Sigourn
uooh afficionado
- Joined
- Feb 6, 2016
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I've made this post on Reddit just now, but I thought I would post it here as well.
I'll start off by saying the things I think New Vegas does great, and then after what it does wrong, and how I would solve it for the next installment.
The things it does great:
I do not expect everyone to agree, but I had to get this off my chest. Personally, I'm sure I would enjoy a Fallout game that took that approach towards skills and skill checks.
I'll start off by saying the things I think New Vegas does great, and then after what it does wrong, and how I would solve it for the next installment.
The things it does great:
- Your build actually matters. Random chance is taken out of the equation, so every playthrough will be decidedly different depending on what stats you choose to focus on. If you decide to play someone who has a high Speech skill, be sure you will get different outcomes than if you decided to play someone who has a low Speech skill.
- It removes blatant savescumming for the most part in order to pass checks. Savescumming still exists, encouraged by Skill Magazines. These are Magazines since you can read (and which go poof once you read them) to increase your skill for a short period of time, allowing you to surpass an obstacle in dialogue or interaction with the game world.
- Some checks are heavily biased toward certain stats. One of these is SPEECH. But this one has a logical reason as to why: speech, much like intelligence and to a certain extent luck, rules the real life world. If you have your way with words, are intelligent, and are lucky, congratulations: you will get anywhere you want in your life.
- The problem lies in that other skills and stats simply don't get anywhere that much of attention. I'm aware that New Vegas isn't exactly the biggest RPG ever made, and thus you can't simply shoehorn skill checks everywhere you please just for the sake of it. In that regard, so far I've been comfortable with the skill checks I've encountered. If it had the size and amount of content of Skyrim (repetitive or not in its quests and interactions, quite possibly not repetitive if it had been made by you know who) then I certainly hope we would have seen a much bigger amount of possibilities for our different skills and S.P.E.C.I.A.L., other that Speech.
- Skills have a range of 1 to 100, yet skill checks more often than not simply use a system of "10, 15, 20, 25, 30, 35... 95, 100". I think I'm aware why does this happen: a lot of skills are used for something other than checks, in formulas where every single point makes a difference, such as Barter: while having 21 or 24 Barter won't allow you to pass that "25 Barter" skill check, it will still make a difference when you buy and sell stuff.
- Skill are "incremental" in the way S.P.E.C.I.A.L. is. But they shouldn't be. Being better at something doesn't necessarily mean you are more knowledgeable about something. For example, being gun at firing your gun doesn't mean you should be an authority when it comes to gun lore. Just because you know how to cook tasty meals (high Survival) doesn't mean you should know what Deathclaws are (in Fallout, in fact, these were mythical creatures).
- There's also the game showing the player what his skill must be before passing a check. I'm 99% sure that I read Josh Sawyer, lead designer of the game, saying the reason you can see skill checks is so that "the player knows they are there and that they have different ways around the same quest". This is not a bad thing at all. The issue is that Magazines, one very gamey way of overcoming checks, exist because you are able to see checks and thus know when you should read one.
- It may seem unimportant, but I very much feel Magazines render the entire "choose your own build" aspect a bit pointless. Why? Because you can simply surpass some of your build's limitation by reading one at the right time.
- Anyone who has played the original Fallout games knows that wearing armor gave you bonuses to combat and combat only. When Bethesda did Oblivion with guns it was obvious that enchantments, a staple of the series, had to make a comeback. And thus we see those ridiculous bonuses such as "+5 Guns" or "+5 Medicine" just because you are using certain outfits. With no logic behind that whatsoever. Some of those bonuses make just a bit of sense, like +1 Perception if you are wearing stuff that covers your head. A bit of sense, because using one of those hats suddenly makes you able to see through someone's bullshit (as in the New Vegas quest where you demand caps from a lady outside of the Strip's gate, as I attested in my current playthrough). Is Obsidian guilty of continuing this? I'd rather leave that up to you, as it is a matter of opinion. Obsidian hasn't done any "realistic" RPGs since New Vegas, and enchantments are logical in a game with dragons and fantastic animals. I doubt they would have removed enchantments from New Vegas considering it was still a "Bethesda" game.
- Remove anything that unrealistically gives you means to overcome your build's flaws. This includes magazines and enchantments, and Bobbleheads (in the case of Bethesda-made Fallouts). Skill books stay, because those aren't "magical" improvements, they are factual knowledge, just like they were in Fallout and Fallout 2.
- Separate skills between "skill" and "knowledge". One of the thing that amazes me about the transition from Fallout 2 to Fallout 3 is that Bethesda decided to keep enchantments... but they didn't keep the lore books from Oblivion. Instead of simply reading a book and having your skill increase, you would now actually read a book that contained useful info, which is now engraved into your character's mind. As opposed to before, now your skill doesn't determine how good you are at passing checks. Certain checks, sure. Not all of them. Without the right knowledge, some checks you simply won't pass. Character creation would of course start with you distributing points in S.P.E.C.I.A.L., skills, and what lore/information your character is aware of. As you explore the wasteland, you find new information or lore books. You can even learn information and lore from other NPCs which you can then put into practice, as opposed to artifically increasing your skills when you level up. This means exploration isn't anymore limited to "cool, I found a Bobblehead", "cool, I found a Dean's Electronics". Now you get actual rewards, lore and information you can read and digest, and progression is more meaningful.
- Just like S.P.E.C.I.A.L., skills go now from 1 to 10. Why? Because in practice those very small points are almost meaningless. And I say this because I have played one game, Gothic, that showcases just how meaningful character progression should be. New Vegas, and Fallout, aren't isometric anymore. One more point or one point less in Guns doesn't make any difference in combat anymore. In Gothic, receiving training in melee weapons meant your character held his sword differently. In Fallout? You see nothing, you feel nothing unless you make some drastic increments. In my opinion, this is the one aspect of New Vegas that feels the most archaic. Some will be inclined to disagree, saying I'm "dumbing down" or "streamlining" the game. So I ask you: go and play New Vegas. Ask someone to create a character for you. Play that character and then tell me what skills does he/she have. In Gothic, you know without even looking at the stat sheet. In New Vegas... I very much doubt it, unless your IRL Perception stat is 10.
- Make skill and S.P.E.C.I.A.L. checks HARD and not a percentage as in FO3 and FO4. And hide them: the player shouldn't know when he is facing a check. The fact that his build matters is enough. If the player thinks he will be coming across a situation where he needs strength or intelligence or anything else, he will always have drugs (Mentats, Buffout, etc.).
- Logical and fun progression that also encourages exploration.
- Remove savescumming.
- Make builds more important.
- Add more diversity to builds as opposed to "40 Science vs 50 Science".
I do not expect everyone to agree, but I had to get this off my chest. Personally, I'm sure I would enjoy a Fallout game that took that approach towards skills and skill checks.