In defense of online Fallout
Posted: Mon Jul 29, 2002 7:12 pm
Here I will present a couple of the arguments which I have seen leveled against the general FOOL idea, and my rebuttals to these arguments. Have at you.
- Argument 1: For reasons ABC...XYZ, "Fallout Online" would not be exactly precisely Fallout. down to the exact sprites; the inclusion of such and such places and people and quests and items; etc.
Rebuttal: No way! Since you bring up this argument at all, it is safe to say that we just part ways here. Your taste is not my taste. Don't let the door hit your ass on the way out.
For me, personally, it isn't Fallout per se which is good, but games with some or all of the virtues of Fallout. Even, god forbid, games which are good in slightly different ways! I loved Fallout 1 better than any game. But when Torment came out, I didn't shun it just because it wasn't Fallout; I embraced it because it was good. Some people I've met are big Wasteland fans, and feel that Fallout was a big stupid waste of time that didn't live up to Wasteland at all. I think Fallout is a neat game in its own right. This is 100% personal taste.
- Argument 2: MMORPGs are expensive and very risky prospects. Interplay has no resources for making one, and almost certainly no interest. Even assuming it were possible, such a project might siphon away resources from FO3 (assuming optimistically that such beast will ever show itself, let alone any time soon).
No rebuttal. For the realization of actual FOOL this is pretty much a death blow. My question is why I am compelled to give a damn. I could easily be interested in FOOL-in-10-years, or FOOL-alike, and talk about the feasibility of those. I could just as easily be interested in the ideas and talking about them. Just because the discussion is not focused on the asinine problems of MMORPGs doesn't mean that it is meaningless, either.
----- Down to brass tacks! -----
- Argument 3: The distances involved mean that players will either spend a lot of time in transit, or their little legs will have to propel them at horribly unrealistic speeds. Reducing the distances to make travel times better neglects the isolation and loneliness that are such a cool part of the setting.
Rebuttal 1: So let it take a long time to travel. A lot of the interest of the setting is the wastes, survival, etc. Other than lack of creativity in existing games, is there any reason why a game couldn't even focus almost exclusively on travel? Why should travel be the boring, bad part to be avoided? Especially in a post-apoc setting this is a ludicrous opinion. Why shouldn't traveling take at least some time? NEWS FLASH: OTHER GAMES HAVE TRAVEL TIMES!
Rebuttal 2: So increase travel speed to an intermediate extent, as much as you can without destroying disbelief/thrashing video cards/etc. Games already do this left and right, people! As it stands, no Fallout game spans the entirety of the US, or expects you to be able to jump instantaneously from The Glow to Arroyo. Short of that, it is still possible to make things more convenient by numerous means.
Rebuttal 3: Suspend one or more of the constraints. *whine whine whine.* Yeah, I know, we have to have everything just so.
- Argument 4: The SPECIAL system or specific skills won't translate. E.g., speech, barter, etc. ALTERNATELY: everyone will just use the fighting skills.
Rebuttal 1: Boo hoo. And Fallout didn't use GURPS. So what? There is nothing holy about SPECIAL that it needs to be 100% intact.
Rebuttal 2: Speech works if there are NPCs to talk to. This itself presents interesting problems - note I didn't say TOTALLY INSURMOUNTABLE PROBLEMS, just interesting ones. Barter presents a similar face - there is no reason in principle why the same things which made barter work in the single player game couldn't make it work here. E.g. as a skill for getting better prices, and maybe for being applied in quests/scripts/free roleplaying.
Rebuttal 3: The fighting problem depends on the assumption that all anyone will ever do in an online game is fight. BZZT - Not true, although an understandable generalization given what's most popular. To varying extents games which are not 100% about fighting have already been done. Need I remind you that Everquest was not the beginning of MUDs, and certainly won't be the end?
Argument 5: It will ruin things for there to be so many players.
Rebuttal: Where are you from, kid, that you think an Online game has to have as many players as Everquest? Are you aware that people have been happily playing on MUDs ranging from 10-200 players for 20 years+?
