Fallout 3 Developer updates

Comment on events and happenings in the Fallout community.
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Mismatch
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Post by Mismatch »

What elements do major RPGs have now that simply weren't around between 1995 and 1999?
Action oriented combat...
Which sucks...
Vehicles?
Should be scarce.... Most are broken down beyond repair.
If you find one you can buy a car armour online for $0.99.
Grenades and other physics related weapons?
Yea... there should be time to calculate real arcs for grenades... since combat should be TB anyways.
Not sure that its much better than area damage and strength to calculate range for grenades... the effects are roughly the same.
Shrapnel/bullet ballistics?
Bullet ballistics are not needed in TB. Hitting depends on skill, NOT the calculated trajectory of your bullet.
Sure shrapnel is ok.
Large numbers of NPCs?
How about making good NPC's to begin with. That alone seems to be a challenge for bethsoft.
Larger towns?
Just remenber that most towns <i>are supposed to be</i> small. Child mortality, rad poisoning, domestic violence and all that.
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?
The wasteland is supposed to be barren and empty.
Its the whole point.
Sure some old ruins could be neat.... but dont overdo it.
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Post by TelemachusSneezed »

DarkUnderlord wrote:
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.
Well, I'll not go as far as D.U. on this point. I think if BethSoft really wanted to achieve something great, they could find a way to balance graphics and design. But let me just say this, Emil: you need to know before you get too far into development that you are garaunteed the resources you need to actually achieve the "best of both worlds." If it's looking like your graphics development budget is going to be a large number of times your conceptual development budget, tone down the eye-candy and shift resources to your conceptual budget.
Death to quotes.
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Post by T-900 »

Mismatch wrote:
[Differences in RPGs over the years]
Action oriented combat...
Which sucks...

[Vehicles?]
Should be scarce.... Most are broken down beyond repair.
If you find one you can buy a car armour online for $0.99.

[Grenades]
Yea... there should be time to calculate real arcs for grenades... since combat should be TB anyways.
Not sure that its much better than area damage and strength to calculate range for grenades... the effects are roughly the same.

[Ballistics]
Bullet ballistics are not needed in TB. Hitting depends on skill, NOT the calculated trajectory of your bullet.
Sure shrapnel is ok.

[NPCs]
How about making good NPC's to begin with. That alone seems to be a challenge for bethsoft.

[Large towns]
Just remenber that most towns <i>are supposed to be</i> small. Child mortality, rad poisoning, domestic violence and all that.

[Explorable wasteland]
The wasteland is supposed to be barren and empty.
Its the whole point.
Sure some old ruins could be neat.... but dont overdo it.

Combat.

I liked the combat of Fallout. Doesn't mean I wouldn't *love* to be able to actually aim in first person and fire off a shot from my .233, hear the blast up close and watch the blood spatter from the ruined skull of the raider attacking me.

That's an idealistic view, certainly, but without some ambition games will never evolve.

Vehicles.

Should indeed by scarce, I agree wholly. But if they could completely scrap the system present in oblivion and get something a little deeper, I wouldn't mind seeing some kind of horses and pack animals. I don't want to ride a Brahmin, but they're a good precedent for other domestications.

As for automobiles, I would be keen to see a little more. A compromise between Fallout 2 and Fallout: Tactics. Remember that the mutants had 'steam trucks' in Fallout 1, according to the Ghouls. We never got to see them for pretty much the same reasons we didn't see -half- of what was supposed to be in Fallout one.

Can you imagine standing on a rocky ridge over a military base as the sun rises over the mountains, a vibration begins to shake the screen before a droning, juddering noise overwhelms your speakers, flowing up from behind you as a shadow blots out the sun, a full-scale Vertibird clattering over your head and setting down within the base?

Vehicles were avoided in the early fallout games primarily, in my opinion, because of the engine.

Grenades (and ballistics).

Your arguments are based upon Fallout being a turn based isometric game. I honestly don't mind whether it is or not, I simply want the atmosphere and quality somewhat intact, and I'd rather enjoy the fun of combat where I can move freely in three dimensions, use cover dynamically, change my posture and fire my guns with my own fingertips.

