Big bad boss[es]
- Megatron
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Big bad boss[es]
In fallout, I don't think it makes sense if you're the really evil demon spawn, to kill some soldiers/mutants.
Yeah, they might kill you or something, but you could take them on anyway, after all your the chosen one/vault dweller
I think that they're should be a 'good' big bad boss, like mabye the president or a religous leader who wants to make all drugs illegal and have police on every street corner or something.
In fo3, mabye the evil guys could try to destory the world by mabye making all F.E.V genes un-stable and make anything mutated even slightly to explode.
Whatever the main evil is, it can't effect you directly as that would defeat the point.
So mabye the good guys try to stamp out evil (like mabye a group of powerful mutants called super-heros or something) while the bad guys do something...bad
I don't know.
Yeah, they might kill you or something, but you could take them on anyway, after all your the chosen one/vault dweller
I think that they're should be a 'good' big bad boss, like mabye the president or a religous leader who wants to make all drugs illegal and have police on every street corner or something.
In fo3, mabye the evil guys could try to destory the world by mabye making all F.E.V genes un-stable and make anything mutated even slightly to explode.
Whatever the main evil is, it can't effect you directly as that would defeat the point.
So mabye the good guys try to stamp out evil (like mabye a group of powerful mutants called super-heros or something) while the bad guys do something...bad
I don't know.
Well, look at it as saving your own ass and in doing so saving the world but there is no altruiism just self preservation. If you don't destroy the master, he would've probably dipped you and that might be something that even an evil person doesn't want. The president would've outright killed you.
JR
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- The Shrike
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For once, Constipated Craprunner has a valid point.
What made The Master the best enemy in any CRPG game is that he was of an ambiguous nature, from a moral viewpoint. On one hand, he's trying to fix the world, on the other there's the moral aspects of genetic mutation.
A "good boss" is rather...kind of corny, and would likely need a character scheme like M&M7. Personally, I think it would be best with multiple solutions without a boss, much like many of the Ultima games.
What made The Master the best enemy in any CRPG game is that he was of an ambiguous nature, from a moral viewpoint. On one hand, he's trying to fix the world, on the other there's the moral aspects of genetic mutation.
A "good boss" is rather...kind of corny, and would likely need a character scheme like M&M7. Personally, I think it would be best with multiple solutions without a boss, much like many of the Ultima games.
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the shock of that one made me fall out of my chair and hit my head on the floor.For once, Constipated Craprunner has a valid point.
that is why the master is be my favorite end boss of any game. unlike tacked on FRankie iin FO2.What made The Master the best enemy in any CRPG game is that he was of an ambiguous nature, from a moral viewpoint. On one hand, he's trying to fix the world, on the other there's the moral aspects of genetic mutation.
Having a good boss and a bad boss means you need to have a good ending and an evil ending. This would complicate things a lot if you think of the sequel. The sequel would have to choose either ending if they want the story to continue. Or alternatively, moving the sequel away from that area, but that would only be a temporary solution. It would be rather controversial, don't you think?
There were alternative endings in Fallout, you could have been dipped in FEV, give away the location of Vault13 to save your own ass. Well, these endings had kind of a 'mission failed' feeling, because the game ended before it was supposed to. That is possibly one of the reasons why you couldn't continue the game after you've joined the mutants. I don't know about this but it would be interesting to hear from one of the original Fallout designers why it was dropped out of the game. :roll:
There were alternative endings in Fallout, you could have been dipped in FEV, give away the location of Vault13 to save your own ass. Well, these endings had kind of a 'mission failed' feeling, because the game ended before it was supposed to. That is possibly one of the reasons why you couldn't continue the game after you've joined the mutants. I don't know about this but it would be interesting to hear from one of the original Fallout designers why it was dropped out of the game. :roll:
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From what I've heard, most of the three years spent on Fallout went into developing the game engine. By the time they had it done, they had very little time to actually make the game itself, and a lot of stuff was cut out so they could get the game released. Chances are, that's why that part of the game was removed. Of course, this is all based off of what Feargus has said in the past, so I'd be interested in hearing Tim Cain's take on it.VasikkA wrote:Having a good boss and a bad boss means you need to have a good ending and an evil ending. This would complicate things a lot if you think of the sequel. The sequel would have to choose either ending if they want the story to continue. Or alternatively, moving the sequel away from that area, but that would only be a temporary solution. It would be rather controversial, don't you think?
There were alternative endings in Fallout, you could have been dipped in FEV, give away the location of Vault13 to save your own ass. Well, these endings had kind of a 'mission failed' feeling, because the game ended before it was supposed to. That is possibly one of the reasons why you couldn't continue the game after you've joined the mutants. I don't know about this but it would be interesting to hear from one of the original Fallout designers why it was dropped out of the game. :roll:
Arcanum had a "join the bad guy" option but it was kind of pointless because it was the same as making him kill himself.Doyle wrote:Rather than having a "good" boss, you should be able to join the bad guy. Actually finishing the game after dipping, for example.
