mister lamat
Scholar
- Joined
- Mar 23, 2006
- Messages
- 570
pessimistic? no, no reason at all.
oh god... not fun! make the fun fucking stop!!! it burns!
oh god... not fun! make the fun fucking stop!!! it burns!
Oh come on! It's obvious that the (sterile) super mutants would have died from old age after 115 years. And the Brotherhood of Steel would certainly not be around after such a long time had passed. And even if they were, there's no way they could've sent people that far east. Or grown as an organisation into some kind of Desert Rangers. Nope. They'll just remain the same as they were back in good ole' 2162. Written in stone. A stone hidden in a vault, safe from the ravages of time and Bethesda Softworks. A stone called "Nostalgia".somnus_lethe said:Are you happy to see both Super Mutants and the Brotherhood of Steel on the East coast, against all odds? Do you really want familiar faces at the cost of plausibility/continuity?
Having only played through FO1 and FO2, I'm not sure why this is "against all odds." But these elements are the iconic bits of the original story. I guess I would have to see this in action to determine if it felt plausible to me.
RGE said:Oh come on! It's obvious that the (sterile) super mutants would have died from old age after 115 years. And the Brotherhood of Steel would certainly not be around after such a long time had passed. And even if they were, there's no way they could've sent people that far east. Or grown as an organisation into some kind of Desert Rangers. Nope. They'll just remain the same as they were back in good ole' 2162. Written in stone. A stone hidden in a vault, safe from the ravages of time and Bethesda Softworks. A stone called "Nostalgia".somnus_lethe said:Are you happy to see both Super Mutants and the Brotherhood of Steel on the East coast, against all odds? Do you really want familiar faces at the cost of plausibility/continuity?
Having only played through FO1 and FO2, I'm not sure why this is "against all odds." But these elements are the iconic bits of the original story. I guess I would have to see this in action to determine if it felt plausible to me.
somnus_lethe said:I don't actually know that these things are missing.
This still seems reasonable to me. If my father disappeared, I would want to find him. Any plot device probably assumes that there is additional back story that will need to be filled in.
You specifically mentioned the vault dweller suit, and some of the concept art I saw had a guy in a vault dweller suit. It would in fact seem odd to have these things missing. The absence or apparent mishandling is not obvious to me at this point. I recognize that this game is going to look and feel very different. I just don't know yet that the kitchy details will be completely missing.Role-Player said:As in, their absence or apparent mishandling is news to you, you hadn't noticed them before or are you comfortable with the change?
This seems to be a recurring sore point, so I will try to better express why this plot device seems reasonable to me. The starting point in an RPG of this sort usually implies that you are in some way special. In FO1 or FO2, there is no real reason for it, you just are. This is, of course, the central conceit of this type of game. You have to leave the vault. Going in search of a family member makes as much sense as anything else, and removes the arbitrary "you are special because you tagged barter, speech and small guns." If there are no options about what can happen when you find your father, then I'll have some serious issues.But would the character? I believe that's the key issue. There's not much of a sense of role-playing if the role forcefully requires the player to care about something or someone he doesn't care about or hasn't been given the time to care about -- or alternatively, that he can express his own view and empathy (or lack thereof). Of course, there's no word on if the latter will be possible (much like it was possible to ignore or betray the populace of Vault 13 in the original game) but the former is already shaping up to be a letdown.
Most of your questions are straw-man arguments, but I'll humor them anyway. No. One of the great things about an FPS is pulling off a great headshot without the computer "doing it for you."
I have no idea how well the proposed hybrid system will work. Nobody knows, we're all just guessing. I am not filled with hope, but somebody, somewhere might just create a decent hybrid. I think the combat system in FO was (at least to some degree) a product of its time. Does Bethesda have a track record that says they have the chops to be the next great innovator? Nope.
Frankly, if FO3 is as good as Deus Ex (the first one and not the second) or SS2, I will be thrilled beyond words. That dosn't mean it will really be what I hope FO3 could be, but it would be a fun game.
It's not innovation. Do we want innovation? We want a good game, and innovate and fun are not synonymous.
Random is still random. This is where things get a bit dicey for me. Most random number generators are fairly streaky. I could see a hybrid system where a point blank shot would always hit, but something like a critical chance would still be random.
