Fallout 3 Developer updates

Comment on events and happenings in the Fallout community.
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Brother None
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Post by Brother None »

PiP wrote:just stop paying attention to some some. or perhaps don't stop, somebody should make it clear for them that they're idea of getting certain things right is wrong :hahano:
Man, I really hate some somes.
Rosh wrote:About the only thing Feargus didn't manage to mess up at BIS, was Planescape: Torment, but that's probably because he was just as clueless as the marketing department and so couldn't insert any of his "expertise".
I always felt one of the major advantages of PS:T's development cycle was a lack of hype, lack of involvement from marketing and an overal attitude that "this wasn't going to be a big hit anyway." Basically the same attitude as they had towards Fallout.
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Post by Mr. Teatime »

NWN has disappointed me so far. The majority of the quests tend to end up with me being sent into a crypt/cave/swamp, trawl through lots of traps and enemies to reach a boss. I had hoped they'd have minimised the combat for people who chose characters in that direction, but I guess that's D20 for you... although PST seemed to manage it. This is before the end of Act 1 though, it may improve.

Anyway, back on topic.
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Post by atoga »

PST ain't d20, son. If anything, I think d20 encourages combat, though (that's all the 3rd edition DMG ever talks about, and generally in modules the only way to gain xp is by killing shit).

I was hoping NWN2 wouldn't be like that, but I guess not.
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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Post by T-900 »

NWN games are simply Baldur's Gate games simplified and made more pleasing to the masses... Fun for a play around, but not among the stars of the genre. The creative aspect and dungeon master element available in multiplayer as well as the general notion of an online RPG are tasty, but crippled by the D+D rules...

"Quickly, cut my ropes, the guards are turning!!!"

"But I'm a mage, m'lady!" *you cannot equip this item, you cannot equip this item, you cannot equip this item*

*stabby stab*

Foiled.

Fucking D+D..
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Post by Killzig »

can we clean up this thread and split the flames / nonsensical fearg bullshit to the wasteland and leave any useful stuff for Emil here.

kthxbye.
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Post by Bethsoft_Emil »

Damn, I know this reads very strangely.

By the "thresholds" I DO NOT mean too little vs too much in the "standard" sense.
Or maybe I sorta do.

There has to be enough so people can accrete their own auto-filler and not so much as to create an inadvertent Potemkin-effect.

Yeah, that's a better way to put it.
No, I get what you're saying.

I'm still here, still reading.
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Post by Mr. Teatime »

Killzig wrote:can we clean up this thread and split the flames / nonsensical fearg bullshit to the wasteland and leave any useful stuff for Emil here.

kthxbye.
Good idea. Please keep the flames to the new thread that I'm going to throw into the Wasteland now and let's try and keep threads like this constructive.

EDIT: topic cleaned up somewhat. I've been generous in the posts I've kept here, but please everyone try and keep your flames to a different forum, and your posts on topic.

So, back to talking about Elderscrolls, Fallout, why and how they're different, and suggestions/questions for Bethesda...

One difference I don't think's been mentioned for a while - putting aside everyone's view of what the 'quality' of various games are - is the difference in non-linearity in the two series. FO offered lots of freedom of choice within the story and quests, which I don't think ES offers. ES offers the whole 'living world' thing, which FO has somewhat, but it isn't the main focus of the game. If I had to take only one of the two, I'd go for non-linear quests and storyline without a doubt. Your actions in Fallout - via quests, regular dialogue, combats, whatever - had effects across the world. Kind of like a butterfly effect thing, though i guess the consequences should generally be reasonably foreseeable to keep the player involved in their choices. This was confirmed by the amount of possible endings you could get in the end-montage. I'd like that expanded on, definately; how your actions affected the world.
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Post by ThatManIsMyHero »

Hey all. I'm just throwing more meaningless shit into the heap.

Fallout in first person perspective; don't care. Fallout as a first person shooter should NEVER happen, and for all the talk about how it's the preeminate roleplaying game today (I have heard people say that), Morrowind is basically just a first person shooter with swords. Combat was point and click frantically and there was no skill whatsoever. The only stat or levelling that seemed to make a difference were in your athletics (bet I can jump onto the top of that building~!) and fatigue, since you basically became useless if you couldn't kill everything in one or two hacks (fortunately for levelled lists, you could!). The perspective of the game is one of the least important elements to me; like graphics, seeing things from first person perspective makes it pretty and such, but it's not the key to immersion. It helps, but it's low on the list.

