A Little Comment

Discuss the game that started it all, and its sequel. Technical questions and issues go into the Fallout Technical Support forum, not here.
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Bloodgeon11
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A Little Comment

Post by Bloodgeon11 »

Now, listen...this isn't a plot concept or anything lame like that...i'll leave plot lines to the professionals. I think one of interplays best games was probably Planescape: Torment. Now, any mods reading this, back off of those move thread buttons...this is a viable point because of what i am about to say. You see, what made PS:T so great was the fact that the main char wasn't on some corny "save the vault/village/world" quest, he was on a quest of personal discovery. I realize that personal discovery may seem a little lame, but then again, if you think that, you haven't played PS:T. Also, i'm not critisizing the former fallouts(1 and 2). They had great gameplay and were indeed fully immersive. I realize that saving your vault from destruction may also be construed as a quest of very personal nature, and that PS:T was a D&D, chock full of spells and swordplay, but nevertheless, it needs to be taken into consideration.
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Post by SuperH »

What should be taken into consideration? Personal discovery over save the vault?
It's a matter of game type. The excellent thing about the fallouts is that you can be any character you'd like at all. If you try to bring personal discovery into it, you shove certain aspects onto their character they might not want. That's why you need quests that aren't character dependant, so you have complete freedom to do whatever you'd want.
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Post by Bloodgeon11 »

Right, right, but just easing off the old "gotta keep whats left of civilization from being destroyed" standby to "hey, i just split off of some faction and need to find my way in the world". I'm not saying it should be completly devoid of personal choice, just maybe not about keeping the world around.

Or maybe i'm a dumbass... :oops:
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Post by SuperH »

Yeah, I see what you mean. It shouldn't be another Vault Dweller saves his home town thing, that's old hat. Doesn't matter what they do really, as long as it's interesting. It can't be a voyage of personal discovery though, that doesn't fit with the style of gameplay at all. It did somewhat in planescape, because of the whole memory loss thing, he had many different pasts and you could be however you wanted, because of how he commonly broke with his past, but I can't see that being accomplished satisfactorily in a fallout game. It would make it pretty cheezy I think. Give the character some sort of driving quest, something important, but not necessarily "this broke, we'll die, save us" or "we suck, we'll die, save us", as in the first two.
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Post by atoga »

lewl I HAVE DAMN GOOD & CREATIVE FALLOUT THREE PLOT IDEA WITH SIDEQUESTS AND TONS OF PLOT TWISTS AND THAT'S AS LONG AS FALLOUT 2 clicky! >>> :hug: <<< yay! that's just the rough though, now it's better & stuff

I think I'll just sit in the corner and take my piiiills..
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Post by swordinstone »

Fallout Identity: you wake up from a coma, have no idea who you are, or why you behind the wheel of a brand new Hummer, with a trunk full of heavy weapons.
Against the grain
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Swimmin up stream...
I maintain against the grain!
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Post by SuperH »

Or Fallout : Memento, where you start off killing the overseer and have to play through the game backwards.
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Post by atoga »

I thought Pulp Fiction defined non-chronological storytelling, not Memento? Unless, of course, we're going backwards here.
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.
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Re: A Little Comment

Post by Saint_Proverbius »

Bloodgeon11 wrote:Now, listen...this isn't a plot concept or anything lame like that...i'll leave plot lines to the professionals. I think one of interplays best games was probably Planescape: Torment. Now, any mods reading this, back off of those move thread buttons...this is a viable point because of what i am about to say. You see, what made PS:T so great was the fact that the main char wasn't on some corny "save the vault/village/world" quest, he was on a quest of personal discovery. I realize that personal discovery may seem a little lame, but then again, if you think that, you haven't played PS:T. Also, i'm not critisizing the former fallouts(1 and 2). They had great gameplay and were indeed fully immersive. I realize that saving your vault from destruction may also be construed as a quest of very personal nature, and that PS:T was a D&D, chock full of spells and swordplay, but nevertheless, it needs to be taken into consideration.
Okay, so what you're suggesting is that you leave the shelter of a vault to venture out in to the hostile wasteland because you want to go on a voyage of personal self discovery?

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Re: A Little Comment

Post by Killa-Killa »

Saint_Proverbius wrote:Okay, so what you're suggesting is that you leave the shelter of a vault to venture out in to the hostile wasteland because you want to go on a voyage of personal self discovery?
While this could, in theory, work, it would be far too hard to give motive. People don't just leave safety and risk their lives for "Personal Discovery". It woukldn't be realistic. And thus would not fit into the FO world.
NOTE: I know, I know, I just used that quote 'cause I was FAR too lazy to scroll back up and find a more suitable one, and it had already summed up what he said.
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Post by atoga »

Saint, why a vault? Take Harold for instance, he's always the explorer, and his little quest around going into the vats because caravan-eating super mutants were cramping his style. He could have easily stopped caravaning or solved his problems by packing up and heading elsewhere, but instead he decided to get to the bottom of the mystery and hopefully make life a bit easier for his fellow merchants, reaping tons of experience points in the process. Sure, the plot line doesn't go exactly like that - I'm just generalizing here - but when you boil it down, the reasons why Harold went on the adventure are the same. So don't discount an adventure idea that's purely defined by your own actions - no one else's life is at stake, and no one is giving you a shitload of money to find it.

Another, similar idea is going to look for rumored buried treasure with a few friends, with the fate of civilization certainly not resting on your shoulders. (Post-apoc The Hobbit?)
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.
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Bloodgeon11
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Post by Bloodgeon11 »

Another, similar idea is going to look for rumored buried treasure with a few friends, with the fate of civilization certainly not resting on your shoulders. (Post-apoc The Hobbit?)

Lol :lol: I love it! No, but really, who says you have to be another vault dweller. Maybe you're a farmers son who is off to see the world, searching for the lost treasure of vault 13. But this sounds a little Tom Sawyerish, and besides, i said that it isn't my place to write plot lines.
"Science fiction wiggers" is my new favorite phrase.

"You'd better be prepared for the jump into hyperspace. It's unpleasantly like being drunk."
-"What's so unpleasant about being drunk?"
"Ask a glass of water."
-Douglas Adams, The Hitchhiker's Guide to the Galaxy
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