CraigCWB said:
Well, I'm replaying it now and I've got a lot to complain about ...
And I have no idea why you quoted me when I was talking about the engine, I only pointed out Fallout 3 makes you play as a FPS as I prefer KotOR system.
But stil, its a hundred times betters that the isometric, real time with pause crap that BioWare done with Dragon Age.
Oh, and another thing? It takes 5 minutes real time to run from one corner of the map to the other.
That is complete bullshit, even in open areas you have mountains and other obstacles to slow you down and its bigger that Oblivion map that could also not be crossed from one point to another in 5 minutes, even in a horse.
And then there's the modding community, which after 2 years seems to have settled upon the goal of turning the Wasteland into a playground for naked anime goth barbies.
Mods are mods, you cannot use them in a argument of how good or bad the game is.
Fallout 3 mod community pretty much transitioned from Oblivion so that is hardly surprising, I could also say Dragon Age mods suffer from the same problem.
Yeah, those were horrible. But even worse was the fact that they intended the player "game" the system ...
I know.
And then there's all the ideas that had promise - like the whole slavery thing, for instance - where instead of depth and a meaningful RPG experience they went the shallow route and just made the slavers into randomly foul-mouthed bottlecap dispensers.
Opposed to what?
You wanted a slavery simulator? I have no idea why you think slavery have any promise on roleplaying, maybe you want to be one that you can (there are slavery quests) but the fact they are hardly nice people
Raiders are not slavers you know and raiders are one of the fractions that is hostile to the player, Slavers are just in a few locations, Paradise Falls and Lincoln Memorial. and they start out as neutral
I think that's a bunch of blah-blah-blah. In all Bethesda games, the player gets to be all things to all people. Except for whcihever group or groups is hardcoded to be the enemy. That's, as you put it, a design decision.
Never mind its a Obsidian game, that even in the very flawed Alpha Protocol had C&C.
Also what the fuck do you want? someone or something HAVE to be the antagonist and that is not a design decision, its storytelling 101.
"Choice and consequence" gets over-used way the hell too much these days. Especially in regards to dialog trees. That's not a fricking FEATURE. One would EXPECT that when they are presented with a list of dialog choices that when they pick different answers, they get different results. The only reason that's pitched as something cool is because certain studios which will remain nameless to protect the innocent shipped a lot of games where you could pick one or more than one or even all of the choices and no matter what you did you got to the exact same end point.
And then you show no idea what choice and consequence is, a choice is joining the Master, get dipped and get a game over.
Dialog choice can lead to a consequence and yes, most of the time its how its done but how the fuck can that be avoided? its still SOFTWARE and things have to be setup so the game understands what happened, triggers and flags MUST EXIST at this point.
Even Deus Ex did so, Paul Denton can only be saved IF you kill everyone on the building as they are tagged them being dead flags Paul as alive and moves it to the next stage.
The average text adventure from the 1970s blows the doors off anything Bioware or Obsidian or Interplay ever did when it comes to dialog-based "choices and consequences". That's because the developers weren't trying to present the player with an interactive movie. They were trying to provide the player with an adventure.
Bullshit.
Oh wait, BULLSHIT! YOU FUCKING LIE !!!
I played adventure games back in the day and they are linear as fuck, at best you have different endings but what sets them is what you do in the end.
THAT is not choice and consequence, that is "select the right dialog choice so I can advance in the game" as it WHAT IT DID, even Ripper that had a random element still have the exact same puzzles, same dialog and same solution despite we could not know what scenario the game was going to load.
MOTS but different is still better than most the pother crap that's been getting shoveled lately. I'd rather have Fallout 3.5 than fucking Mass Effect in a Fallout setting.
Mask of the Betrayer is not MotS, MotS stands for Mysteries of the Sith as far *I* give a damn and NWN 2 a boring pile of crap, never bothered with the expansion but by the looks of it, its the same crap ... the fact you like it speaks volumes.
Despite its many flaws, FO3 is a playable game ... NWN2 is not even that.