I don't think it will be.

NPCs

Will be a challenge, yes. Lets hope Bethesda have learned from their mistakes. One of the greatest of the few criticisms the mainstream reviews had with Oblivion was it's *horrific* dialogue, and it's radiant AI conversations.

Large Towns

Ever looked at the population statistics for NCR in Fallout 2?

There are supposed to be a hell of a lot more people in the world than you actually see. In addition, Fallout 3 may be another generation or several generations ahead, as with Fallout 2, leading to, regardless of sterility and child death, a larger population still.

Explorable Wilderness

Aye, a vast empty space. I'd like to walk through that vast empty space. That's the Fallout atmosphere. And if you want to 'skip' the long distances, use your old-style, classic Fallout travel map and suffer random encounters according to your Outdoorsman skill =)

Thanks for your responses Mismatch.
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Post by Mismatch »

As for automobiles, I would be keen to see a little more. A compromise between Fallout 2 and Fallout: Tactics. Remember that the mutants had 'steam trucks' in Fallout 1, according to the Ghouls.
Things running on steam gives me a hard on.
Your arguments are based upon Fallout being a turn based isometric game. I honestly don't mind whether it is or not, I simply want the atmosphere and quality somewhat intact, and I'd rather enjoy the fun of combat where I can move freely in three dimensions, use cover dynamically, change my posture and fire my guns with my own fingertips.
It doesnt need to be isometric to contain turnbased combat. But TurnBased is needed to get the combat working properly.
I've got no problems with 3d and a movable cam. But combat needs to be turnbased.
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Post by T-900 »

Fallout is the one and only game I've ever enjoyed turn-based in.

And I enjoyed it immensely.

Fighting for a purpose, against characters who felt like they had a soul, rather than just being 'dungeon filler'... I mean, the sheer satisfaction of overcoming a group of predatory bandits, people who DARED to attack you, humans of your own species who could be HELPING...

Compared to the standard RPG fare of randomly placed semi-powerful monsters without voices, without souls, without individuality.

Sure, there were, counting for gender, perhaps six or seven possible 'looks' for a raider in the entirity of Fallout 1. But somehow the way they acted, the wide variety of combat chatter lines that responded to how the fight was going or what was happening, the way you'd loot them and find one was carrying a bottle of high quality pre-war liquor he must have been saving for celebration one night.

It felt great. It felt alive.

Heh. Pointless fallout humping ramble. Sorry.

Fallout achieved the incredible. It made slow turnbased combat exciting, engaging, interesting, violent, and atmospheric. Amazing.

But it doesn't mean that I think turn-based is best for Fallout, or the only option.

Fallout in 1997, on that engine, in isometric, in 2d.. Turnbased combat was the best choice, and implemented wonderfully.

Fallout in 3d, with today's technology... I think real-time combat could be a better option, or at least an option offering pleasing variety.

I don't want Fallout 3 to be an enjoyable homage to the Fallout brand.

I want a fucking sequel! =P

I want... Evolution. Don't fix what isn't broken, by all means, and don't fucking dare compromise the atmosphere or the fallout flavour, but it would be a crime not to take fallout to the level it can potentially reach with modern technology.

Imagine large-scale battles between cover-utilising AI in the mountains, bandits versus a well armed merchant caravan. You encounter it on the travel-map or find it by following the distant sound of gunshots when travelling in-eyes, and just watch it, before joining it.

First person, 3d, muzzleflashes lighting up the night, dust kicking up from grenades, spears whistling through the air and impaling a guy, killing him in one strike with a critical hit...

Heaven.