They're slapping their "story-based" mode on Fallout with regard to character generation. In previous Bethesda games it was only fun once. But I also bet you can blast through it and then just tweak the stats to your liking at the end. Or at the very least, save before the final tweak and then just reload and restart from there.
Well, for me at least, the dialog trees were still pretty much a keyword system. I enjoyed the writing, but was never really at a loss for which response provoked the particular reaction I was looking for.
Frankly, I think this is the one area where they will probably get the most "right." These kinds of touches are all about background details, and for all their glaring faults, Bethesda does pay attention to details.
Postmodernism is all about taking bits and pieces from everywhere. Nothing (even FO) is really original in pop culture.
It's their plot device. It does seem less drastic than the big crisis of a water chip, but seeking out a lost family member at least seems like a plausible way to start a story.
It is a pretty obvious moral choice. But FO had obvious ones too. It would only be speculative to see if the more interesting moral objectives are a part of the new game.
somnus_lethe said:You specifically mentioned the vault dweller suit, and some of the concept art I saw had a guy in a vault dweller suit. It would in fact seem odd to have these things missing.
If there are no options about what can happen when you find your father, then I'll have some serious issues.
mister lamat said:if you take the events of fallout 2 into account, the rise of the NCR is the most compelling reason for the Brotherhood to pack up and leave.
somnus_lethe said:You specifically mentioned the vault dweller suit, and some of the concept art I saw had a guy in a vault dweller suit. It would in fact seem odd to have these things missing. The absence or apparent mishandling is not obvious to me at this point. I recognize that this game is going to look and feel very different. I just don't know yet that the kitchy details will be completely missing.Role-Player said:As in, their absence or apparent mishandling is news to you, you hadn't noticed them before or are you comfortable with the change?
This seems to be a recurring sore point, so I will try to better express why this plot device seems reasonable to me. The starting point in an RPG of this sort usually implies that you are in some way special. In FO1 or FO2, there is no real reason for it, you just are. This is, of course, the central conceit of this type of game. You have to leave the vault. Going in search of a family member makes as much sense as anything else, and removes the arbitrary "you are special because you tagged barter, speech and small guns." If there are no options about what can happen when you find your father, then I'll have some serious issues.But would the character? I believe that's the key issue. There's not much of a sense of role-playing if the role forcefully requires the player to care about something or someone he doesn't care about or hasn't been given the time to care about -- or alternatively, that he can express his own view and empathy (or lack thereof). Of course, there's no word on if the latter will be possible (much like it was possible to ignore or betray the populace of Vault 13 in the original game) but the former is already shaping up to be a letdown.
To be truthful, I don't know (which seems to be the most common phrase associated with this game at this point) that the initial "go find your dad" plot will be compelling. I do think that with some effort on the developers part it makes an acceptable starting point.
Most 19 year olds won't do this - as they will sing happy dances Smile if & when their parents (father or mother) has gone away... It simply does not compute..
But why you? Why not some other person in the Vault, or in your tribe?In Fallout 1, you weren't special just because you had tagged some skills, traits and perks. You literally got the short end od the stick and were forced out of the safety
of Vault 13, being thrown out of the Vault in order to find a (new) waterchip. Fallout 2's story had kind of the some plot outline, pushing you out in the wasteland...
My problem with a 19 year old going voluntarily : out into the urban jungle in search
of his father is this: Most 19 year olds won't do this - as they will sing happy dances if & when their parents (father or mother) has gone away... It simply does not compute..
Actually, by definition, we're all tossing about straw men, since we really don't have anything solid we're arguing against and we're just propping up whatever bits of evidence fit our premises. So my assertion wasn't really a fair one.First up, why the "straw-man" argument? The questions are certainly geared toward certain (obvious) answers, but I wouldn't say they're irrelevant. The thrust of these first few questions are to question the validity of and motivation of providing alternate modes of play for two different types of gamer.
I'm just not sure how valid even an informed guess is at this point.We may be guessing, but it's not as though we can't make informed guesses. Even without taking Bethesda's track record into account, is it fair of me to say that VATS sounds like a clear alternative to traditional FPS aim 'n' shoot gameplay, rather than being complementary?
