Defining (The) Fallout(s): Part 1
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Defining (The) Fallout(s): Part 1
<strong>[ Community -> Editorial ]</strong>
<p><strong>Mismatch</strong> has written a new article for <a target="_self" href="http://www.duckandcover.cx">DAC</a> readers. It's called "Defining (The) Fallout(s)." Here, you can find <a target="_self" href="http://www.duckandcover.cx/content.php?id=84">Part One</a> of the two (or possibly three) part series. In it, Mismatch<span class="postbody"> examins the core elements of the <em>Fallout </em>series, and how they might translate to other games. Here's a taste:
</span></p><blockquote><p><em><span class="postbody">Let's face it. In recent years we have seen some of the worst cRPGs ever released with titles such as:
Dungeon Siege 1 & 2, NWN2, Fable, KOTOR, KOTOR2 and Oblivion.
The cRPG genre game designers need to sit down and think things through.
They will not be able to reach good sales figures by bribing gaming
magazines for ever. One of these days they'll need to sit down and design
a good game. So let's give 'em a hand.
This article will not discuss things so obvious that even a child
should grasp them, like: that characters skills determine sucess, not
the players mouse skills etc., etc. I will write this in (at least) two
parts. Part one will pluck out the components of <em>Fallout</em>, while part two
will analyze them.
I may also build further upon these article, but then again, I may not be arsed.
</span></em></p><p><span class="postbody"><em>
Much of what is in here has already been established, and is old
news to you. However this is an attempt to sum it up rather coherently.
</em>
</span></p></blockquote><p> </p><p>On a side note, Mismatch now has his own weekly (or whever he feels like it) feature on <a target="_self" href="http://www.duckandcover.cx">DAC</a> called "Mismatch's Corner."</p><p>Thanks for the great work, <strong>Mismatch</strong>. </p><p><a target="_self" href="http://www.duckandcover.cx/content.php?id=84">Link: Defining (The) Fallout(s): Part 1 </a></p>
<p><strong>Mismatch</strong> has written a new article for <a target="_self" href="http://www.duckandcover.cx">DAC</a> readers. It's called "Defining (The) Fallout(s)." Here, you can find <a target="_self" href="http://www.duckandcover.cx/content.php?id=84">Part One</a> of the two (or possibly three) part series. In it, Mismatch<span class="postbody"> examins the core elements of the <em>Fallout </em>series, and how they might translate to other games. Here's a taste:
</span></p><blockquote><p><em><span class="postbody">Let's face it. In recent years we have seen some of the worst cRPGs ever released with titles such as:
Dungeon Siege 1 & 2, NWN2, Fable, KOTOR, KOTOR2 and Oblivion.
The cRPG genre game designers need to sit down and think things through.
They will not be able to reach good sales figures by bribing gaming
magazines for ever. One of these days they'll need to sit down and design
a good game. So let's give 'em a hand.
This article will not discuss things so obvious that even a child
should grasp them, like: that characters skills determine sucess, not
the players mouse skills etc., etc. I will write this in (at least) two
parts. Part one will pluck out the components of <em>Fallout</em>, while part two
will analyze them.
I may also build further upon these article, but then again, I may not be arsed.
</span></em></p><p><span class="postbody"><em>
Much of what is in here has already been established, and is old
news to you. However this is an attempt to sum it up rather coherently.
</em>
</span></p></blockquote><p> </p><p>On a side note, Mismatch now has his own weekly (or whever he feels like it) feature on <a target="_self" href="http://www.duckandcover.cx">DAC</a> called "Mismatch's Corner."</p><p>Thanks for the great work, <strong>Mismatch</strong>. </p><p><a target="_self" href="http://www.duckandcover.cx/content.php?id=84">Link: Defining (The) Fallout(s): Part 1 </a></p>
Re: Defining (The) Fallout(s): Part 1
A bold statement, which some people will definitely disagree with, me included. Most of those games had good elements in them and were enjoyable to some extent. I'd say the problem is that they were less RPG oriented while marketing themselves as full-blooded CRPGs thus creating a bit of confusion as to what an RPG really is.Mismatch wrote:Let's face it. In recent years we have seen some of the worst cRPGs ever released with titles such as:
Dungeon Siege 1 & 2, NWN2, Fable, KOTOR, KOTOR2 and Oblivion.
Fallout has a closer connection to table-top RPGs which makes it distinct from other CRPGs. I think respecting the basic principles of roleplaying in the design choices in the game is what lies underneath the success of the series even for players who haven't roleplayed before(including me). Fallout is supposed to feel different from the mass, not only by its setting. It's a whole different kind of open-endedness. Open-endedness is not just throwing the player into a huge world with lots of quests and NPCs and stuff.
Personaly, I dont even CONSIDER dungeon seige (which I grew frusterated with and never finished) or KOTOR RPGs.
KOTOR and sequel are hack and slash SW games with a few choices, and they're over way before you realize it.
DUngeon seige...... Microsoft. Need I say more ?
Fallout on the other hand, is a TRUE cRPG.
KOTOR and sequel are hack and slash SW games with a few choices, and they're over way before you realize it.
DUngeon seige...... Microsoft. Need I say more ?
Fallout on the other hand, is a TRUE cRPG.
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