It was another option you could have gotten through dialouge.
If there would be a way to join the bad guy in FO3 it must be continued afterwards or have a pre-join condition so it wont be just an option but an entire path.
No, you shouldn't start from the beginning as a bad guy. For example in Fallout, you could allow yourself to be dipped, then you would help subdue the Vault to get more mutants -- maybe a diplomat could have ended it peacefully -- and then help crush the opposition in the Wasteland. Perhaps a "sort of" bad guy could convince the Master or the Lieutenant to spare certain groups that might otherwise have been destroyed, like the Ghouls at Necropolis.
This example works well with the current story, but you wouldn't encounter it until the second half of the game. That's the type of thing that would work best.
This example works well with the current story, but you wouldn't encounter it until the second half of the game. That's the type of thing that would work best.
hmm thats actualy a good idea u start nowwhere and then u decide to join in with the bad bunch and try to counqer the world for example
or join with the good peeps and kil the would be rullers of the world
or go insane and kill everybody :mad: :mad: :mad:
this could be either a trait or the way u play the game hell i like this idea
or join with the good peeps and kil the would be rullers of the world
or go insane and kill everybody :mad: :mad: :mad:
this could be either a trait or the way u play the game hell i like this idea
Both Fallouts had a goal, water chip then mutants, Geck then the Enclave. Being truly 'evil' would have meant neglecting these goals and joining bad guys instead. As I've previously said, this would have been controversial for the sequel would have had to choose which ending to follow. Now, I don't have any problems helping out your tribe and your vault but only using evil methods to solve quests. Fallouts allowed this and you could quite freely choose how you want to play the game. The possibility of being dipped and joining the mutants would have messed up the plot of Fallout 2. Instead of talking to humans, you'd be talking to super mutants and the Master. Now, that sounds like two different games.
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I'm not sure if they'd BE another sequel after fallout 3...not many games run into #4 without having another 3 or four sequels after it and I don't want that to happen.
I don't see the point in killing the bad guy though if I
a)Agree with him
b)Want to get revenge on everything, then kill the main bad guy and take over the world with an army of...things.
I don't see the point in killing the bad guy though if I
a)Agree with him
b)Want to get revenge on everything, then kill the main bad guy and take over the world with an army of...things.
I'd want the story continue even after Fallout 3. You know, Fallout doesn't have to be a Star Wars-like trilogy so the sequels after FO3 doesn't have to be released as trilogies aswell. The only point where I would want the story to end is when the sequels get too repetitive and don't offer any new ideas. Fallout series still has lots of potential left.Pyro wrote:I'm not sure if they'd BE another sequel after fallout 3...not many games run into #4 without having another 3 or four sequels after it and I don't want that to happen.
Fallout 2 already makes a lot of assumptions about how you played the first game. In a game like this with so much freedom, you really have to if you want the sequel to be a continuation of the first game. Having the choice to join the Master and actually finish the game wouldn't have changed anything. After all, the choice is still there, you just don't get to experience the results first-hand.VasikkA wrote:Both Fallouts had a goal, water chip then mutants, Geck then the Enclave. Being truly 'evil' would have meant neglecting these goals and joining bad guys instead. As I've previously said, this would have been controversial for the sequel would have had to choose which ending to follow. Now, I don't have any problems helping out your tribe and your vault but only using evil methods to solve quests. Fallouts allowed this and you could quite freely choose how you want to play the game. The possibility of being dipped and joining the mutants would have messed up the plot of Fallout 2. Instead of talking to humans, you'd be talking to super mutants and the Master. Now, that sounds like two different games.
Yeah, but it's clearly not the main ending, it had kinda a 'mission failed' feeling, same with mutants taking over your vault ending. If you die in a battle, the game ends. Should've Fallout 2 taken that into notice?Doyle wrote:Fallout 2 already makes a lot of assumptions about how you played the first game. In a game like this with so much freedom, you really have to if you want the sequel to be a continuation of the first game. Having the choice to join the Master and actually finish the game wouldn't have changed anything. After all, the choice is still there, you just don't get to experience the results first-hand.
Well, the mutant ending wouldn't really be the main ending either. I mean the goal of the game is to get the waterchip and wipe out the Master. FO2 does the right thing in assuming that's the goal that was completed. It wouldn't be any different because the mutant ending was a little more detailed.VasikkA wrote:Yeah, but it's clearly not the main ending, it had kinda a 'mission failed' feeling, same with mutants taking over your vault ending. If you die in a battle, the game ends. Should've Fallout 2 taken that into notice?