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Editorial Gameplayer Australia says Fallout 3 will rock because...

Dark Matter

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"Hm, okay. I'm open to argument. Let's see what "things" that you propose we consider... "

I already mentioned them.

"Wow, I am moved. Tremendous logical arguments. Insane amounts of supporting evidence. "

I don't need to provide a real comeback, because the argument that I was refuting simply explains why FO3 is not a true FO sequel (which I've heard lots of times). They haven't convinced me that it's closer to Oblivion than FO.

"Oh man, you're right, I totally misunderstood you! That is not something I addressed specifically in my last post!:"

It doesn't matter if you understood my point or not. The fact is, most of your arguments don't show it. Not all, but most.
 

sabishii

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I already mentioned them.
You mean the ones I refuted that you refuse to reply to?

because the argument that I was refuting simply explains why FO3 is not a true FO sequel

...

It doesn't matter if you understood my point or not. The fact is, most of your arguments don't show it. Not all, but most.
Rofl, talk about not understanding points and being context-challenged.

Obviously since I titled the second half of my post with, "Now, to what degree is FO3 farther from Oblivion?" my arguments had absolutely nothing to do with that title. Since you're so great at isolating statements away from context, why don't you just take my words individually and construct your own personalized straw men?
 

Shannow

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Section8 said:
Hey Dark Matter, does C&C Renegade have more in common with Command & Conquer, or say... Halo?
Obviously all the gameplay elements are like command and conquer while they took some arbitrary setting elements from Halo to enhance the c&c universe.
 

Dark Matter

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Section8 said:
Hey Dark Matter, does C&C Renegade have more in common with Command & Conquer, or say... Halo?
Who gives a shit? Whatever point you're trying to make would be valid if my argument was that FO3 has more in common with FO simply because it's set in the FO universe. But there are clearly a lot more similarities between the two games.
 

Black

Arcane
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Dark Matter said:
the game tries to emulate fallout's game mechanics more than oblivion's, anyone who thinks differently is a moron
If you see something that even resembles P&P emulation in FO3 then you are twice as stupid as playcircus.
 

Section8

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Whatever point you're trying to make

My point is, you could rattle off a huge list of similarities between Renegade and the RTS games it was derived from, but at the end of the day, that's not important. It's just the window dressing on a game that features core gameplay that is a long way removed from an RTS, and bears a closer resemblance to Halo, Codename Eagle or a host of other FPS titles.

Now think about Fallout 3 compared with Fallout and Oblivion respectively. It doesn't matter if you can come up with a long list of superficial shit that more closely resembles Fallout, because the Oblivion-esque core gameplay trumps them all.
 

Ratty

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Brother None said:
How do you figure?
I mean the underlying mechanics are bound to be different and far more reliant on player skill. We already know that combat mechanics will be more or less the same as in Oblivion (with the exception of the optional bullet-time... errr, VATS system), which means the role of combat skills will almost certainly be similar to that in Oblivion (i.e. not particularly great). Sneaking will likely work like in Oblivion, where the environment (shadows, light sources etc.) is an important factor that influences the success of sneaking. And don't get me started on the introduction of insipid minigames, something Bethesda seem to have decided is excellent design that should be repeated in as many games as possible no matter how appropriate it is for the game in question.

I also mean the general dumbing down of the skill system. Reduction in the number of skills was expected and actually wasn't as major as I thought it would be, but absence of Barter and Melee from the current list of confirmed skills doesn't bode well. I have this nagging suspicion that designers, in one of their all-too-frequent strokes of stupidity, merged them into other skills in completely illogical ways, especially given their record of such mental lapses (Axe as a blunt weapon, anyone?).

Dark Matter said:
This time, Bethesda claim that the game will be fairly short (only about 20 hours) so it's fair to assume the game will be more non-linear. The only example they provided supports their claim. It's always possible that they're lying, but I see no reason to make that assumption until I see evidence indicating otherwise.
First of all, they provided examples for Morrowind as well. Those examples also happened to be the only instances of non-linearity in the game.

Second of all, they have a history of giving ambiguous or outright disingenuous statements about game features (including non-linearity).

Third of all, they have already attempted to spread misinformation on the number of different endings in the game, stating there were 200 different endings at the moment. Astute members of the community determined that the number actually refers to permutations of different endings, which actually puts the total number of endings below that in the first Fallout CRPG.

