Fucking Codexers, aren't you all so fucking edgy?
They try to be.
If you actually read the article instead of quickly glancing at Hiver's rant and missing the point you'd realize it was a rebut to all the popamolers complaining that Fallout doesn't explain anything and is "unintuitive" and shit and "outdated". Sea was basically pointing out that if you had half a brain and didn't need some stupid prompts in your face every 10 seconds you'd find out that even without the manual the game explains everything really well.
And so was my post. Directed much more on popamoles then Sea himself.
That may not be understandable because i didnt relate that angle properly at several places.
And wow, not everyone agrees with the time limit. Tim Cain himself thought it gave a fall sense of urgency and in hindsight would've removed it. Personally I thought travelling around costs too much time which then in a way discourages exploration for what is supposed to be a wide open sandbox. Getting from Necropolis with the Water Chip to Vault 13 directly takes about 30 days so if you got to the Chip with 20 days to spare you'd be fucked and that kind of thing is just bullshit.
I know thats what Tim.. err, mr Cain said.
I wouldnt agree on that, most respectfully, but i fully understand why he thinks so. Apart from everything else he, as a designer, tends to keep all of his audience in view. And there certainly was a lot of them complaining about that.
It probably isnt the only or hole of the reason he thinks so, though.
It is true that it wasnt implemented in the perfectly best way, especially when you consider that you need "additional" 30 days to travel back.
My issue with the timer isn't that it exists. My suggestion was that to introduce a finite amount of time during a game's learning phase is arguably a mistake. I don't think it's anything to get too worked up about (especially in a game like Fallout), but most players dislike timers in general and to put what feels like a strict limit on them (especially before they even understand how much time they need to complete their goal) is not the best way to ease someone into a game.
As for "you wasted 5 hours, reload", that's not exactly fun, even for someone who's an experienced RPG player. I don't think that's a reasonable solution to that problem (although again, whether it's a problem might be a bit subjective).
I dont think all of that section is the learning phase. That phase ended in Shady Sands by my account.
The entire point of that article was to deconstruct how Fallout's interface and gameplay scenarios effectively teach the player the necessary core concepts and mechanics for enjoying the game. The game doesn't need a tutorial or manual because the early game stages are so effectively designed, without actually doing any hand-holding or requiring a lot of reading to understand.
That was very nicely done.
But either the choice of words or comparisons at some places were... less than optimal.
It really felt like you need to take a second dip.
I mean, one can see it has been a while for you.
Interface like what's seen in Fallout or the Infinity Engine games is more complicated than most modern titles' because there are more ways to interact with the world, more skills and abilities, more equipment, etc. You've got more buttons, more hotkeys, more icons, more pages to go through, and so on. What is suspect about that claim?
Well, what ISNT more complicated than "most modern titles"?
Nothing is "suspect". The
issue is: comparing a full RPG game (which had all those buttons, items, skills, equipment etc - for a reason, not just to be more complicated), to an action RPG and mass effect of all games.
Like you couldn't find a worst one to juxtapose even if your tried. Especially if you consider the second and third part of that mess.
And why would anyone choose specifically mass effect there? Its not like youre talking to the audience that like both of those genres....? (edit- yeah NMA....Spinoff3 fans and ugh...)
My comment was more like a joke really because i didnt take that really seriously.
Thats what the whole game is supposed to tech the player, step by step. As appropriate. Not the opening, NOT the freaking tutorial.
Really? Because the opening does just about all of those things, and I'd say most of them are necessary to understanding how to fully play the game.
Yes, and you explained it much better - as i acknowledged by quoting parts of it - after saying that.
So take that as reaction to phrasing that sentence or two before explaining how it went and how good it was in that sense.
-edit-
It was basically me, reading that article and reacting as i saw each line. I didnt read it all then think about choosing which stuff to quote.
I only tried to avoid quoting too much and select lines that were precise for what i was saying.
