endocore wrote:I tend to agree with Max-Violence that such content or lack thereof is not a good criteria upon which to judge a map in many cases. If the designer has stated that he is trying to recreate x element of Fallout, then certainly we can analyze whether or not he has succeeded. On the other hand, if the designer is trying to do other things and just happens to be using the FOT Toolset (because it's the only thing available, accessible, or desirable to him), then such analysis becomes extraneous to a discussion of the scenario. I don't believe Max-Violence can properly be criticized for failing to create a map that ignores many Fallout conventions when, in this case, he wasn't at all interested in doing so anyway (please correct me if I'm wrong, of course, MV) and just wanted to make something that he thought was fun.
I have to disagree with you there, unless the designer states that they're trying to do something different, ie making a partial conversion, then we have to by default assume that they have made some attempt to make a Fallout game. I only knew that MV was trying to recreate some of the Thief style from talking to him about the map while playtesting it, nothing is said (that I could see) in the read me or speech files about it. I think when you set a mission in the Fallout world, even if it's the FOT version most people are going to play it looking for some more of Fallout. If you're trying to create something different then I think you should mention that fact in the read me, so people know what to expect.
endocore wrote:Folks are always criticizing FOT for not being (among other things) "versatile," but I disagree and think quite a bit can be done with the FOT Toolset. For example being the corrupt and twisted sociopath that I am, I once made a nice little map (that I will never share with anyone under any circumstances, so don't bother asking) where two sorority gals attend a large fraternity party with the objective of engaging in as much drunkenness, drug use, and casual sex as possible. The map was set up using a simple point system based on experience points (e.g. one point for drinking a beer, minus two hundred points for getting an STD, etc). If certain "defeat" conditions were avoided (e.g. "You're pregnant! You're forced to quit school in disgrace") the gal with the most points at the end of a certain time period "won." Although few people seem to like the conversation system I devised for FOT (at least not enough to use it), it was more than adequate for this (mostly) non-violent pure RPG-style map. While this map certainly had nothing whatsoever to do with Fallout (or, for that matter, any common sense of decency and morality), it was enjoyable to play for a while, and I think that's all that really matters when assessing any map. While the example I've given is perhaps rather extreme (in more than one way), my point is that the FOT Toolset can be used to create a wide variety of games, not all of which would appeal to all or even many folks. I think, however, that this is a strength of the engine, and that if someone is trying to do something that doesn't have anything to do with Fallout but, by the necessity of using what's available in the toolset is forced to implement some things that share a casual relation to the Fallout world (having worn-out buildings and ghouls, for example), they should be encouraged rather than persuaded to stick to Fallout stuff. In fact quite a few of the maps out there (those from the guy who did the Evil Dead stuff, Kashluk's RAID map, etc) have nothing to do with Fallout, but that doesn't make them any less entertaining to me. I've always been more interested war-gaming than RPGs myself, and although I've spent hundreds of enjoyable hours playing FO and FO2, I'd actually rather see more FOT maps that deal strictly with tactical combat situations than with FO source material or general RPG-ness, as long such maps are well-done and fun to play.
Sounds an interesting map, but more importantly it sounds like it's got plenty of options good or bad. I've got nothing against using the FOT engine to make other style games, I'm working on a partial conversion at the moment myself, but as I said unless you take it out of the Fallout universe entirely, then I think that the designer should expect to be compared to the Fallout games. I don't much like FOT but I do like the engine and editor, it's the only reason that FOT is still installed on my HD.
endocore wrote:On the other hand, it's entirely another matter to say that regardless of the theme of an adventure, what actually takes place therein is not well implemented (in whole or in part), or that the map has design flaws that interfere with its fun factor. Furthermore, there's nothing at all wrong with saying "While I can appreciate what you've done here, it just didn't float my boat." I'll have to abstain from that issue as it relates to Revenge 2, since unfortunately as I said I haven't had a chance to look at the map yet. However, in the confines of an SP map that is not part of a larger campaign, I think in general that it may often be legitimate to have fairly severe (i.e. end game) consequences if the mission objectives aren't strictly followed, since accomplishing such objectives is the sole purpose of the gameplay and there's little reason to have extraneous possibilities since the player-characters have no context for existing outside of the narrowly-defined mission presented in the map. Although I myself have always tried to avoid this situation in my own maps, and agree with Requiem that it's fun to have lots of stuff to do that's fairly irrelevant to the completion of the map objectives (in fact, almost everything that can happen in my Quagmire map is irrelevant to the actual "mission" presented in that map), I can understand that there are reasons (not enough hobby time, lack of interest in RPG elements, etc) that not every mapper would always strive to include such elements in a scenario. Particularly if one is focusing narrowly on a tactical theme, such elements aren't necessary. I've always wanted (but unfortunately don't have any time to make) a narrowly focused "campaign" where something like a SWAT team moves through a bunch of strictly tactical exercises (mission 1: rescue some hostages, mission 2: take out the deranged sniper at a sporting event, etc) that would have almost no RPG elements. I think such a tactical simulation would be fun to play (if well-done, of course), and that a lack of RPG elements would not necessarily detract from such a campaign.