Do you agree, at all?
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Post by Mismatch »

Fallout in 1997, on that engine, in isometric, in 2d.. Turnbased combat was the best choice, and implemented wonderfully.
word.
Fallout 1 & 2 are, as I stated elsewhere, the only RPG's Ive played where combat has been fun.
Fallout in 3d, with today's technology... I think real-time combat could be a better option, or at least an option offering pleasing variety.
Now, realtime combat would probably just fuck things up.
There are a number of reasons why.
<b><i>1.</i> Targeting</b>
We all, I hope, loved the targeting option in FO, such delight it was to place a well aimed kick in Lynnette's crotch.
In realtime targeting would be weird, since you would be shooting at the same spot all the time until you targeted another area.
And, furthermore, you would ha to be quick to target, operating under timepress.

Some of you may think <i>"Hay firstperson solves the targeting bit, just point and aim!"</i>
No, it does <i>not</i>. Such firstperson aiming would suddenly take the players skill into account, and not only the characters. And suddenly it wouldn't be a RPG anymore.

<b><i>2.</i> It looks bloody stupid.</b>
Ever played another war?
Some ww2 rpg with some nice touches in it.
However combat was bloody awfyl.
Realtime.
The characters stood still and just shot towards eachother....

<b><i>3.</i> The think factor.</b>
As many have stated earlier, the FO combat was chesslike and demanded thought.
This would be lost in realtime.


I am rather sure that other reasons can and will be mentioned, these three factors are the ones that came to me instantly.
Essentially realtime combat would remove everything that made the combat in FO good. And, seing how combat is often needed in the wasteland, the game would suffer rather much from realtime combat.
First person, 3d, muzzleflashes lighting up the night, dust kicking up from grenades, spears whistling through the air and impaling a guy, killing him in one strike with a critical hit...
Do you agree, at all?
No.
I try.
And yet I feel...
Nothing.
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Post by S4ur0n27 »

ReI coulI could have read a book instead of this thread, damn it :(
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Post by T-900 »

Mismatch wrote: word.
Fallout 1 & 2 are, as I stated elsewhere, the only RPG's Ive played where combat has been fun.

Now, realtime combat would probably just fuck things up.
There are a number of reasons why.
<b><i>1.</i> Targeting</b>
We all, I hope, loved the targeting option in FO, such delight it was to place a well aimed kick in Lynnette's crotch.
In realtime targeting would be weird, since you would be shooting at the same spot all the time until you targeted another area.
And, furthermore, you would ha to be quick to target, operating under timepress.

Some of you may think <i>"Hay firstperson solves the targeting bit, just point and aim!"</i>
No, it does <i>not</i>. Such firstperson aiming would suddenly take the players skill into account, and not only the characters. And suddenly it wouldn't be a RPG anymore.

<b><i>2.</i> It looks bloody stupid.</b>
Ever played another war?
Some ww2 rpg with some nice touches in it.
However combat was bloody awfyl.
Realtime.
The characters stood still and just shot towards eachother....

<b><i>3.</i> The think factor.</b>
As many have stated earlier, the FO combat was chesslike and demanded thought.
This would be lost in realtime.


I am rather sure that other reasons can and will be mentioned, these three factors are the ones that came to me instantly.
Essentially realtime combat would remove everything that made the combat in FO good. And, seing how combat is often needed in the wasteland, the game would suffer rather much from realtime combat.


No.
I try.
And yet I feel...
Nothing.
1: Targetting.

Solved, indeed, in first-person.

Yes, this brings in more player skill versus less 'character skill', but is easily solved and has been solved in other major FPS RPGs such as Deus Ex and Vampire: Bloodlines. Just because you can aim well with a mouse, it doesn't mean your character has a steady hand with his weapon.

The luck rolls and statistics would remain in the process of targetting different bodily zones in that a higher skill might give a higher chance of causing a critical hit for more damage.

Hypothetically that critical hit, based on a combination of skill and luck could be caused by the bullet hitting an old scar, striking a weak spot in the bone, or fragmenting upon contact.

Visually, this critical hit could result in a larger spatter of blood or, please, please please Emil... Dismemberment?

Wouldn't you just love to end dialogue with some bastard who isn't playing your way, pull out a sawn-off shotgun and fire it into his knee, severing his lower leg completely as he collapses to the ground shrieking...

