DefJam101 said:
Can someone actually (preferably VD) sum up what exactly it *is* that makes FO great?
Great design. Everything - the setting, main quest, characters, communities, character system, art, animations, atmosphere, quest design, the main villain, and even the endings - is well designed and thought through. Such quality in practically every aspect of the game is very rare.
To understand the greatness of Fallout one must compare it to Arcanum. Now, Arcanum is one of the finest RPGs ever made, but it doesn't have the same overall quality. Too many game elements and features are flawed or poorly designed. It doesn't make the game less amazing overall, but that's what separates it from Fallout.
Care to make rough list of "You need this to be a Fallout game:" points, anyone?
In the spirit of open-mindedness I'm willing to throw out isometric and turn-based from the list. After all, that's not what made Fallout great. Now, here is the rest:
- the Fallout setting. Don't fuck with what aint broken. The Fallout setting was dark and serious. The "let's do it for teh lulz" design doesn't work here. From another post:
"Fallout 2 is a "mix of everything" game. It's a game designed by a bunch of 13-year olds following the unbeatable "won't it be cool if the game had...." principle. It has huge gangsters with tommy guns running casinos, it has yakuza with samurai swords, it has so many weapons that you can switch to a new gun every 5 min, it has more lulz than the Codex, it has a king-fu fighting town, it has scientologists with celebrities, it has tribals, aliens, drug dealers, talking deathclaws, and even real GHOSTS. The game's a joke.
The main villain is a stereotypical "I kill everyone for the lulz" villain who looks like a giant robot. (the 13 year olds strike again!) You can't reason with him. The only way to beat the game is to fight him."
Looks like Bethesda decided to go with FO2 absurdity mixed with FOBOS stupidity. See this article for details:
http://www.rpgcodex.net/content.php?id=157
- The PA communities. Fallout showed what happens with the modern society when things go boom. Each community - raiders, the Brotherhood, Shady Sands, Junktown, the Hub, even the Master and the super mutants - represents a different way to deal with, adapt, and survive in that new world.
- Different ways to handle quests; meaningful choices & consequences.
- Dialogues are important; you explore the game world through dialogues more than you explore it by walking around. Also, dialogue trees; being able to beat the game without combat.
- It should never, ever be referred to as "a shooter". When someone tells you "wow, that looks like a shooter to me", that's your clue that you are doing it wrong.
- There is no good or evil in the wasteland. There are different, well supported beliefs that can and will clash. That's what you make the main quest and main "villain" from.
- Stats and skills matter. Everything else isn't.