Oblivion had no good/evil ways of solving quests. There was always one way. Compare that with FO which different levels of morality involved. FO 3 seems closer to the latter than the former.
You must differentiate between morality and different ways to solve quests based on your character's personal morality. The former is an element of the setting, while the latter falls under game design. FO3 morality appears to be firmly grounded in Oblivion's good-evil dichotomy, the difference being that now both sides of the coin are (allegedly) available to the player character.

It's just another feature which brings it closer to Fallout and moves it farther away from Oblivion. APs in FO3 might be handled very different from APs in FO, but compared with Oblivion (which had no such thing at all), they still have a greater degree of similarity.
I don't see how. Sure, Oblivion doesn't have action points, but given the fact that they are simply icing on the cake - the cake being fast-paced, first-person, real-time combat - it's clear that FO3 is far closer to Oblivion in terms of how combat is executed, presence of action points notwithstanding.

Not really. My only point here is that FO3 has more in common with FO than with Oblivion. "too broad" would be a valid comeback if my argument was that FO3 is a true FO sequel. Vague as it may be, my statement still excludes Oblivion and includes the original FO.
Exclusion on the grounds of game duration only weakly supports your original assertion. It doesn't matter how long it takes to complete the game, but how the game is structured and designed, and in that regard your statement is indeed broad and vague, because it fails to address how exactly FO3 departs significantly from Oblivion's "sandbox-style" gameplay. Is it because there are less sidequests? That doesn't amount to much if these sidequests have the same uninspired and linear design as those in Oblivion. Less characters? That means nothing if characters are as poorly fleshed out as those in Oblivion. Etc.

-"Combat system and viewpoint": K, I already acknowledged the game is more similar to Oblvion in that regard. Although, there are some aspects where the game tries to be more like Fallout than Oblivion even in those two regards (pseudo-realtime with APs, and view can be changed to a more top down view apparently).
I don't know what you have been reading, but combat system in FO3 isn't "pseudo-realtime". It is very much real-time and will play more or less the same as any first-person shooter, but with the addition of an entirely optional pause gimmick that seems to be there for the sole purpose of selling the combat system to addle-brained KotOR-ME fans.

Also, I have no idea where you heard about the optional top-down view, but I must disappoint you - like Oblivion, FO3 will only support over the shoulder view in addition to default first-person view. Unlike Oblivion, the game should actually be *playable* in that view. Both modes will probably have identical controls. Neither is even remotely comparable to Fallout's bird's eye view with point 'n click controls.

-"black-white morality": Morality was not a factor in Oblivion. It had concepts of good and evil but they were irrelevant and entirely superficial and had no real effect on the way you played the game. FO3 is definitely more similar to FO in this regard (even if it appears to lack the moral ambiguity of the original FO).
See my above explanation.

-"silly setting that could only be described as "post-apocalyptic medieval fantasy"": It still has more in common with FO than with Oblivion.
I'd say it has almost nothing in common with either. However, what it does have in common with Oblivion is Bethesda's inability to craft a setting that doesn't teem with shitty ideas and unoriginality.

- "Retarded AI": Ok? FO AI in a 3D world will basically be equal to the AI in Morrowind. I'd much rather they try and improve on what they were trying with Oblivion(and failed miserably) than go back to Morrowind-level AI. Expecting it to be more like FO in terms of AI is just stupid.
I'm not expecting anything. I'm pointing out another aspect of FO3 where it is far closer to Oblivion than the original series, thus undermining your position.

- " visuals": Aside from the fact that it's 3D (different viewpoint already covers this), the visual style is closer to FO than Oblivion.
Have we been looking at the same screenshots? Graphics engine was clearly inherited from Oblivion, whereas art direction would best be described as post-apocalyptic Resident Evil / Quake spin-off with poorly conceived Fallout references obnoxiously plastered all over the game world. Art-wise FO3 has almost nothing to do with either original Fallouts or Oblivion, whereas technical base is the same one that was used in the latter. Ergo, in terms of visuals FO3 is clearly closer to Oblivion.

- "physics": Quit being stupid.
Fallout is an isometric CRPG without a physics system. Both FO3 and Oblivion are first-person action CRPGs with ragdolls and rigid body physics, and both use the same middleware (Havok) for the latter. So that's another element that FO3 and Oblivion have in common. I'm terribly sorry it doesn't support your position.
 