I will miss clicking 'Groin', but it's a sacrifice I can make in favour of a better game, personally =P

You say it wouldn't be an RPG anymore? I do not define an RPG by the complexity of it's statistics, nor by how obvious it's dicerolls are for every action you make.

I define RPGs as games with an involving story, with elements of non-linearity, with an atmosphere that sucks me in and lets me feel like I'm really playing that 'role', be it chosen by the developers or left to me to choose.


2: Looks bloody stupid.

Yes, if you apply real-time combat to a woodenly animated stat-based RPG, it will look rather shatty. It's a fucking stupid thing to do, I wholly agree >.> I think any game which makes itself look stupid is a result of bad design choices and feature implementation, not the fault of the feature itself.

3: Plays like Chess

I play games from every genre bar those of sexual gratification or sports. Some of my favourites are, admittedly, multiplayer FPS games. While singleplayer is often less of a challenge due to primitive AI, action-combat games are NOT bereft of thought.

Whether standing 'frozen in time' debating whether to open my inventory, use two stims and reload my SMG, or use my action points to move to cover beyond that pile of tires in Fallout 1...

Or in hypothetical 3d FPSRPG Fallout 3 crouching behind a rusted out car arguing frantically with myself whether to dash across to my car at the risk of getting hit by the raider with the hunting rifle, or to toss my last plasma grenade over the roof and unload an SMG magazine in that direction during the confusion and hope my shots find their mark...

There is just as much strategy in an FPS. You simply aren't given the luxury of infinite time in which to make your decisions and count the hexes between you and your foes, and better cover.

I do love the thought involved in a fight in Fallout.

I would agree that most FPS games do not involve much thought.

There's a simple reason why; realism is very rarely a factor in these games. There's no need to think about them because they are quite ridiculously easy. Because bullets are only dangerous en masse over a period of time. A FPS game in which one bullet can be a significant danger is HIGHLY strategic.

Try not to flame me for the reference, but a fairly good example would be 'Halo' on a higher difficulty setting. The game involves moderately intelligent AI who work as a team, use surpressive fire wisely, flush you out with grenades and many of whom are a significant individual threat. Playing singleplayer Halo, if you can get used to the fucking controller on that horrible console, is both strategic and atmospheric.

And these three factors, if ignored, would ruin the combat? Would remove everything that made Fallout's combat good?

I enjoyed Fallout's combat because of the detail of the enemies, the atmosphere of the setting in which I fought and of whom I fought against. Better in an FPS because you can see your foes up close and witness complex animated behaviour (As far back as Unreal, you could witness idle enemies cleaning their claws, stretching their muscles, arguing and playing dice at random).

I enjoyed Fallout's combat because of it's sounds and visuals, the meaty sound effects of gunshots and screams, and the completely uninhibited violence. Both have these have been achieved very nicely in the Soldier of Fortune games.

I enjoyed Fallout's combat because of the variety of weapons, ammunition types, equipment. All done before in an FPS.

I enjoyed Fallout's combat because of it's strategic element, which as I've already mentioned, is something I believe is more than readily available in the FPS genre as long as they don't make it like Oblivion, where each foe must be dispensed by simply hitting it repeatedly with arrows, magic or a sword for 10 minutes before it will die..

What I didn't enjoy was being unable to duck, to run, to dive, to climb to a vantage point on a rooftop, to see my enemy up close, to feel the breathless excitement of a tense battle. It was excellent combat, but it wasn't perfect.

Real-time FPS combat can do virtually everything Fallout's did, and more, if implemented well.

You feel nothing? Try harder. Imagine a random encounter in Fallout 1. Now imagine it in high detail. Now imagine seeing it from the eyes of your character as you raise your weapon and place a targetted shot into the eyes of the closest bandit, seeing his head explode backwards in a fountain of gore and shards of bone.


... Feel anything yet? *slips a viagra into your chocolate milk*
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Post by Mismatch »

Solved, indeed, in first-person.

