Saint_Proverbius wrote:
I hate to point this out, but if it can't be done in such a way that it resembles Fallout, why bother making FOOL? After all, Fallout is more than the names of the things in it, and about all you could retain from Fallout are those names.
You could have the same (or a very similar) universe, atmosphere, similar mechanics and so on. Obviously some changes, but still many similarities. The same would apply to a sequel. The argument is a non-starter here just as it would be if you argued that a sequel, needing to be different in some particulars from Fallout 1, could only really retain the names of things from Fallout.
Saint_Proverbius wrote:
NEWS FLASH: Other games are SMALLER than Fallout. How long do you think it'd take you to walk from Reno to San Franscisco? Think that'd be fun to do in real life?
In a caravan, why not. Other games have used longer-term travel. Imagine getting on a caravan and playing for an hour or so as it travels from Reno to San Francisco. If there is gameplay in it the time doesn't matter.
Everquest, AC etc. are pretty big. Traveling between towns in AC can take quite a while. It is OK, acceptable at least. There are only a couple of solutions to the problem and neither is dire (have ways of going fast and accept the consequences of that, or impose some time and accept the consequences of that and try to make it fun).
Saint_Proverbius wrote:
Welcome to I Don't Get The Idea Of Persistent Time Club.
It's actually not possible because you have to maintain a set amount of time for the server. Day has to come at the same time for everyone, you know. You can't just have Day for one guy and Night for the other because one player waltzed around outside city limits for a while.
As I understand this, it's a straw man. Time of day is completely orthogonal to travel time. For an example, return to the idea given immediately above. Taking an hour to get from Reno to San Francisco might not give realistic miles per hour for the travel, but it isn't as if one person sees day and the other night. This is comparable to old techniques of having game days last half or a quarter of real game days, so people in certain time zones don't always have to play at night and so on. The break in versimilitude there doesn't matter to almost anyone who plays, there is good gameplay reason for it and it's not totally absurd (hell, people put up with respawning immortality in just about every game out there, and that's COMPLETELY absurd).
Richard Grey wrote:Suspend one or more of the constraints.
Saint_Proverbius wrote:
Just because you're incapable of "getting it" doesn't mean it's not how it has to be.
Being rigid about things that aren't necessary isn't the same as recognizing things in the way they have to be. For example, suppose I complained that a Fallout sequel must have the vault dweller as the protagonist because I really liked the vault dweller. Clearly this does not leave much interesting scope for a sequel; that ground has already been covered. If I refused to suspend this constraint, I would simply not be able to be persuaded that a Fallout sequel would work out OK. But whether or not a Fallout sequel would work out OK or not has nothing to do with my artificial demands.
Saint_Proverbius wrote:
Fallout's character system IS the SPECIAL system. It was designed for Fallout, and that's how things are. Accept it.
Fallout 1's deathclaw sprites were designed for Fallout, and that's how things are. Accept it.
Is this reasoning why Fallout could not have new deathclaw graphics? Because different deathclaw graphics would not be exactly like Fallout 1's? Hmmm.. I'd have to say 'tough, it's still Fallout.'
Saint_Proverbius wrote:
This basically goes back to the statement, "If it doesn't resemble Fallout, why make it 'Fallout Online'?" If it doesn't have SPECIAL, the ability to use those skills in a manner that they're balanced in the fashion that they were in Fallout, then frankly, the only reason to slap the "Fallout" name on there is to whore it out.