Dark Matter

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Black said:
If you see something that even resembles P&P emulation in FO3 then you are twice as stupid as playcircus.
Who said anything about P&P emulation? I said it's trying to emulate Fallout (to some extent). FO is a cRPG, not a P&P RPG. Dumbass.

Section8 said:
Now think about Fallout 3 compared with Fallout and Oblivion respectively. It doesn't matter if you can come up with a long list of superficial shit that more closely resembles Fallout
So putting a greater focus on having multiple solutions/endings as opposed to making it more of a sandbox-style game = superficial shit? Same goes for using FO's skill system, I suppose? On the other hand, viewpoint, physics, graphix etc. are definitely not superficial at all.

aron searle said:
Stop feeding the troll.
Because anyone who disagrees with the Codex hivemend is obviously a troll.

I mean the underlying mechanics are bound to be different and far more reliant on player skill. We already know that combat mechanics will be more or less the same as in Oblivion (with the exception of the optional bullet-time... errr, VATS system), which means the role of combat skills will almost certainly be similar to that in Oblivion (i.e. not particularly great). Sneaking will likely work like in Oblivion, where the environment (shadows, light sources etc.) is an important factor that influences the success of sneaking. And don't get me started on the introduction of insipid minigames, something Bethesda seem to have decided is excellent design that should be repeated in as many games as possible no matter how appropriate it is for the game in question.

I also mean the general dumbing down of the skill system. Reduction in the number of skills was expected and actually wasn't as major as I thought it would be, but absence of Barter and Melee from the current list of confirmed skills doesn't bode well. I have this nagging suspicion that designers, in one of their all-too-frequent strokes of stupidity, merged them into other skills in completely illogical ways, especially given their record of such mental lapses (Axe as a blunt weapon, anyone?).
In Oblivion, you gain levels by increasing major/minor skills. In FO3 you level up by gaining xp, plus it has traits and perks. Also, increasing your major attributes has more noticeable effects and bonuses (i.e. high perception lets you see through walls), unlike Oblivion where increasing stats just meant more mana, more hps, more encumberence etc. All of this suggests a greater resemblance to FO. And if you think they're completely superficial, you are dumb.

And as for the "greater focus on player skill" point, isn't that basically redundant of your point about combat being more similar to Oblivion? If it's real time rather than turn based, then of course, there's going to have a greater focus on player skill.

First of all, they provided examples for Morrowind as well. Those examples also happened to be the only instances of non-linearity in the game.

Second of all, they have a history of giving ambiguous or outright disingenuous statements about game features (including non-linearity).
I already addressed this point. The game's non-linearity is likely exaggarated a lot, but common sense would suggest that there's definitely a greater focus on non-linear gameplay than in Oblivion.

Exclusion on the grounds of game duration only weakly supports your original assertion. It doesn't matter how long it takes to complete the game, but how the game is structured and designed, and in that regard your statement is indeed broad and vague, because it fails to address how exactly FO3 departs significantly from Oblivion's "sandbox-style" gameplay. Is it because there are less sidequests? That doesn't amount to much if these sidequests have the same uninspired and linear design as those in Oblivion. Less characters? That means nothing if characters are as poorly fleshed out as those in Oblivion. Etc.
When the difference in duration is that large, it's safe to assume that there's definitely a very different focus in game design. Assuming that FO3 is merely Oblivion with 1/5th of the duration is completely absurd and illogical. So far the different style of game design suggests a greater focus on non linearity, characters, and player choice.

Third of all, they have already attempted to spread misinformation on the number of different endings in the game, stating there were 200 different endings at the moment. Astute members of the community determined that the number actually refers to permutations of different endings, which actually puts the total number of endings below that in the first Fallout CRPG.
So? I never claimed it'll outdo the original FO in terms of choices and consequences, but the fact that it has multiple endings is further proof of its departure from Oblivion. Oblivion had ONE ending. No meaningful choices available. FO1 has focus on choices. FO3 also has focus on choices (albeit to a lesser extent most likely).

You must differentiate between morality and different ways to solve quests based on your character's personal morality. The former is an element of the setting, while the latter falls under game design. FO3 morality appears to be firmly grounded in Oblivion's good-evil dichotomy, the difference being that now both sides of the coin are (allegedly) available to the player character.
So in this case, the similarity to Oblivion seems far more superficial compared to the similarity it has with the original FO. In terms of actual game mechanics, there is a greater resemblance to FO.

it's clear that FO3 is far closer to Oblivion in terms of how combat is executed
I never denied that.