Yes, this brings in more player skill versus less 'character skill', but is easily solved and has been solved in other major FPS RPGs such as Deus Ex and Vampire: Bloodlines. Just because you can aim well with a mouse, it doesn't mean your character has a steady hand with his weapon.
Well, I can see your point.
However I want FO3 to be a pure RPG, not a action/fps/rpg.
Such games can be fun.
But that is not what I want.
And, with such an approach, player skill (to aim with your mouse) is inevitably more important than the characters skill since the crosshairs position is the primary indicator of whether you can hit at all.

Thus I maintain my previous point:
<i>Targeting would not work in realtime</i>.
You say it wouldn't be an RPG anymore? I do not define an RPG by the complexity of it's statistics, nor by how obvious it's dicerolls are for every action you make.
We have discussed what makes a pure RPG to some depth here earlier.
<i>One</i> of the core concepts is, in my opinion, that character skill decides chances of success. Not player skill. Offcourse there are other concepts, but I cant see any reason to bring these up now, since by violating this concept a game will not be a RPG.
There is just as much strategy in an FPS. You simply aren't given the luxury of infinite time in which to make your decisions and count the hexes between you and your foes, and better cover.
There is, I know. However this connects to the distinction between character and player skills. A FPS more player oriented.
And these three factors, if ignored, would ruin the combat? Would remove everything that made Fallout's combat good?
yep.
I will not yield on this.
It would.
Much in the way a police officer ruins a gangrape.
Unless its a female one. And she is the victim.
I enjoyed Fallout's combat because of it's sounds and visuals, the meaty sound effects of gunshots and screams, and the completely uninhibited violence. Both have these have been achieved very nicely in the Soldier of Fortune games.

I enjoyed Fallout's combat because of the variety of weapons, ammunition types, equipment. All done before in an FPS.
Sure, those things were neat. But, if we apply occhams razor to this issue we will see that this has nothing to do with the core of combat.
It all just frosting.
If the cake tastes like susan, no frosting can make it tasty.
Real-time FPS combat can do virtually everything Fallout's did, and more, if implemented well.
Except maintaining fallouts RPG classification.
And, the strategic part would be quit different indeed from the strategy in FO.
You feel nothing? Try harder. Imagine a random encounter in Fallout 1. Now imagine it in high detail. Now imagine seeing it from the eyes of your character as you raise your weapon and place a targetted shot into the eyes of the closest bandit, seeing his head explode backwards in a fountain of gore and shards of bone.
Nothing.
As another game, in another franchise I might have.
<i>But it isnt fallout.</i>
Can never be.
Will never be.
No matter how many anuses bethsofts marketing department greases up.
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Post by T-900 »

Blah. Call it a draw. Neither of us will surrender.

*nods* You were a good opponent >.>

Call me a liberal, you're the conservative... I want to see fallout come to life as a more organic experience.

There is no denying I would absolutely love the game you're seeking. I'm just a little more keen on the alternative.
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Post by Mismatch »

Blah. Call it a draw. Neither of us will surrender.
fair enuff.
But I'm still right.
Call me a liberal, you're the conservative
I like to think of myself like more of a FO <a href="http://www.house.gov/cardoza/BlueDogs/b ... html">blue dog.</a>
There is no denying I would absolutely love the game you're seeking. I'm just a little more keen on the alternative.
cheers.
I do enjoy the occational FPS, and understand what you're getting at. I just dont consider it fallout.
In another game sure, why not.
I could even accept a FPS spinoff in the fallout universe.
If it was well made and really followed all the canon.

However, FO3 should remain a true RPG, no action oriented chit. It must stay true to its roots.
A pure RPG like FO1&&2.
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Post by Redeye »

T-900 wrote:
...

What I didn't enjoy was being unable to duck, to run, to dive, to climb to a vantage point on a rooftop, to see my enemy up close, to feel the breathless excitement of a tense battle.

