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.