Fallout in real time; don't care. I don't remember the last time I played a turn based game for the first time, so I'm pretty much used to real time in games. I tend not to play FPS or RPGs so how real time works in those games I can't say, but I will say that even I know that turn based isn't dead. Hell, I thoroughly enjoy turn based tabletop gaming and think it's still fun, even though the women don't wear thongs and don't have the body of a twenty year old girl in their eighties. Turn based offers a lot of advantages to real time but one thing I like about real time is that it's very easy to get lost. In Fallout you can go in and attack New Reno and just use that pause you have to regroup and refocus and it almost seems like cheating. That's not to advocate power gaming but every once in a while you just have to be a prick and get a whole town to hate you (marry your daughter? The words fuck no come to mind), and if shit's flying at you too fast to figure out where from, let alone where your teammates are and how many action points it will take to get to the closest enemy, I would even say I'd prefer real time.

TES combat; god, no. Real time combat is one thing but the useless point and click bullshit of Morrowind is NOT going to satisfy me at all. Projectiles in Morrowind were useless for a start. If they're using the Oblivion engine (and they are), it needs a whole lot of work. I assume that if they had started Fallout when it was first announced, they might be 33% finished by now. Even though it's real time I don't want "frantic slam slam right button left button open menu take potion close menu slam slam right button" again, as that got really, really boring. The fatigue system could be used to try and simulate action points, I suppose, and the removal of the inventory menu at any time but I mean honest to god, it's better to just start from scratch.

Immersion in TES; eh, I really liked the fact that they put so much work into detailing the history of the world through the various books you could read. However, those of you who played Fallout 2 remember that they tried the same thing with some of the late game holodisks and cocked it up. I have absolutely no faith in the TES people to do much better when trying to "create" the backstory to Fallout, and even if they hired a few people from BIS/IPLAY, no guarantee they know fuck all either. Also, on the subject of retarded NPCs, well... I don't mind the "Ask me about occupations!" type of NPC, since they're basically like floating text NPCs in Fallout of lore; pure filler. The problem is that you walk into the Neals bar in Junktown, you get Tycho, you get Neal, you get the skulls, you get the harassed waitress, you get... walk into a bar in Morrowind, you get a bartender with a generic bartender script, a bunch of NPCs that are the exact same as 80% of the NPCs outside the town, and one NPC who is actually involved in a quest someway maybe at some point in the game if you wander through the right square. I MEAN, COME ON. Boring and uniniteresting NPCs to serve as filler is fine, when they occupy 80% of the houses and bars in your game, HIRE SOMEONE TO WRITE DIOLAGUE. You don't have to pay them much. Hell, hire me, I can make filler NPCs who say nothing of value. There's no problem with that, just make it so that the filler NPCs don't all say the exact same bunch of nothing of value.

Anyway, I don't have a point, so I imagine I should stop now. But seriously, hire me.
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Post by PiP »

Mr. Teatime wrote:
Killzig wrote:can we clean up this thread and split the flames / nonsensical fearg bullshit to the wasteland and leave any useful stuff for Emil here.

kthxbye.
Good idea. Please keep the flames to the new thread that I'm going to throw into the Wasteland now and let's try and keep threads like this constructive.

EDIT: topic cleaned up somewhat. I've been generous in the posts I've kept here, but please everyone try and keep your flames to a different forum, and your posts on topic.
:aiee: DAC, now flaming-free.

on the one hand an on-topic, constructive thread is obviously good,
on the other hand always keeping in mind that you can't put in noob-bashing, humour, on-tangents, and general fucking around just doesn't feel proper DAC. I enjoy playing in all that mess on the lookout for those precious gems that are some thoughts by some posters here, while doing it in a leisurely and spacecat-surprise-appreciating manner.

Oh well, guess there's nothing wrong with one neat and tidy thread of pure ontopicness :drunk:

So is there actually anything not discussed a thousand times that we could discuss here before we learn anything about the upcoming F3?
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Post by TelemachusSneezed »

Perhaps I do not understand what is meant by "immersion" by most folks on this forum, because I have gotten a lot of flack for using this term as an interpretation of what a lot of FO fans were demanding.