Anyway, I'm always interested in discussing these themes of design philosophy for their own sake, and am interested in what everyone else has to think about the issues I've raised.
Endocore
Okay I concentrated to much on that overall it wasn't the type of mission I like to play, but I think there's a difference between have objectives that have to be completed, and objectives that have to be completed in a certain way and only that way, and that having consequences other than just end mission can make the game more interesting as well as harder.
*Spoilers*
For instance, you're not allowed to kill any civilians, I'm working on a town map and I have a similar restriction but rather than ending the game I've set it up so that I have 2 main teams the player and hostiles, and the other 6 teams are neutral, there are triggers that count how many are alive on the neutral teams and if you kill someone these will reset the team allignment index so that everyone on that team becomes neutral towards you again depending where you did the deed. The thing is I've set up the player indexes so that people in different buildings on in the street are on different neutral teams. If you kill someone in a crowded room or on the street everyone will turn hostile and the game will probably end. But if you kill someone who's alone in a building then you might get away with it. If the body is discovered patrols of the gang that control the town will be activated, and you'll have to avoid these as they want to see your papers, which you won't have at that time. If you get stopped by the patrol the game will end as they are heavily armed and you won't have a chance at defeating them (at that time). Likewise in the rich family house if you're spotted or an open door is spotted the occupant shouts out an alarm and the game ends. I haven't set up anything as complex about doors being open but there is a bit where you have to sneak past someone, I've set them to squealer and put in an alarm. If they see you they'll run for the alarm and you have to kill them because if it sounds the gang will come running and the game will end. If you can sneak through the area without killing the guy you get a nice big fat experience award.
Also some of the restrictions just made the mission very linear and easy to play. Once you fail once and realise what you did wrong then you just don't do that again. After you've gotten into the town it becomes very easy until you attempt to steal the second vehicle. You might as well only need to steal the one document, the one in the rich family's house. Out of all 4 it's the hardest to get, only because you need to get the ring pulls to bribe the guard to get into the house. Once in the house you have to stay undetected, which is not hard as the main character has a wickedly high sneak skill, once you realise it's not your sneak skill that counts but shutting the doors behind you as you go then even getting this document becomes easy. Collecting the Ring Pulls is very easy, by the time you've been to the market you've got nearly enough, and you can enter most buildings and search for more without hinderance. Perhaps if more ringpulls were needed, and some zones set up around the containers they were in so that if some of the roving patrols see you near a container they'll go hostile.
The hardest part for me is stealing the second vehicle, because as soon as you do all the Reavers turn hostile and this slows my computer right down in CBT, making it hard to switch weapons etc. There's a bit in the briefing about not letting anyone see you steal the 2nd vehicle and sound an alarm otherwise it will be impossible to get out the main gate. Since everyone is hostile to you now, it's impossible to get to the main gate anyway until you've hidden the vehicle and started taking out the Reavers. The whole Thief/stealth style goes out of the window here I think, since you can't leave your vehicle where it is (otherwise it'll be attacked) and you can't sneak while in a vehicle some combat becomes inevitable. Perhaps rather than turning all the Reavers hostile at that point, wait to you get to the main gate, the turn the gate guards hostile, a few roving squealers (in the base) and the police hostile. Then you'd have to get the vehicle out of the town and then get back into the base. If the alarm sounds then rather than ending the game automaticaly have a Reaver Patrol turn hostile for every alarm that goes off. I think this would allow more options without ruining what MV had in mind, rather than just ending the game when you do something wrong it can make the game easier or harder and adds replayabity.