That's enough for now. Go to town.
- Argument 1: For reasons ABC...XYZ, "Fallout Online" would not be exactly precisely Fallout. down to the exact sprites; the inclusion of such and such places and people and quests and items; etc.
Rebuttal: No way! Since you bring up this argument at all, it is safe to say that we just part ways here. Your taste is not my taste. Don't let the door hit your ass on the way out.
For me, personally, it isn't Fallout per se which is good, but games with some or all of the virtues of Fallout. Even, god forbid, games which are good in slightly different ways! I loved Fallout 1 better than any game. But when Torment came out, I didn't shun it just because it wasn't Fallout; I embraced it because it was good. Some people I've met are big Wasteland fans, and feel that Fallout was a big stupid waste of time that didn't live up to Wasteland at all. I think Fallout is a neat game in its own right. This is 100% personal taste.
- Argument 2: MMORPGs are expensive and very risky prospects. Interplay has no resources for making one, and almost certainly no interest. Even assuming it were possible, such a project might siphon away resources from FO3 (assuming optimistically that such beast will ever show itself, let alone any time soon).
No rebuttal. For the realization of actual FOOL this is pretty much a death blow. My question is why I am compelled to give a damn. I could easily be interested in FOOL-in-10-years, or FOOL-alike, and talk about the feasibility of those. I could just as easily be interested in the ideas and talking about them. Just because the discussion is not focused on the asinine problems of MMORPGs doesn't mean that it is meaningless, either.
----- Down to brass tacks! -----
- Argument 3: The distances involved mean that players will either spend a lot of time in transit, or their little legs will have to propel them at horribly unrealistic speeds. Reducing the distances to make travel times better neglects the isolation and loneliness that are such a cool part of the setting.
Rebuttal 1: So let it take a long time to travel. A lot of the interest of the setting is the wastes, survival, etc. Other than lack of creativity in existing games, is there any reason why a game couldn't even focus almost exclusively on travel? Why should travel be the boring, bad part to be avoided? Especially in a post-apoc setting this is a ludicrous opinion. Why shouldn't traveling take at least some time? NEWS FLASH: OTHER GAMES HAVE TRAVEL TIMES!
Rebuttal 2: So increase travel speed to an intermediate extent, as much as you can without destroying disbelief/thrashing video cards/etc. Games already do this left and right, people! As it stands, no Fallout game spans the entirety of the US, or expects you to be able to jump instantaneously from The Glow to Arroyo. Short of that, it is still possible to make things more convenient by numerous means.
Rebuttal 3: Suspend one or more of the constraints. *whine whine whine.* Yeah, I know, we have to have everything just so.
- Argument 4: The SPECIAL system or specific skills won't translate. E.g., speech, barter, etc. ALTERNATELY: everyone will just use the fighting skills.
Rebuttal 1: Boo hoo. And Fallout didn't use GURPS. So what? There is nothing holy about SPECIAL that it needs to be 100% intact.
Rebuttal 2: Speech works if there are NPCs to talk to. This itself presents interesting problems - note I didn't say TOTALLY INSURMOUNTABLE PROBLEMS, just interesting ones. Barter presents a similar face - there is no reason in principle why the same things which made barter work in the single player game couldn't make it work here. E.g. as a skill for getting better prices, and maybe for being applied in quests/scripts/free roleplaying.
Rebuttal 3: The fighting problem depends on the assumption that all anyone will ever do in an online game is fight. BZZT - Not true, although an understandable generalization given what's most popular. To varying extents games which are not 100% about fighting have already been done. Need I remind you that Everquest was not the beginning of MUDs, and certainly won't be the end?
Argument 5: It will ruin things for there to be so many players.
Rebuttal: Where are you from, kid, that you think an Online game has to have as many players as Everquest? Are you aware that people have been happily playing on MUDs ranging from 10-200 players for 20 years+?
That's enough for now. Go to town.