Vault Dweller said:
It's kinda relevant since the game claims that a magical town has jumped out of the suitcase.
When I started playing the game and heard about the GECK, I thought that it's something that would allow you to build a hydroponic farm or something similar. When I arrived to the Vault City, I thought what the fuck is this thing? Where did it come from? All that from a fucking garden kit?
It's not relevant. In fact, it's as relevant as asking the precise physiology of FEV mutations to bone structure, muscle development and brain atrophy.
Do you not understand what bureaucracy is and what the prerequisites are? Bureaucracy, especially excessive bureaucracy, will never appear in a post-apocalyptic world because the governments aren't too bloated and don't require an army of civil servants and don't have complex legal and organizational systems.
Vaults do. They predate the world after the apocalypse. They never had to rebuild anything, they carried legal systems from before times. As far as I know they held councils, arrested criminals, and had record sheets of everyone at the Vault. As I said, they're an isolated case. I'm just repeating myself here.
By your same logic the Brotherhood of Steel from FO1 wouldn't require the complex organizational systems it had because everything has gone to shit.
A post-apocalyptic world doesn't have to have connections. In fact, isolated settlements make a lot of sense because the world is huge and empty. Themes also make sense because the first settlements would revolve around specific themes determined by the founders and locations. Containers make excellent building/living quarters materials. Farmers will stick with farming and small settlements. Military bases would turn into organizations similar to BoS (but with different goals). Criminals and bikers would become raiders, etc. Themes are good because they show different ways to adapt and survive, which is what Tim Cain wanted to show in Fallout - the ethics of a PA world.
A setting becomes a theme park when themes don't fit the setting. The Fallout setting is sci-fi retro-future and the events take place shortly after the war (and not say 500 years after the fall). 80 years after is still not long enough for the themes Fallout 2 offered. Not to mention all that yakuza, kung-fu, celebrities, scientologists, talking animals (I know you like them, but...), ghosts, mobsters, tribals horrible mix.
Here we go again. Those you mentioned are nothing but obvious comical hyperboles and references to pop culture and play a minimal role in the game.
Yakuza only appear outside New Reno. They're a random encounter
Kung-fu is but one quest in a sea of cool branching missions.
Scientologists are forgettable.
I've already explained the talking animals part.
I see nothing wrong with mobsters. Except for the fedora hats and tommy guns, can't forget those.
Tribals are almost never mentioned again once you exit Arroyo.
The only thing I see severely out of place is the Ghost quest because that's fantasy territory.
I see. I'm arguing with a fanboy. Splendid.
When I read "80 years passed" I think in "a hefty amount of time passed and stuff happened". Go tell humanity 80 years ago that they would suffer yet another World War, invent computers, go to the moon, drop nuclear bombs, etc.; a lot of shit can go down in 80 years. And before you go into the foreseeable "Oh but that's different they didn't go through a nuclear apocalypse", let me tell you that part of the fun of a post-apocalyptic setting is that knowledge and technology still survive. Finally please remember the people from Shady Sands are actually descendants from Vault 15.
Yeah, because magical towns, villages turning into republics, and a city with two warring kung-fu fighting groups in the former US make a lot of sense.
Whatever, I've explained myself above, and in posts before. It's also kind of sad that the kung-fu battles and scientologists were the only thing that caught your attention in SF. They played a great part in the game, obviously.
Jesus Christ the game cries it out loud. The Den, slaves, drugs, alcoholism, greed, genocide, bigotry, racism.
Because saying "yeah, my design was immature and didn't really fit well into the setting" is exactly the same as stating politely that some other game isn't bad. Do you not realize how ridiculous your arguments are at this point?
[...]
Let's read it again:
Chris Avellone: Does New Reno fit in the setting? No, probably not. It's too sexually over the top, too much profanity, and the look and attitude of some of the characters is too modern-day to complement the feel of the Fallout world (the Mordino family, the fedora hats, the porn studio, the tommy guns, shivs). In that respect,I would consider it an immature design, and while I had fun with it, I don't think it was the best rendition of a section of the Fallout world.
Let's play the "understand everything literally" game you enjoy playing so much, VD: probably...I would consider...not the best...a section.
Those words don't make him sound awfully sure of himself.
I'm growing tired of responding to these tireless, pictographic, big-font "lulz-enhanced" charades. Do your monkey victory dance if you will, but I wont respond with the same vehemence as before.