Sarcasm aside, I have heard a lot of complaints about how players felt that sudden "you need X object to proceed" with no indication on where to get it, both at Vault 15 and later at The Glow, was frustrating and felt arbitrary. I never said I necessarily agreed with that - my point in bringing it up is that it's a necessary gate in teaching players how to interact with the game - by using items and not just by shooting things.
Yeah, and there, im commenting such players, not you.
I mean, the first time i saw a rope... probably in some trading screen with someone - i immediately bought it, although i had no idea where or when or if im going to use it. I mean its cheap, its a rope, doesn't way much... i dont see it very often...
Why the hell wouldn't i buy it and have it in inventory in case i need it? I was only sorry it couldn't be used in even more places, or that you couldn't attach a hook on it and make a grappling hook.
-edit-
And if i went to the vault 15 without the rope i didnt go crying about how game sucks.
I said to myself "well duh, dont be so stupid...go and get a freaking rope dumbass."
Sure, probably there could have been more ropes around, or you could hook up different shorter parts you find. If there were any.
But that again is the fault iof publisher - Interplay and the fact that Fallout was almost a progenitor of such games even if based on Wasteland. Which i didnt play so i dont know how exactly deep that went with use of items and such stuff.
Regardless, both games surely just clearly point to what should be improved and expanded.
And thats a pretty self explanatory example there. You have a shaft and you need a rope. Whats not to understand?
The game even tells you so if you try to go down without it.... bloody handholding :p
If it was me the player would just drop down and break his legs and then the molerats would come.
Without any text explanation.
And the Glow is pretty announced well advance to the player. Its all relating to the whole setting and gameworld of the game. It isnt like you suddenly had something totally out of everything and totally unconnected to anything else that required something youve never seen in the game or even heard before. Even NPCs tell you about it. The map shows a warning illustration.
How many times i have heard players saying: "And then i came out and tried to travel... and Died! Because i didnt have extra radaways and rad-x`s anymore! i spent all getting there and inside! FUUUUccckkkk ... IT WAS AWESOME!"
Or the same thing about entering it and going through that first level that was also irradiated without enough anti rad medicine.
Or about the rope. Or shovels. It is a fact that people that are satisfied with it all and would only wish even more of it dont feel the need to post about it online.
Of course "some players" will moan and bitch about it. So what?
Should those really be taken into account as a measure of merit of the whole thing?
What kind of game will it be if you design it according to those?
Mass effect?
btw... i didnt even pay attention to that part where some "character" called thane is fighting that ninja something guy.... in bookends of destruction.
Was that all a cut scene?
i mean...
Not a bad article, only it seems youve been playing too many modern vomits and take what worse of the players express as a measure of great games
Thanks, but again - the point of the article wasn't to say FALLOUT IS THE GREATEST GAME OF ALL TIME etc., it's to examine how its introduction works to teach the player necessary game concepts without hand-holding. Fallout has a strong reputation for being impenetrable and difficult to get into (not necessarily deserved) and it was a fun (for me) intellectual exercise to examine how and why the opening works so well. I love Fallout and I think it's masterfully built - but I also think it's wrong to say it can't be improved upon in a few ways as well.
For all i love the games i never once claimed they could not be improved.
Both of them.
Just not by removing stuff, in my opinion. Nor unused skills, time limits where appropriate, nor consequences - especially bad ones. Or requirements of specific items to proceed at someplace, which totally made sense in the place where it was in the game.
In my opinion the absolutely best thing about Fallout games as we see them today, their design and everything else included, is that they not only show what was great but what could be or should be improved to make it even greater.
Everything in fallout teaches you and points forward to that. Its great stuff, its not so great stuff, its somewhat rushed or undeveloped parts and even its bugs. And everything in between.
And i didnt expect the article to say it was the greatest game of all time.
I read the title.
As for some of my comments i guess all this explains where i was aiming in a better way.