Also, I have no idea where you heard about the optional top-down view, but I must disappoint you - like Oblivion, FO3 will only support over the shoulder view in addition to default first-person view. Unlike Oblivion, the game should actually be *playable* in that view. Both modes will probably have identical controls. Neither is even remotely comparable to Fallout's bird's eye view with point 'n click controls.
I'm not sure when and where, but I think I recall reading somewhere that you can zoom out the camera to an almost top-down view or something. Can someone elaborate on this? It's possible that I misunderstood or misinterpreted.

Have we been looking at the same screenshots? Graphics engine was clearly inherited from Oblivion, whereas art direction would best be described as post-apocalyptic Resident Evil / Quake spin-off with poorly conceived Fallout references obnoxiously plastered all over the game world. Art-wise FO3 has almost nothing to do with either original Fallouts or Oblivion, whereas technical base is the same one that was used in the latter. Ergo, in terms of visuals FO3 is clearly closer to Oblivion.
Even if it doesn't do a good job at emulating the FO visual style, FO3 is still set in the FO universe. The resulting visual similarities beat the technical similarities with Oblivion.

I'm not expecting anything. I'm pointing out another aspect of FO3 where it is far closer to Oblivion than the original series, thus undermining your position.
Fallout is an isometric CRPG without a physics system. Both FO3 and Oblivion are first-person action CRPGs with ragdolls and rigid body physics, and both use the same middleware (Havok) for the latter. So that's another element that FO3 and Oblivion have in common. I'm terribly sorry it doesn't support your position.
So basically, you lack enough meaningful points so you have to bring up some totally meaningless and asinine shit to try and support your argument any way you can.
 

sabishii

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In Oblivion, you gain levels by increasing major/minor skills. In FO3 you level up by gaining xp, plus it has traits and perks. Also, increasing your major attributes has more noticeable effects and bonuses (i.e. high perception lets you see through walls), unlike Oblivion where increasing stats just meant more mana, more hps, more encumberence etc. All of this suggests a greater resemblance to FO. And if you think they're completely superficial, you are dumb.

And as for the "greater focus on player skill" point, isn't that basically redundant of your point about combat being more similar to Oblivion? If it's real time rather than turn based, then of course, there's going to have a greater focus on player skill.
It's superficial because its implementation barely affects the end result. That there is "greater focus on player skill" is key to this point. If the impact of player skill on gameplay is 90% and the impact of numerical stats/character skill is 10%, then changing 100% of the stat system only changes 10% of the actual gameplay.

That is only one aspect. Another is that the implementation of the stat system itself will be affected by how the game is presented. E.g., if 90% of the game is combat, then there will be an inherent bias towards combat skills separate from the original objective numerical system.

The main point? When you look at every single detail separately and separated from context, you lose sight of the big picture, i.e. how the game will actually play as a whole due to the interplay between all the details you list.

Who said anything about P&P emulation? I said it's trying to emulate Fallout (to some extent). FO is a cRPG, not a P&P RPG. Dumbass.
FO's stat system is based off GURPS, a P&P system.

I already addressed this point. The game's non-linearity is likely exaggarated a lot, but common sense would suggest that there's definitely a greater focus on non-linear gameplay than in Oblivion.
So it will be somewhat more non-linear than Oblivion but not even close to the non-linearity of Fallout.

When the difference in duration is that large, it's safe to assume that there's definitely a very different focus in game design. Assuming that FO3 is merely Oblivion with 1/5th of the duration is completely absurd and illogical. So far the different style of game design suggests a greater focus on non linearity, characters, and player choice.
Rofl, so you accuse me of only saying that FO3 is not FO, whereas you incessantly mention how FO3 is not Oblivion and little more.

Seriously: that FO3 presents a greater focus than Oblivion on nonlinearity, characters, and player choice does not necessarily logically lead to FO3 being closer on the spectrum to FO3 than Oblivion. On the other hand, actually, some of my previous arguments that you threw out did work because I stated that some aspect of FO3 was the opposite of some aspect in FO. Since "opposite" means being incapable of being even more different, thus suggesting that FO3 must be closer to Oblivion.