...
Well, FOT let you do some of that stuff.
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Associations

Post by 4too »

Associations






Killzig, page 1:
... the tes flavor to me is actually the lack of... always felt like generic fantasy universe #42462469. The character system seemed like it was an afterthought, just a bunch of meaningless names and numbers without much in the way of visible/meaningful effects in game. ...
Generic Fantasy.

Smart money corporations are betting on fantasy universes to fill out, or rather, skin over 'Nex Gen' 3 D gaming worlds.
Shocked, shocked that these lucrative IP's can't stand alone in their own elf booties of methadrine +3?
Bundle some fictional histories into the game space for those inclined to reading, perhaps.
Or have the game reviewers and third party 'volunteers', spoon feed the target demographic the background.
I am sure that the same third party activists that told me an Ohio Democratic candidate for the House was a KKK member and a supporter of islamic terrorists in the same full glossy mailer could sell any number of fantasy universes to the 'Nex Gen' .

Busy, busy, busy, grafting on associations, nurturing selective expectations.
It's a wonder that an actual game gets included in the box.
Telling us what we like, and when we like, and how much we love liking what we are told we like!
That's not Stalinist, it's the act of TRUE LOVE!
I'm just so warm and fuzzy with the one true gestalt, ... the 'Nex Gen' hive mind.

There will be a game in the box? Right?

Back story pump priming to be included in the press kits, the game reviews, and the action lists of native guerillas. Hype up the associations, the event horizon rendezvous at POINT OF SALE!
That's the ticket.



Redeye, page 1:
... FO seemed "alive" to me because it was just enough to trigger my auto-filler so it all seemed good to me, ...
FO has Sci Fi roots.
Genuine literary dna in it's woodpile.
Pulp Mag's, comics, books, movies, and the real-est reality of all --- TV!
Actual educational and entertainment associations ready to tap. Augment. Enhance. Glow in the dark.

Each player will have their cultural baggage at the ready to guild even text descriptions, erect towers of imagination, and then leap over in a single bound.
That's a whole lot of something to fill in the blanks.
Years of reading and game playing, movies and TV, the solid stuff of culture that wins true international awards and SHELF SPACE IN YOUR PUBLIC LIBRARY.
When one associates 'cinematic scope' with the FO story, we're talking some serious academic expectations. We are anticipating an educated consumer. One who might not know what ""ART"" is, or could care less what Clinton imagines what ""Is IS"". but they know what they like with out the brow beating of professional opinion breeders.




Guilt by association.

Including certain features might do more than obscure the FO side of '3'.
Some play balance conceits in Oblivion helped create the 40-80 hour 'wall'. Once happy bees, buzzed away in boredom or frustration. Maybe the H-Brothers have time to grind out 200 hours, but too many with real lives lost the thrill by 40.
One could justify leveling in a fantasy experience point tread mill. Hey it's a FANTASY!
Powering up rats with Power Armor? That's the wrong Oblivion dysfunctional association to nail down to any game, much less a FO -3-.
Including incongruent features might do more than obscure the FO side of '3' , they would eclipse, hide, negate any RPG FEATURES crafted for the sequel. All the creative work , the risk taking fabrication lost because it's not clear which sequel ""3"" is. At this point "Oblivion With Guns'' ain't funny. ""3"" ... just another FPS (with rPG hemorrhoids) in a market bloated with FPS's.


Just another FPS (with rPG dingle berries), in a market bloated with FPS's, now how 'smart' , how 'bankable' , is that?







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Post by heldelance »

With regards to the view system, I think they should do something like NWN where you could change the view around. I loved Fallout 1 and 2 but since playing NWN, I've had the desire to see an Enclave Soldier get blown away by my sledgehammer. CLOSE UP!

I'd also like to see the ability to make stuff, it'd be fun to find junk and stuff and make new weapons, armor, stuff, even more useless stuff.

I'm fervently hoping that the character stuff does NOT turn out anything like the Morrowind and Oblivion games. I've got both, never finished either because whenever I play, I just get bored out of my skull since I don't really get into the character.

