requiem_for_a_starfury wrote: I strongly disagree with that, even in FOT there were times like Preoria that you were better off not killing everything. It's what makes the Fallout RPGs so great, that they are more than just running around killing things.
Yes of course. I never said you should just go around killing stuff with no story or ill effects for killing characters that are integral to the story. That would make it like Deus Ex (ever killed as many civs as possible? Little to no repercussions).
I always like a good blend of story, puzzle solving, and encounters. I don't see any point to having a fighting engine in a game if you're not going to use it at least some. Even if there are ways around doing so 90% of the time.
requiem_for_a_starfury wrote:
Last time I played through FO2 I played a highly intelligent charmer, other than 3 of the ants in the temple of trials (that I couldn't run away from or sneak past) I managed to avoid killing anyone or anything until I reached the tanker. Only then, when my sneak failed as I was in the middle of the aliens and floaters did I have no option but to kill all. Got all my followers wiped out as well :( . The game was just as fun and perhaps even more interesting. You can even avoid killing Frank Horrigan yourself at the end of the game. Same with Fallout, you don't have to kill anyone in the Military Base, nor do you have to kill the Master.
As I have said previously, there are 3 ways to kill the master, all of which could be scripted into FOT.
But really, which is more fun? A way to totally bypass fighting the end boss or having a challenging ultimate finale with him/her/it? Not that there are any challenging bosses in any of the FO games. In most RPG's its just a matter of being stronger. A key, a trick to beating them, and yet having to fight them at the same time. Now THAT is more challenging.
requiem_for_a_starfury wrote:
I've not played BG2, I got so bored by the time I reached Baldur's Gate in the first game that I quit playing and uninstalled it, tried again when BG2 came out, only managed to reach the first set of mines before chucking it into the bin.
BG1 was so non-linear that they did not put enough detail into the main path to make it interesting. As you might have noticed, the game is quite boring and intimidating with all the areas to explore, and yet little to keep it interesting with multiple areas looking so much alike.
BG2 was more polished and had multiple linear quests that you didn't have to do, but they were more polished due to the game's lack of wide outdoor areas. It let them focus on the more important aspects of the game and create interesting sub-quests. BG2 is VERY good in comparison to the original, but you'll want to slug through the first if you want those books for a strong character ;-)
requiem_for_a_starfury wrote:
Having multiple paths is good for replayability but more importantly it adds depth to a game, to have the option to do more than go in guns blazing is so important, otherwise you're just playing a FPS from a 2D isometric top down view without any challenge testing of your hand to eye co-ordination. Sure having a narrow starting path, with tasks you can't avoid like the temple of trials is bad for replayability but there are very few games that just dump you in the game world and let you do as you please. Even the act of character creation can get repetitive after a while.
Baldur's Gate had many paths you could go. Many options to choose different party members. You could set out on whichever path you chose (fromt he start at least). You sortof contradict yourself here by saying you don't like Baldur's Gate. Fallout had some boring areas that you have to do as well, regardless of your character design.
I think we're ultimately talking about different aspects that we like/dislike about linear/non-linear aspects. There is good and bad in them both.
Here is a GOOD example of LINEARITY
You HAVE to fight someone, but its always an interesting/cool fight sequence. Kindof like a Castlevania and/or Mega Man boss that you enjoy fighting because you know what to do but it is still challenging.
Here is a BAD example of LINEARITY
You have to go through a cave. The cave is the same every time. You know where the monsters are, they're easy to kill, and you have to do several mundane tasks there to proceed with the game. Basically like the mines in Baldur's Gate 1.
Here is a GOOD example of Non-Linearity
You're going through this cave. You've done it before but you have the option of going through an above tunnel, sneaking past the guards, killing them, finding a secret door around the guards, or even finding a hidden cache of bombs and blowing them up.
Here is a BAD example of Non-Linearity
You've got about 5 to 10 ways you can choose to go, but all of them are alike. There is a little treasure down each path but you're more likely to continue on than fool with mundane passageways.
Hmm.. not that good of an example
OK you're given several choices. You can free the slaves, blow up the furnace, kill the slaves, kill the boss, etc.. But so much time was taken to give rewards for doing/not doing different things that the outcome is ultimately the same, the whole place blows up and you're still the big hero. Little to no repercussions to you later for doing anything bad or good in this case.
With a little more effort the above situation could be lovingly crafted such that you get a WONDERFUL outcome for doing everything right, and have later repercussions depending on what you did right/wrong.
There is also the problem of a "make your own character" guy/girl lacking his/her own personality, whereas a scripted "you are THIS person" guy/girl could interact far more with the chosen storyline, having their own personality and sometimes getting the player into trouble where they otherwise might not have. YOU know how the game works and know what it expects and will reward you accordingly. The character, however, does not have this knowledge. For example, it is more realistic to have a greedy character choose to kill an NPC and take his money or a good character help him in return for the reward/experience (which he may, in the end, turn down) than it would be to let the player choose (the player would obviously help him out and accept the reward money, getting good exp and gold).
I do not know how to fully explain it, but there are benefits of both the liniear and non-linear worlds. When the benefits are combined you have a masterpiece, sorta like a Zelda game.