So in this case, the similarity to Oblivion seems far more superficial compared to the similarity it has with the original FO. In terms of actual game mechanics, there is a greater resemblance to FO.
An in terms of how the actual game mechanics will be implemented in the game, the similarity of game mechanics will be far more superficial.

Even if it doesn't do a good job at emulating the FO visual style, FO3 is still set in the FO universe. The resulting visual similarities beat the technical similarities with Oblivion.
In the same way that an abstract painting of a hat is more similar to a photograph of a hat than an abstract painting of a flower.

Suffice it to say, when the game actually comes out I recommend you to not play it and stick with jerking off onto the Venn diagram you neatly created. If you play the game you might be horrifyingly surprised that things on paper just might affect gameplay differently than expected. I know I should have done that with Assassin's Creed.
 

Ratty

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Dark Matter said:
Who said anything about P&P emulation? I said it's trying to emulate Fallout (to some extent). FO is a cRPG, not a P&P RPG. Dumbass.
My God, you are ignorant. Fallout was conceived as a P&P simulator from day one. The main design principle behind the game is to emulate pen & paper roleplaying as closely as possible.

Word of advice: before attempting to debate a subject, make sure your knowledge of that subject extends beyond passing familiarity. Otherwise you risk making yourself look like an idiot. You know, like you did just now.

So putting a greater focus on having multiple solutions/endings as opposed to making it more of a sandbox-style game = superficial shit?
Argument ad nauseam. We have already established that the alleged change of focus, multiple quests outcomes and other pipe dreams cannot be taken as fact, therefore you cannot base your reasoning upon those arguments. Constantly repeating them won't suddenly make them true, either.

In Oblivion, you gain levels by increasing major/minor skills. In FO3 you level up by gaining xp, plus it has traits and perks. Also, increasing your major attributes has more noticeable effects and bonuses (i.e. high perception lets you see through walls), unlike Oblivion where increasing stats just meant more mana, more hps, more encumberence etc. All of this suggests a greater resemblance to FO. And if you think they're completely superficial, you are dumb.

And as for the "greater focus on player skill" point, isn't that basically redundant of your point about combat being more similar to Oblivion? If it's real time rather than turn based, then of course, there's going to have a greater focus on player skill.
Yes, thank you for giving me a summary of something I already know in depth. Also, thank you for weaseling past my point about differences in the skill system between FO3 and Oblivion being largely irrelevant if underlying mechanics are nigh-identical or based upon analogous principles across the board. In other words, it's not just the combat, but other skills as well - it's already a known fact that Science and Repair are implemented as minigames, and I suspect similar moronic mechanics will be used for other skills as well. That point is also highly relevant to the argument about pen & paper emulation, by the way, as it illustrates how FO3, like Oblivion, is built around immersion as the primary principle and not pen & paper emulation like the true Fallout games.

I already addressed this point. The game's non-linearity is likely exaggarated a lot, but common sense would suggest that there's definitely a greater focus on non-linear gameplay than in Oblivion.
I don't know what kind of common sense you have over in Canada, but here in Croatia our common sense warns us against trusting someone on a subject they have repeatedly lied about.

When the difference in duration is that large, it's safe to assume that there's definitely a very different focus in game design. Assuming that FO3 is merely Oblivion with 1/5th of the duration is completely absurd and illogical. So far the different style of game design suggests a greater focus on non linearity, characters, and player choice.
Given that this is Bethesda we are talking about, I think it's safe to assume that FO3 is indeed Oblivion with 1/2 of content (I doubt it's only 1/5 - that would mean FO3 has only about 20 hours worth of content even with sidequests taken into account). You're probably right about greater focus on characters, though. In fact, I have no doubt that FO3 characters will have more to say, but given the quality of Bethesda's writing, somehow I suspect I won't be particularly interested in hearing them say it... just like in Oblivion!

So? I never claimed it'll outdo the original FO in terms of choices and consequences, but the fact that it has multiple endings is further proof of its departure from Oblivion. Oblivion had ONE ending. No meaningful choices available. FO1 has focus on choices. FO3 also has focus on choices (albeit to a lesser extent most likely).
Just how did you get from having more than one ending to focusing on choices? That's quite a leap, one with little or no basis in reality... unless you are willing to trust Bethesda.

So in this case, the similarity to Oblivion seems far more superficial compared to the similarity it has with the original FO. In terms of actual game mechanics, there is a greater resemblance to FO.
Subjective. I for one do not accept the notion that morality as an element of the Fallout setting is less important than design, let alone superficial. I doubt I am alone in this.