While I've played Fallout 1 and 2 MANY times over, different character styles, decisions, etc... I do hope that 3 has more non-violence related quests and decisions. It's not that I hate the killing, I like it, but I'd like more stuff where I have to use smooth talking and deception and all those things.

Enemies. I'd like more tough guys out in the random encounters. I can understand the weak guys in the locations, but when I'm out hunting for people, I'd love to meet some Horrigan style guys.
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Post by TPSO »

I want to reply to this thread as well. I've been a huge fallout fan since the first one came out. I'm an old fucker , and loved all of the references to old t.v shows and movies. I felt like I had an advantage over the younger generation since I knew what it was about. It's certainly my favorite RPG of all time.
Falout has a certain flavor, a certain mood, and if you change that flavor, well then it's not fallout anymore, is it? I'm not saying that it won't be a good game if it doesn't follow the same theme, I'm just saying that it won't be a Fallout game. At least not to me. I played the other spinoffs and hated them. It seemed like Interplay wanted to give us everything except the thing that we wanted the most, and I think it's fairly obvious that they are now paying the price for that mistake financially.
As far as Bethesda, I have been following them(I'm sure not as much as some people) since they aquired the Fallout license, and I have to say that I'm not that impressed. whether they know it or not, this company, by it;s actions have given most readers the impression that : 1. they really don't care about the fallout franchise, and they're going to make they're own style game. or 2. Bethesda hasn't dome much of anything with the game, and they'll get to it when they get to it.
Either way. The company's been wishy washy. One would think that by now, some screen shots would be available. At least one for christs sake! LOL. Something to feed the wolves as it were. Or mabye some facts about game play known.
The fact that they are silent about all of this makes me wonder. So, even though I'm a HUGE fan of the Fallout series, I've promised myself that I WILL NOT SPEND A DIME on this game until it's reviewed by one of the more prominent game magazines and given the thumbs up.
If the game doesn't MOSTLY resemble that Fallout that I know, I'm not buying it at all. Why bother?
Thats my stand. I'll spend my dime elsewhere.
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Redeye
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Post by Redeye »

Emil dropped by Dec 11, 10:20 PM GMT.

I guess just long enough to get a whiff of spam and hate.
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Jesus Christ
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Post by Jesus Christ »

I miss Emil. :(
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Post by Redeye »

Jesus Christ wrote:I miss Emil. :(
We should go to TES forums/etc. and just be cool, no attack.

Just to "fish".


It will never be like the "old days", when the FO forums were a little bit "too interactive".

Y'know, back at IPLY.

Those old forums went through a few iterations.

Before they were "controlled"/etc. people screwed around a lot and were heavily engaged with the "Dave Hendee" frontman, among others.

I remember him "yelling" at us for pushing for early FO2 release and then bitching about the bugs when they actually/allegedly followed our "advice".. Paraphrase: "You assholes said we should release FO2 early and then just patch it, then you whine about bugs"...

We were spoiled.

It [IPLY/Black Isle] was like a reality show back then (on the forums).
They told us about internal shit like no professional group should ever do.

Even the "clan" called "Unwashed Villagers" got actually put into the game as a special encounter.

Perhaps we have been encouraged to think we have more importance than we are due.

Bethesda has a lot more "professional distance" than IPLY did.

But they are watching and reading.

Are we providing anything actually worth "watching and reading"?

Just Thinkin'
:drunk:
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Post by Blargh »

[color=red]I[/color] wrote:Are we providing anything actually worth "watching and reading"?
[color=red]I[/color] wrote:Just Thinkin'
Apparently not ?

I jest.

Or do* I ? :drunk:

*Or do** I ?
**Or d-
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Post by St. Toxic »

TPSO wrote:I've promised myself that I WILL NOT SPEND A DIME on this game until it's reviewed by one of the more prominent game magazines and given the thumbs up.
It's time to jingle in your pockets for change, old man. Estimate 11 thumbs up from every magazine, game-rag or otherwise, followed by uncontrollable vomiting, showering and rolling around in money.
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