I wasn't referring to "visual immersion," which is what most people seem to be complaining about. I was talking about "psychological immersion": believability and the ability to convince people that they really are a part of the world's, um.... ecosystem? Is there a short word for "the quality of a game pertaining to the actor's effects on his gaming environment"? "Reactability," perhaps? Anything referring to "immersion" seems to get a hostile response.
Redeye wrote:Maybe there are thresholds governing the amount people will automatically fill in for themselves/gloss over/accept as missing and the amount at which people will feel/think something is missing/want more...
Bethsoft_Emil wrote:No, I get what you're saying.
Hmmm. Yeah, like the resolution of a picture, or the sample frequency of an audio file: there's a certain point after which (most) human beings don't notice the increase in quality. Is there such a thing as game developer economics... ya know, besides "it better sell or we're dead"?
PiP wrote:I didn't expect people to react to bodies in Fallout because it was one tough world. They still reacted to the killing itself - by running/fighting you - which was just what I'd expect.
The non-victim / indirect-effect AI in Fallout was not very good. The best it got was when weak enemies ran away. It was silly to have an entire town turn and fight you for killing someone, or to have the entire town simply go about its business after massive bloodshed instigated by the player. It seems to me that a believable Fallout game would need to implement a "gradation of effects" or something. An example:

I kill some drunk in a bar in self-defense. The following occurs:

(1) Most other people in the bar know exactly what happened, who did it, and why. Nobody fucks with you except those who can and have a good reason to.
(2) People at a radius of X, after a time period Y, know a percentage P of what occurred in the bar.
(3) After a couple of days, no one cares, unless there is a warrant or wanted-posters plastered all over the town.

So... I guess what's missing is mainly the sense of the time-dependence of reaction to events. Haben jemand Denken?
Mr. Teatime wrote:Good idea. Please keep the flames to the new thread that I'm going to throw into the Wasteland now and let's try and keep threads like this constructive.
My humble apologies. Won't happen again... well, maybe once more... or twice. :eyebrow:
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Post by Killzig »

PiP wrote:So is there actually anything not discussed a thousand times that we could discuss here before we learn anything about the upcoming F3?
as far as first person view. no me gusta for reasons stated prior to and it does take away from the experience for me. Kind of makes getting power armor/leather jacket any of the nifty stuff pointless. Poor camera options/controls can really fuck a game too, NWN2 has taken a pretty hearty beating, not nearly as bad as NWN1 did but not too far off.

combat. I'd like to see a robust TB system on the level of Silent Storm at least but I won't hold my breath. I definitely don't want to see them attempt dual systems. Just pick one and do it as well as you can please. I think we've driven home enough that Morrowind/Obliv's hack n slash combat system is not going to make anyone here happy. It should definitely be more character driven than how fast did you pull your mouse or in what direction. That's what stats are there for. Player's input should on the tactical level so the design of possible combat areas should be given as much importance as the system itself.

you know, since you mentioned the experience with thief I hope you bring in some of the good stuff from the stealth genre (such as the lock pick mini game) and try to apply some of that to the game. More interactive skill checks just appropriate to the skill and with difficulty adjusted to skill level of PC.

oh and happy balance between the scale difficulty/reward bonanza that was oblivion with the other end of the spectrum (accidentally wandered into hellzone!) .. it really takes the fun out of exploring when you know no matter what you're not going to find anything exceptional. or you know, just kill that design concept all together and instead focus on communicating more effectively to the player in game that tharrr be danjarrr around them corners.

//end rambles for teh morning.

Post edited due to unruly content ~ Smiley
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Post by PiP »

TelemachusSneezed wrote:The non-victim / indirect-effect AI in Fallout was not very good. The best it got was when weak enemies ran away. It was silly to have an entire town turn and fight you for killing someone, or to have the entire town simply go about its business after massive bloodshed instigated by the player.
well this part of Falout wasn't objectively perfect, but first I learned to accept it and then I grew to love it - it's just a natural part of my beloved game.
Killzig wrote:combat. I'd like to see a robust TB system on the level of Silent Storm at least but I won't hold my breath.
my thoughts exactly.

Post edited due to unruly content ~ Smiley

14/11/2006
Post edited due to unruly content ~ Smiley
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Post by TelemachusSneezed »

PiP wrote:
TelemachusSneezed wrote:The non-victim / indirect-effect AI in Fallout was not very good. The best it got was when weak enemies ran away. It was silly to have an entire town turn and fight you for killing someone, or to have the entire town simply go about its business after massive bloodshed instigated by the player.
well this part of Falout wasn't objectively perfect, but first I learned to accept it and then I grew to love it - it's just a natural part of my beloved game.
Well yeah, sure, you could keep such a thing in FO:3 for nostalgia's sake. Nevertheless, I'd like to see a better non-combat AI in FO:3.