I'm not sure when and where, but I think I recall reading somewhere that you can zoom out the camera to an almost top-down view or something. Can someone elaborate on this? It's possible that I misunderstood or misinterpreted.
You're probably misintepreting something Emil mentioned on the forums. He said something along the lines of FO3 engine being really flexible and that he wouldn't be surprised if it was somehow possible to position the camera in a top-down position. He made no claims about an actual Fallout-style interface being conceivably possible. He never implied that Bethesda would actually implement alternative camera and control system, and it's safe to assume they aren't scriptable, or at least not to a sufficient degree to allow such radical changes. Simply put, isometric view with point 'n click controls ain't gonna happen.

Even if it doesn't do a good job at emulating the FO visual style, FO3 is still set in the FO universe. The resulting visual similarities beat the technical similarities with Oblivion.
What visual similarities?

So basically, you lack enough meaningful points so you have to bring up some totally meaningless and asinine shit to try and support your argument any way you can.
You're the one who is attempting to defend a position, not I, dumbass. You made the claim that FO3 is closer to original Fallouts than to Oblivion, so the burden of proof is with you. As for you disregarding my point as "meaningless" and "asinine", I can only laugh at your ignorance about game engine design and impact of the physics system on the game experience in first-person action games.
 

Mareus

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New guy in town

Hi to everyone.

I am new to RPGCodex thanks to what i read about Oblivion from VaultDweller. That was one of the best reviews on Oblivion subject (and quite funny too hehe). As for the article about Fallout 3, one thing disturbs me very much when people talk about games today...comments like this:

quote from the Fallout 3 article:
"So, basically, what they are saying is: sequels are usually so-so, because they don't innovate and never change anything of the original gameplay... Everyone fears they're going to make a boring turn-based isometric RPG with boring long dialog trees and the intelligence stat even having a meaning ... instead of the action-filled next-gen RPG everyone's waiting for. Because that's what Fallout fans want. Innovation, which means, a game that has nothing in common with the first two games!"

I think the guy that wrote this was just trying to be sarcastic, but the fact remains that many new generation gamers seem to be afraid of old school gaming. They just want more graphic, more action and less using their brain. More innovation?! Jesus Christ... its been ages since a decent isometric game was published and 3D graphic is the only standard now. In my oppinion 2D isometric IS innovation nowadays, because its so rare that it almost doesnt even exist. Whats wrong with making a game with good old tested recepie? Just look what they did with Deus Ex 2!! God damnit!!! They used a new recepie and it sucked big time! There are many such games, and whats wrong with turn based fighting? It can be as much fun as real time, only different. Where have the days gone when you could chose between 3D, 2D, isometric, cartoon like, many different genre games??? Is it just me or are the games really becoming more and more shooter like? :?

And how in the nine hells can anyone say that 2D isometric graphic sucks??? Just look at Planescape torment and if anyone says that game had bad graphics i swear i m gonna shoot him in the head! Everything was hand drawn... so many details... much more than in 3D games.

As for Fallout 3, all i can say is that Bethseda doesnt have any interest listening to fans. They just want to earn money and that means going for the broad gaming public with average IQ of bacteria. I tried to post on their site a constructive critique about what was badly done in Oblivion (here is the link:
http://www.bethsoft.com/bgsforums/index ... 824695&hl=
but all i got as response was:
-use the mods
-make your own game
-its not feasible... :shock:

Dear god... they actualy believe they made a great game with Oblivion. It really wouldnt surprise me if they screw up Fallout big time. When they were left with no arguments they locked my topic with explanation my topic should be elsewhere... :roll:
The worst thing is that whenever you tried to type Oblivion sucks ... the text becomes Oblivion is the best game in the universe!!... So much for listening to fans. They are out there just for money and i am afraid that the gaming era when games as Baldur's Gate, Planescape Torment, Fallout... were published are over. :(
 

DraQ

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Re: New guy in town

Mareus said:
As for Fallout 3, all i can say is that Bethseda doesnt have any interest listening to fans.
That might be a bad idea. I knew a guy who wasn't listening to his fans as well, till they malfunctioned and his CPU fried.

They just want to earn money and that means going for the broad gaming public with average IQ of bacteria.
Do not insult the microbes, for they might give you sepsis.

