rewards.
Exploring? There are open world FPSes these days. Some of them even have pseudo-RPG elements.
Josh's sentence was said in a different context.
That thread is about making good RPGs that borrow mechanics from other genres.
That's a pisser.
Does the latest engine that Bio use cause problems?
For when Obsidian does the next good FO game.
I've wondered about this; GTA, Prototype and other such games are crammed with NPCs, while even the parts of a Bethesda game that are supposed to be cramped and crowded(eg Rivet City, Imperial City in Oblivion) are barren wastelands. The graphics aren't as good as other open-world games either, so where is all that memory going? Is it that radiant AI stuff, where characters have sleep cycles and hunt their own food and shit instead of doing all I need them to do, which is walk around aimlessly and fight back/run away if I attack them? All the bent tin cans and husks of corn lying around all over the place? I'll be honest, I'd prefer more NPCs and better textures to Rube Goldberg traps made of 75 boxes of detergent.I'd imagine the cut content has more to do with deadlines than consoles. If current gen consoles can handle GTA V then they can handle the Fallout 3 engine.
I don't think you understand. I'm not saying players don't enjoy FO3's "RPG elements", such as they are. I'm saying they're okay with its shitty action elements being shitty, and that that's a pretty lame state of affairs.
And I'm sure Josh would agree with that, considering how he tried to overhaul FO3's action elements in FO:NV. "Combat designed for people who like combat", remember?
http://www.formspring.me/JESawyer/q/263516402671953780I've wondered about this; GTA, Prototype and other such games are crammed with NPCs, while even the parts of a Bethesda game that are supposed to be cramped and crowded(eg Rivet City, Imperial City in Oblivion) are barren wastelands. The graphics aren't as good as other open-world games either, so where is all that memory going? Is it that radiant AI stuff, where characters have sleep cycles and hunt their own food and shit instead of doing all I need them to do, which is walk around aimlessly and fight back/run away if I attack them? All the bent tin cans and husks of corn lying around all over the place? I'll be honest, I'd prefer more NPCs and better textures to Rube Goldberg traps made of 75 boxes of detergent.I'd imagine the cut content has more to do with deadlines than consoles. If current gen consoles can handle GTA V then they can handle the Fallout 3 engine.
Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with "persistent references". These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world -- even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references.
All object data (excluding art assets like .nifs and audio assets [VO]) for persistent references is loaded at all times, so that's more-or-less a permanent chunk of resident memory. The number of persistent references invariably goes up with each DLC, so as the number of DLCs increases, the system has less and less memory available. Of course, the player's save game file only gets bigger and bigger, since he or she is going through more or more areas manipulating an increasingly large number of objects.
This is why some of our later patches actually removed content from the core game (e.g. Primm). Even though we had balanced the memory footprint for the core game, DLC content was pushing down the available resources.
If we had generated .esms per-platform, that would have been a crazy nightmare for a lot of reasons. A slightly less risky approach could have been to script the removal of assets using the IsPC/IsXbox/IsPS3 functions, but that also introduces its own host of potential problems, especially if objects are attempting to reference something as the script removes it.
We ran into a small but non-trivial number of crashes in F:NV involving persistent references attempting to interact with an object as the player transitions out of his or her current area. E.g. Chief Hanlon attempts to sit in a chair. The player leaves the area, the chair Hanlon wants to sit in is unloaded, and the game crashes.
In 2008, the Codex consensus was that Fallout 3 was good for what it was.![]()
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Roguey
So, shitty engine.
If you look at Fallout 1, our dialogue trees are larger and more in-depth. I'm incredibly proud of the job our designers are doing with them, and they know they have a lot to live up to.
http://forums.bethsoft.com/topic/856489-fan-interviews/
Just found this little gem in here:
If you look at Fallout 1, our dialogue trees are larger and more in-depth. I'm incredibly proud of the job our designers are doing with them, and they know they have a lot to live up to.
This is a useful post to keep around for when Bethesda do start talking about Fallout 4 and making it sound really good.
Great moments, but they're not going to make a spectator nudge you aside and take over the controller.
http://forums.bethsoft.com/topic/856489-fan-interviews/
Just found this little gem in here:
If you look at Fallout 1, our dialogue trees are larger and more in-depth. I'm incredibly proud of the job our designers are doing with them, and they know they have a lot to live up to.
For a second I thought that was a recent post about Fallout 4, and some of the answers sounded pretty cool. "Oh," I thought, "they're looking to make Melee/Unarmed actually viable in the next game, I guess they did learn from New Vegas!" Then I checked the date. Still a bunch of stuff that sounds better than Fallout 3 turned out to be(apparently the companions are deep characters and not just pack mules). This is a useful post to keep around for when Bethesda do start talking about Fallout 4 and making it sound really good.
Stuff...
Listing all that is pretty irrelevant, honestly. I agree with every flaw you pointed out for the most part, but that isn't the point. The point is a game can have all those flaws but still offer something enjoyable or worth spending time on. Obviously you played FO3 for quite a while, since you beat the story and have extensive knowledge of the game. No one puts a couple dozen hours into something they literally find to be absolute worthless shit.
And that's the point. That's the whole point of what some of us are saying. Some things are okay, neither especially good nor especially bad. Middling. Average. Passable. Whatever word you want to use.
Man, you must have a zen mindset because only that can explain how much patience you have with that shit.
I've watched over 200 hours of bad, terrible movies in my life. I thought they were shit, but I still enjoyed the experience.
Also, I read 4 Robert Jordan books before realizing what a fraud he was. Which might make me a moron, but who's the bigger moron the person who eventually realizes something is shit or the person who never does?