I dig what you're saying though: there's nothing like having to slaughter your way out of an entire town for killing someone "innocent" in the heat of battle. :evil_laugh:
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Post by Thor Kaufman »

C'mon PiP, don't be an :artkill:

Post written by ~ Smiley :che:
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Post by ThatManIsMyHero »

The idea of levelled lists is not in and of itself awful, it just needs to be implemented so that things are factored up with each level rather then being factored TO the player. Say, in Fallout 2, when your team is three deep in power armor with Pancor Jackhammers and Guas rifles, a band of raiders with 10mm SMGs and leather armor seems... paltry by comparison. If they levelled when you did, they could be a comperable threat level throughout the game, and couldn't simply be dismiessed in two simple rounds of combat where you take no damage. However, there definitely does need to be situations where you should walk in and be totally and completely fucked in the early game. That situation should continue to level with you so that even in the late game, it's still not going to be easy. Basically, compared to TES, the game just needs more difficulty... baby stepping the player through it is not a good idea outside of the very first town. Making mistakes and picking your vital organs off the ground to limp to the nearest medic is part of the fun of playing in a violent and unpredictable world.
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Post by TelemachusSneezed »

ThatManIsMyHero wrote:... there definitely does need to be situations where you should walk in and be totally and completely fucked in the early game.
Leveling issues actually never seemed to be an issue with Fallout. Enemies got tougher with the geography rather than with the character's level / abilities, which to me make complete sense. For instance, you didn't encounter an Enclave expedition right outside the Chosen One's village at the very beginning of the game, and they killed you just for sport -- actually, that might have made some sense, it's just the gameplay would kind of suck.

What would make the most sense is for lackluster opponents to never encounter you later in the game because they know better than to mess with a guy in full armor, equipped with an arm cannon. Every now and then, depending on the character's location, it would make sense to encounter bad-asses.

Well, anyways,:blahblah:
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Post by ThatManIsMyHero »

I can't disagree with any of that; however;

Shops exist throghout the game selling armor, weapons... tutors will be around to teach skills... there is no reason that improving your stats and abilities and buying up weapons and armor should be limited to the player character.
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Post by TelemachusSneezed »

ThatManIsMyHero wrote:... there is no reason that improving your stats and abilities and buying up weapons and armor should be limited to the player character.
Well, in another topic I brought up the idea of scarcity: there's only so much material / intellect to go around in a devestated world. So, while I agree that there are a lot of justifications for the player not being the only bad-ass within the FO:3 world, I still think there needs to be realistic rules concerning the difficulty with which certain items / skills are acquired by both NPCs and the player.

For instance, it would be ridiculous if, just because the player discovered a suit of power-armor lying in a bunker, all of a sudden power armor appeared "on the market" for Joe-blow to buy, and so now you have a bunch of power-armor wearing raiders tyring to tank you for kicks. This is what used to happen in old-school RPG's that I would play, where a glut of the same item would appear simply to make yours less special.

A realistic implementation of FO:3 would make it difficult to get ahead, but once you are ahead, the player should keep the advantage... unless something, um, drastic occurs.
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Post by DarkUnderlord »

Emil Pagliarulo wrote:
What I would really like to see is for BethSoft to branch-out from its current M.O. -- "OMFG grafiX!", like most game companies nowadays -- and to really focus on the more subtle things with Fallout 3.
Ultimately, what about the best of both worlds? Aren't the two capable of co-existing?
No, they can't. Bethesda only has a certain amount of funds to develop Fallout 3. I'd like to see the bulk of that go to World / Story design and writing. It's not a matter of 50/50. Oh sure, it's a nice ideal to think that OMG AWSUM GRAFFIKS can co-exist with OMFG AWZUM STOREE but it doesn't happen. It's about focus and the minute you decide to spend time making that explosion look cooler than it already is (but only for the 2% who own a certain graphics card) you've lost that time to spend on the important things IE: What Fallout is (or RPG's in general are) supposed to be about.
Emil Pagliarulo wrote:
We've already heard the demand for such things on this forum: non-linear gameplay, immersion, choices, character development, etc. Ignoring the specifics, I think the majority of people on this forum are just saying one thing: "tell us a story, and make it convincing.
You've just described everything I look for in a game, certainly.
The problem I have is every developer I read talks about these really awesome things (non-linearity, how fun their game is to play etc..). Trouble is, they fail at implementing them. There's a huge difference between wanting linearity and understanding what it is versus understanding how you actually implement it in a non-lame way. For example, it's more than just providing "choices". It's a matter of what those choices are. "You can kill him with guns or uhhh... fists" might be a choice but it's not really the calibre of choice we want. Going by how messed up melee is in Oblivion and Morrowind, I doubt Bethesda's ability to understand what makes a worthwhile melee combat system (IE: The ability to kill someone without having to pummel them for 5 hours would be kinda nice), let alone the fundamentals of "choice and consequence" in a game like Fallout.
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Post by T-900 »

For all that we love the game, I think most people accept the obvious, that released more than ten years later Fallout does have to move on.