The worst thing is that whenever you tried to type Oblivion sucks ... the text becomes Oblivion is the best game in the universe!!...
Aah, creative* circumvention of the autocensor - the favourite passtime of TESF elite.

*"creative" meaning "done in such way that avoids tripping the mod-wire".

They are out there just for money and i am afraid that the gaming era when games as Baldur's Gate, Planescape Torment, Fallout... were published are over. :(
Only true before we hit the photorealism barrier - then the developers will have to seek other ways to best their competitors. That, or the general gaming public will be so braindead, that a flashy screensaver will sufice to make them happy.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,175
Dark Matter said:
Who said anything about P&P emulation? I said it's trying to emulate Fallout (to some extent). FO is a cRPG, not a P&P RPG. Dumbass.
Yay, you made a fucktard out of yourself and I don't have to reply to other shitty stuff you wrote!
 

Mareus

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Messages
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Atlantis
Photorealsim in games

DraQ said:
mjorkerina said:
DraQ said:
Only true before we hit the photorealism barrier

Which will never happen.
Why? Human eye has finite resolution, colour and luminance range and so. There will be moment when adding extra shaders, upping resolution and generally increasing graphical parameters won't affect perceptible quality.

Well I just hope the photorealistic graphic is not the only goal new developers have. I would still like to see cartoonlike games being made. I thought that was the whole point of games. To create an interactive world that is utterly different from the world we live in. There is no magic in photorealism. Although i am not saying such games should be banned. Its just i miss the days when i could chose between different types of graphics, different genres, etc. Today everything looks almost the same. :S

And trust me it's not nostaligia...
 

mjorkerina

Scholar
Joined
Jun 5, 2007
Messages
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Location
Montpellier, France
Re: New guy in town

DraQ said:
mjorkerina said:
DraQ said:
Only true before we hit the photorealism barrier

Which will never happen.
Why? Human eye has finite resolution, colour and luminance range and so. There will be moment when adding extra shaders, upping resolution and generally increasing graphical parameters won't affect perceptible quality.

Do you believe raw power is the only thing that matters ? What about the freaking cost of making the game ? Making insanely high resolution textures, 3d models, landscapes, varied and interactive animation and building a stable game and physics engine will make the costs skyrocket even if computers had the power to do it in real time.

Final Fantasy the movie, which was not as photorealistic as possible sank in its own costs. And it was a movie rendered in a computer farm, not a real time game with all the implied work going on.

http://en.wikipedia.org/wiki/Final_Fantasy_Movie

The North American box office results were at $32 million. The shortfall from the high cost of production reached $137 million (including $30 million for marketing). However, Square Pictures did survive long enough to produce an animated tie-in to The Matrix, Final Flight of the Osiris (see also The Animatrix). Final Flight of the Osiris increased the level of realism shown, addressing some of the "painted statue" criticisms.

The film also made $55 million more overseas, meaning total losses were approximately $123 million (the studio typically receives half the box office gross). The domestic box office loss was - at the time - the largest in film history. The merger between Square and Enix, which had been under consideration since at least 2000 according to the then Enix chairman Yasuhiro Fukushima, was delayed because of the failure of the film and Enix' hesitation at merging with a company that loses money.[5]

It's not as Pixar stuff which can have lot of eye candy but is more comics-like than life-like.

You will be dead and eaten by worms way before we'll ever see something even near photo realism in games.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
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Chrząszczyżewoszyce, powiat Łękołody
Re: New guy in town

mjorkerina said:
Do you believe raw power is the only thing that matters ? What about the freaking cost of making the game ? Making insanely high resolution textures, 3d models, landscapes, varied and interactive animation and building a stable game and physics engine will make the costs skyrocket even if computers had the power to do it in real time.
It's amusing how easily you can apply this kind of reasoning to old 8 bit games to explain why modern games can't exist. :D
 

mjorkerina

Scholar
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Messages
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Location
Montpellier, France
Just so you know, between the 8bit times until nowadays the size of a team required to make a game, and the costs, already quite skyrocketted. There used to be a time where only one dude, sometimes with the help of friends, could make a game that sells. Your comparison is null. From such a time where gaming was in its infancy, to today already large teams there was a comfortable margin of growth possible. The gaming market cannot grow infinitely, there is a peak, maybe still not reached as of today, until which it won't be possible to put more and more money into production.
 

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