Page 1 of 1

Future Post-Apocolyptic Survival games

Posted: Tue Mar 25, 2003 4:54 am
by NumberZero
While i personally have given up on interplay, and mindless bantering, i DO think that the genre has potential. We need to get back to the basics of what made FO1 fun.

1) You being you, doing the things you do, in a radioactive wonderland: You were a nameless wanderer, you do what you would do, in short, you are your charecter, not somebody elses idea of what your charecter should be.

2) Immersive world: Whether it's radioactive retro 50's wasteland, retro 60-70's radioactive wasteland, "What if the cold war turned hot" radioactive wastland, arctic tundra, or just vanilla 100 years of anarchy, the setting stays true to its intened theme. No robots from present day science fiction when we are 50's retro, no "hey we are religious fanatics, but we also sell our precious technology to any joe shmoe, when it was clearly and unequivocally stated otherwise.

3) Wide open spaces, plento of people to see, plenty of things to do and then wander into obscurity.

4) Black humor: This one is pretty self explanitory

5) Environmental hazards constantly present as well as people hazards: IE: radiation, sandworms, cold freezing tundra, you need oxygen to breathe because the atmosphere is sulfur whatever, as long as it fits your theme and what you are trying to accomplish. It isn't "survival" if your only threat comes other people, and there is no real explaination why.

Anyway, i'm sure there was more but my created juices are dead. night all

Posted: Sat Apr 05, 2003 7:23 am
by NumberZero
:cry: is there really no witty reply to this, no colorful quip?

Posted: Sat Apr 05, 2003 2:17 pm
by sabin-x
6) hookers. lots and lots of hookers.

Posted: Sat Apr 05, 2003 4:40 pm
by atoga
sabin-x wrote:6) hookers. lots and lots of hookers.
oh for the love of god, hookers was part of what destroyed Fallout 2's atmosphere. a few would be OK, I guess, but too many and you attract horny loser 13-year-olds.

Posted: Sat Apr 05, 2003 6:41 pm
by Phias
The last thing we need is another town full of hookers(Fallout 2's New Reno) in a game like Fallout. Remember setting. A few, perhaps, but overdoing it like Fallout 2 is ridiculous. Where were their customers? Oh right, game logic.

Posted: Sat Apr 05, 2003 9:13 pm
by Wolfman Walt
sabin-x wrote:6) hookers. lots and lots of hookers.
::Crosses his fingers:: Please be joking, Please be joking, Please be joking. Seriousily....what do hookers really add to the game though? I can understand a few ((especially if their quest related or something))...but not lots and lots.

Posted: Sat Apr 05, 2003 10:19 pm
by Slave_Master
I don't understand how hookers could survive in a post apoc situation. If a man wanted to have sex with one, he might as well rape her and shoot/enslave her.

Posted: Sun Apr 06, 2003 12:10 am
by NumberZero
well, i think that prostitution was waaaay overdone in FO2. but anyway, i guess it just goes back to the "Only if it fits the setting" rule

Posted: Sun Apr 06, 2003 4:14 am
by atoga
prostitution kind of makes sense, since there's not much else to do for a living and there are plenty of men with nothing better to do in a barren world.
a few hookers are fine - good even, because they add to the gritty atmosphere - but too many and you get a moronic, horny 13-year-old feel as I said, plus it makes no sense. of course, non-hooker women should wear a normal amount of clothing, not some skimpy piece of wasteland trash. I mean, take FOBOS for instance - every single woman is wearing next to nothing. good god. even female brotherhood warriors - who should be heavily armored, or they'll quickly be shot or eaten - seem to be content with two square inches of clothing.

Posted: Sun Apr 06, 2003 5:18 am
by NumberZero
Well, i wasn't talking solely about post apaocolyptic NUCLEAR survical games. Mabey hookers en masse make sense in a worl were New Reno is canon. i dunno.