Same reason the average person would care if someone was going to burn down their family home and massacre their family, I'd assumeWhy does the Vault Dweller have to care about what happens to Vault 13 after leaving it?
There are people who wouldn't.Same reason the average person would care if someone was going to burn down their family home and massacre their family, I'd assume
or would you have liked if they'd done shitty early endings? reach some exit of the map and a slide appears "and the courier decided it was best to continue couriering..." or tell the doc you wanna settle in goodsprings... lmao so much fun these are, the game feels incomplete without them... said no one ever
What? Why?When it comes to games with blank slate protagonists, the amount of time you should spend thinking about the player character's motivation is zero.
House saved the courier and offers a job. He is sort of family for him, so stick with House make sense.
Having a reason for the character to care at all about what's happening is fairly important.There shouldn't be any hooks or some gay family-related bullshit to keep the player interested. It's rpg, after all, you are given freedom in interpreting and setting up the needed motives.
Who said that Courier cares at all? Maybe he's only working to earn some caps? Or to get the Dam for himself?Having a reason for the character to care at all about what's happening is fairly important.
Why even bother having a story at all if you can just imagine one?Who said that Courier cares at all? Maybe he's only working to earn some caps? Or to get the Dam for himself?Having a reason for the character to care at all about what's happening is fairly important.
The thing I really like about FNV is that you can stop being gofer for other people, tell them to go fuck themselves and take all the honey for yourself.
ftfy. A good video game story should intrigue the player. The main character does not need any personal investment, because he's not the one deciding whether to continue playing the game or not.Having a reason for theThere shouldn't be any hooks or some gay family-related bullshit to keep the player interested. It's rpg, after all, you are given freedom in interpreting and setting up the needed motives.characterplayer to care at all about what's happening is fairly important.
There is a story, your place in it is totally up to you, though.Why even bother having a story at all if you can just imagine one?
Good point that's not played up enough in the game.House saved the courier and offers a job. He is sort of family for him, so stick with House make sense.
Having a reason for the character to care at all about what's happening is fairly important.There shouldn't be any hooks or some gay family-related bullshit to keep the player interested. It's rpg, after all, you are given freedom in interpreting and setting up the needed motives.
You could've had it as an investigative starter as a rationale for why you're in the Deadfire, just without the whole "go go go get Eothas for reasons".The courier doesn't have to give a shit about the politics of the Mojave. He can find some other motivation. That's the point.
It's a sandbox game and the whole point of a sandbox is that you get to build sand castles like you want to. Being led by the nose through a forced motivation is the worst thing in a sandbox game, although it works great in a story-driven game. Cautionary example: Deadfire. It would've been just overall better without the dumb Eothas hook. Just shipwreck you there and let you figure it out from there, with the main story outcome being "who, if anyone, gets to control Deadfire."
When it comes to games with blank slate protagonists, the amount of time you should spend thinking about the player character's motivation is zero.
He wants to kill person who put him into grave. And not die in wasteland and become a food for animals.What's the motivation for a courier to care who owns a patch of desert and a dam?
A particularly vengeful character would want to pursue Benny, but it sort of falls apart after that.
Contrasting that to Fallout where you have a clear reason to continue on after delivering the waterchip as the mutants pose a serious risk to the safety of the vault.
You can explode Moira, and then when you discover she survived, become hunted person for years.In retrospect, even FO3 had better hooks.
Kekwhat? You exploding Megashit and turning Goyra into zombie doesn't even break her quest.You can explode Moira, and then when you discover she survived, become hunted person for years.
they might be referring to getting on the Regulators' shitlist, which really has fuck-all to do with MoiraKekwhat? You exploding Megashit and turning Goyra into zombie doesn't even break her quest.You can explode Moira, and then when you discover she survived, become hunted person for years.