About to rant upon the subject of Fallout's evolution, I think the thread is appropriate really. Given that we're talking to a major Bethsoft player about the game.

Some elements of the debate, for example first person perspective, are... Negotiable? They aren't vital. Preferably to retain isometric, perhaps, or to compromise a nicely made adjustable camera view that that defaults to isometric, or even has a number of optional settings.

While other elements must evolve, for example the transition made from 2d to 3d. You could say it's obvious, particularly when being developed by a team now established as the developers of 3d FPS RPG games and their expansions. A more closeminded individual however could have said the same of Fallout: Tactics, a wholly 2d game but one that (regardless of story or gameplay) looked pretty damn sexy and, visually, fitted very well into the Fallout world.

3d isn't the be-all and end all, but we know Fallout 3 will be 3d.

What other elements can evolve?

What elements do major RPGs have now that simply weren't around between 1995 and 1999? (to give a broad view of the Fallout 1 and 2 era)

What has changed about gamers since then?

What has changed about gaming hardware since then, the computers most gamers play on?

Well there are more of us and our PCs are, naturally, comparatively fantastic. :?

So what can Fallout do to take advantage of more players? Sure, it might make more money by appealing to the masses of gamers, as a simple and non-controversial project, by going multiplatform and being playable on an Xbox 360 while cutting out a lot of Fallout's darker and less acceptable flavours. But with more gamers come more gamers interested in, and sorely bereft of, deep and quality games.

One could call Oblivion a comparatively deep game, depending on your comparisons. But compared to Morrowind some elements of it are as shallow as a paddling pool when one brings up points such as the consolidation of all 'long and sharp' weapons in to 'blades'. The skill that makes you good with a dagger, and consequently the use of that dagger, is the same skill that makes you good with a Claymore, a sword taller than... Well, Me O.o

Or the fact both Axes and the common Club come under the same heading; blunt weapons. I own a hatchet and a felling axe for cutting firewood, and though I've never ground a new edge on them or attempted to sharpen them, I really wouldn't call them blunt.

It may be a viable theory that a simplified game, a basic interface, a less intimidating learning curve may garner more players in general. But in my opinion equally viable is the notion that as well as more players overall, there are also more players seeking a quality game who will not be satisfied by anything less.

A game which appeals to this quieter but considerable section of the gamer demographic while bearing the badge of a very well respected development house stands to achieve financial success with both the more selective gamers and the general gaming public, as well as a great deal of respect and popularity for being willing to break the trend of simplied 'made for console' games, to take some small risk and step away from the 'EA image', the image characterised by Electronic Arts as greedy, moneymaking, franchise-ruining, developer-abusing bastards.

And how can Fallout take advantage of advances in computer hardware?

Simple questions, questions everyone has naturally asked themselves, but questions which I am certain could benefit from being explored more deeply.

Fallout 3 will be be a game in 3D.

Fallout 3 will likely make use of physics, most likely Havok physics if Bethesda were satisfied with that engine's performance in Oblivion. Alternatively, Fallout 3 could make use of AEGIA PhysX, if it's development period will take it far enough into the future that PhysX hardware will be more common in gaming PCs.

Sub-question:- What does this mean for Fallout 3? What can it do with Physics?

---- Vehicles?

---- Grenades and other physics related weapons?

---- Physics based flamethrower?

---- Shrapnel/bullet ballistics?

Large numbers of NPCs?

Larger towns?

Seamless exploration as an OPTIONAL alternative to the Fallout travel map. Possible integration: Travel map only takes you to a random place within a mile of the chosen destination, the rest must be travelled in person, on foot/in your vehicle to reach the location.

This brings up the possibility of gates being closed for the night, of sneaking in, of launching attacks from outside, of being trapped or locked in, of defending a settlement along with the populace against attack by raiders or creatures.

The wilderness is a big part of Fallout... The oppurtunity to actually implement an explorable wilderness as opposed to small, square and empty locations chosen from a random set when you choose a desert location would be... Nice?

Hope I've inspired some thoughts and ideas..


- Jakk


Edit: HUGE agreement with DarkUnderlord on the subject of his side-mention of melee implementation... Oblivion's long, slow melee looked vaguely acceptable when fighting heavily armoured swordsmen. When you have to hit a man in a robe or a goblin wearing rags forty times to take it down with a dagger, you really start wondering what's going on.

Melee combat is a major feature of fighting after the apocalypse in a world where technology is scarce and each bullet is valuable. But then again, Melee combat is pretty major in a fantasy universe where it's at least 90% of what goes in on the world, and that didn't stop Bethsoft implementing a simplistic, irritating, dissatisfying and boring form of melee into Oblivion.
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