Okay, but here again, I don't see what's particularly positive or negative. It's going to be a real-timeish kind of game. I am completely with you on the whole "this really isn't Fallout." But I also have no real idea what it's going to be.Now look at VATS. The purpose of the system isn't to provide an advantage to players who tactically deploy their limited AP resource. As best I can understand, it's an alternative for players who either can't or are unwilling to aim 'n' shoot FPS style. However, the minute you include an alternative that can be accessed at any point in the game, then knowing the right moment to employ each one becomes part of the gameplay.
Very true.Is that necessarily a bad thing? It's certainly encouraging metagaming on the players part, and to that extent, I think it's poor design. It steers away from the desirable "single, non-ambiguous game rule" and into the territory of loopholes, exceptions and dare I say it, exploits.
I still think somebody might come up with a good hybrid someday. But probably not.It's not innovation, but there are plenty of people who believe it to be, without putting any thought toward their opinion, and try to justify the exclusion of something many people find fun, such as turn-based, as the result of innovation.
In the limitless levels of Oblivion, the first dungeon ended up being a pretty trivial part of the overall build. But in something that is (hopefully) more focused and limited the intro just might be far more important.In that case, why not include an option to skip the prologue? I took issue with Oblivion's "rebuild your character at the end of the first dungeon" because actually playing through the first dungeon was an integral part of developing your character. You're guaranteed to have advanced a level, based on your previously chosen skills, and it's pretty likely you have an inventory full of things to suit your previous character.
So what it boils down to, is that it's advantageous to go through the prologue, and thus the character is rewarded for something they're not likely to enjoy. Poor design. Of course, it's trivial to fix, but it's also trivial to get right in the first place.
Then I misunderstood your point. I agree that the writing should be a major focus.Huh? Dialogue trees aren't about obfuscating your intent, they're about making a conversation seem like a conversation. Given that most game developers will spend many dozens of man-hours trying to create photorealistic 3D content, is there any reason to take an austere approach to something as cheaply produced as dialogue?
Well, there's a lot of pop-culture from the 50's and 60's surrounding Atomic issues that could certainly make the game distinct. I still see it as largely unoriginal, but it's a fine line.I'm not talking about original. I'm talking about distinct. Is a blond-haired, blue eyed person likely to stir more public interest in Sweden or Japan? For the same reason, stylistic elements taken from 50s Americana and sci-fi are going to stand out when compared with the far more prevalent contemporary influences on most game art.
If you're deriving from something that nobody else is, it may as well be original in the eyes of many.
These are not really similar alternatives. With all the dearth of information coming out, we do know that your build is not "pre-defined" and hence this is a nonsensical assertion.It's not a problem with the plausibility of the situation, it's the fact that it makes so many other player-authored alternatives implausible. Would you be disappointed if the game also fixed your character stats to a pre-defined build "essential" to the plot?
Probably because they hope their target audience finds these bits compelling. Which of course, begs another rather obvious question addressed elsewhere on these boards.And therein lies the crux of the concerns many of us have. Since Bethesda have complete control over what they show off, and are being so incredibly miserly with the release of info - why show the unfavourable bits?
Awesome! Reminds me of the singing transvestites in Escape from New York! :DRole-Player said:Feel free to welcome tapdancing Super Mutants who lug around World War 2 weapons and go back in time in a Tardis to re-create East Side Story with the Master and the Vault Dweller as the romantic pair. By your comments, you'd be on the first row lapping that shit up and calling it Fallout 3.
RGE said:The super mutants would probably all have died out by that time though. As violent as they apparently are, they would've either vanquished everything in their path, or been killed off during the 115 years.
People who give a shit about Fallout.who the fuck cares whether the supermutants are sterile or not when they are glorified orcs...
kingcomrade said:People who give a shit about Fallout.who the fuck cares whether the supermutants are sterile or not when they are glorified orcs...
Oh hello there, you silly little man. Disregarding for a second the fact that "rhetoric" can be defined as the exact opposite of how you choose to define it (which would suggest to me that you should just stick to "small" words from now on), where exactly did I indulge in an ad hominem argument? Be a dear and point that out for me, please.somnus_lethe said:Okay, I will explain this using small words. Rhetoric implies logical premises strung together to make a point. Ad hominem attacks are inherently illogical.Futile Rhetoric said:No rhetoric is needed when the premise is this moronic, I just need to point it out, sit back, and laugh. Although afterwards, I cry a little, too.