If you think the only good thing about Fallout is SPECIAL, you are taking a pretty narrow view. The atmosphere, style, basic gameplay mechanics and many other qualities are tied to SPECIAL in existing Fallout, but are not literally entailed by SPECIAL and could get along pretty well without it. Another possibility is that it could be adapted for the purpose. I love SPECIAL. But retaining what is integrally a design for a single player game, completely intact, doesn't make sense for a multiplayer game. To this I imagine you would say - it's not the same, so why do it? Well, it's just an idea - but the reasoning would be like any game, because it would be fun. Compare this to the reasoning for making a Fallout sequel or prequel. It would be fun. It would even be fun, conceivably if the graphics were 3d instead of 2d, or if the main character were a ghoul, or if the game took place in Texas, or whatever. We aren't talking about a game called Fallout, but which is about about a clown who rescues his dog from space aliens with the help of up to 3000 online friends. Some things can change without everything changing. If no change is acceptable to you, then you won't accept a sequel.
If you are just selectively opposed to changes that adapt to a multiplayer format, again, this is just a matter of taste, not a principled objection. You pick out one class of changes and say they are totally unacceptable to you. Fine, you're more than entitled to that, much as I would be entitled to say 'what's the point in making a Fallout TV series' or 'what's the point in hacking Oregon Trail to contain references to the Fallout setting'? These extremely stupid examples should highlight that an online Fallout RPG is different, but not so different - but also in the end that someone who dug the idea of Fallout Oregon Trail is just as entitled to dig it as you and I are to think it's the goofiest idea ever.
Saint_Proverbius wrote:
Speech skill would be useless because it wouldn't work on players, dig? Gun skills, steal, and other skills would work. Which would you rather have? Something that works everywhere or something that only works in the rare case of NPCs shacked up in set towns?
I understood this in the original post, but maybe I didn't make that perfectly clear.
If there were a lot of NPCs, there would still be a reason to have it. One might use the skill in quests that were structured similarly to the single-player game's quests. Or there might not be a speech skill at all. Horrors. Whatever.
Saint_Proverbius wrote:
Given that players might want to kill you, and that Speech skill won't save you from those people, think you'd be likely to use it? If you didn't say, "no" here, you're dumber than I can give you credit for.
Given that players might want to kill you, and that Weaponsmithing won't save you from those people, think you'd be likely to use it? Well, if the game has some OTHER purpose for weaponsmithing, as muds generally tend to do. If speech worked exactly as it did in Fallout1/2, it would have to fall into a niche like this.
Of course, it would be a major error to import skills uselessly into the game just because they were like Fallout, as the atrocious FOT did.
Saint_Proverbius wrote:
Actually, fighting is all people would do. Why? Because you can't limit the ability for players to kill one another in a setting like Fallout. It's been established in the game that nothing is immortal.
Doesn't follow. From 'people can kill each other' - and, I'll go further to grant 'people like to kill each other' - you don't get 'fighting is all people would do.' It doesn't follow. So let me assume you mean that people would mostly fight each other. Ok, suppose I grant (as I actually don't have to) that people in an online game along rough RPG lines are pretty much gung ho about fighting and not much else, there is a lot of truth in that. What about fighting mobs? Several big games have pretty terrible PvP. Lots of people like them anyway.
Saint_Proverbius wrote:
Furthermore, if you can't kill people, what are you going to do if someone uses the Steal skill on you? Complain to the nearest server admin?
This truly sucks about MMORPGs in general. I am way too attached to stealing in RPGs.
It has nothing to do with "what's popular", is has to do with a little thing called, "reality". Players have to be able to kill other players, to twart them if they're evil, or for evil people to be able to do "bad stuff" to good guys.
Saint_Proverbius wrote:
You think an MMORPG can survive with 10-200 players? Here's the part where I have to flat out say that you're a moron. Server rental alone would cost more than the monthly fees would generate.
First, the easy answer. You run multiple instances. Done.
Even overlooking that, it isn't impossible to get games that work on different scales. NWN works fine, though it's a bit of a different fish, it IS online and IS an RPG and so on. It's more or less incidental to this point that it's basically crap as a game :) I could shoot down any game with the reasoning that it'll collapse under the weight of a million people. But who needs a million people per se? A change in model allows down to NWN ranges. UO was originally designed for far fewer than it ended up supporting. That was all I meant, it's not difficult.