Your argument is that a turn-based combat system was a "product of its time". This implies (and I know what an ace you are at figuring out what words imply, you've shown this much with "rhetoric") that turn-based combat is antiquated; that there is no place for it in the world of tomorrow; that it has been replaced by something superior. This is just not the case.My premise is that major studios no longer make turn based RPG games. I am not implying that this is a good thing or a bad thing, it's just a thing. If you would like to point out any major releases at present or in the near future that are turn based RPG games, I'll happily concede the point.
Then perhaps you are not a complete waste of oxygen.I would like to see a new turn-based Fallout.
The fact that it's not turn-based doesn't not add to the fact that it'll be a bad game, it adds to the fact that it'll be a bad Fallout game.It's not going to happen. It might still be a good game, even if it's not turn based. It won't be the game I want, but that also doesn't by default make it terrible.
Obviously I did not make my point about turn-based combat being a product of its time sufficiently clear in my initial argument. You loaded my statement with all kinds of additional baggage from other points of view. This was not my implication, so I am attempting to better state my point. I do believe there is a perception (within major game developers) that turn-based gaming is a thing of the past. I think this is a false perception. But a marketing department looks at the sales figures for a game like Oblivion and says "this is what works." Sadly, games that could have changed that perception (like TOEE) are often rushed out and then dismissed as failures.Your argument is that a turn-based combat system was a "product of its time". This implies (and I know what an ace you are at figuring out what words imply, you've shown this much with "rhetoric") that turn-based combat is antiquated; that there is no place for it in the world of tomorrow; that it has been replaced by something superior. This is just not the case.
The importance in this case is that a major studio is making Fallout 3. Personally, I really enjoy the games from Spiderweb Studios far more than most of the releases from Bethesda/Atari, etc.Also, what's the importance of "major studios"? The fact that no major RPG designer (and there aren't many of them in the first place) uses TB combat certainly doesn't mean that it's somehow passé. Just 'cause the kids like Fitty Cent and the major labels pander to them, doesn't mean classical music is off until further notice. Major studios have become irrelevant to my gaming needs; thankfully, we have a whole slew of indie developers willing to pick up the slack. If the whole thing takes off -- and I hope and think it will -- their games will eventually reach the same level of sophistication as the RPGs of yesteryear we all know and love.
Again, I only brought up major studios because I'm interested in the development of Fallout, and a major studio is making it. The fact that turn-based combat has been relegated to the indie studios is lamentable, but I personally don't see that changing. You are quite correct to point out that lowest common denominator thinking will dominate much of popular media. But the fact that it is big business ultimately means we probably have more choice because independent studios can exist in a wide market. Fallout with real-time combat or VATS won't really feel like Fallout to me.If turn-based combat is now irrelevant to Fallout, then why are so many people clamoring for it? Heck, I know plenty of people who lament the state of the industry, and most of them haven't even heard of the Codex or NMA. No, turn-based combat isn't just "a product of its time", and the fact that "major studios" haven't made a decent RPG in over half a decade doesn't make RPGs a thing of the past, either. "Major studios" have no fucking say over that.
gee, thanks.I would like to see a new turn-based Fallout.
Then perhaps you are not a complete waste of oxygen.
I think you have a stronger point in that it really won't be a Fallout game at all.The fact that it's not turn-based doesn't not add to the fact that it'll be a bad game, it adds to the fact that it'll be a bad Fallout game.
I'm not convinced that Beethoven and Fallout are comparable as equivalent types of art, but I see your point.No, real-time combat doesn't make a terrible game (although VATS might); what makes it terrible is Bethesda's involvement. These are people who've done absolutely everything in their power to show that they have not an inkling of a semblance of talent for making good role-playing games. I've never expected anything else. What I'm perturbed about is the fact that thanks to our wonderful copyright system, Fitty Cent now owns the complete works of, say, Beethoven, and he's going to make them his bitch, just 'cause he can. I happen to feel rather strongly about that piece of intellectual property, and the fact that it's legal for Fitty to rape it, doesn't make it the right thing to do.