1-You're saying I should look into the world editor to see how my decisions SUBTLY affect the world?
No, it's just that I hadn't actually played the game for long enough (still clocking in at well over 70 hours across 3 savegames) to see the outcomes of all of my decisions.
You really wanna know? OK, I'll tell you.
One of my many WIP mods is one called Better Prompts, which aims to improve (some of) the lines that the player-character himself/herself actually gets to say. See? Even though I love this game with a furious passion, there are aspects even I'd like to do differently.
Anyway, I'm poking around in the GECK and I saw some lines from people you meet out in the Wasteland after doing Moira's quests. Of the various people you meet, half of them think that the Wasteland Survival Guide is
Spoiler the most dangerously misleading POS they could ever conceive of and actively hate anyone involved in making it, and the other half think it's the most fundamentally genius piece of writing ever that has saved their life many times and cannot thank you enough for your help in writing it.
So there
are proper, concrete, unforeseen consequences to your actions. It wasn't the only example but it was one that particularly made me laugh out loud.
4-Densely populated is too vague a term. I not saying 50 interacting NPCs. I just want at least one larger settlement, and larger quests chains. I first expected Underworld to be a HUGE city of ghouls with lots of quests, because every other ghoul in the game says "Oh I'm on my way to Underworld," or "Oh I'm from Underworld." But as it turns out you get 2 quests and 5 NPCs that do nothing to enhance the experience via quests or even story.
Are you saying the the Hub was a failure in Fallout? Is Megaton as big as you like a town? Whats wrong with having more than 20 people in a town? There are already plenty of generic NPCs in Megaton, and I liked it... So what if i can't INTERACT with everyone. Thats fine.Oh, I get that, and to a large extent I do actually agree with you. It's just the Old Man and the Donkey experience. Whatever Bethesda do, they're damned.
In Oblivion, they had 1000 NPCs, but only a few of them had a lot to say. People complained.
In Fallout 3, they had 200 NPCs, and I think something like 2-3 times as much dialogue (so that's exponentially more given the reduced number). Even NPCs who have nothing to say to you at first might talk to you later. Like Shivering Isles, they're individually characterised and very interesting.
As an aside, I didn't notice any real difference in "quality" of NPCs between Fallout and Fallout 3 - but granted I only played Fallout for a few hours. I found both games to be about the same in terms of having some NPCs just there for decoration, others info-givers and others quest-givers.
The trouble in any of the cases is the physical amount of data that it is possible to hold on a disc, and how many "sacrifices" you have to make to get it all on there. If you want better texture sizes, you need less dialogue; if you want more dialogue, you need fewer songs. It all balances out and I think Bethesda certainly did the best they could with the resources they had available. If it was all text-based, you could have it like Morrowind and many
thousands of lines of dialogue - per character - but then you do lose a lot by not having it voiced - even back in the day of Fallout they knew how much better it was to have it voiced - plus the text-based nature of Morrrowind dialogue meant that it didn't sound like
speech but
text in a lot of circumstances. It might have appeared in the form of a conversation, but realistically it was closer to Mass Effect's "Codex" information repository.
You think these inhabitants are detailed? These are the shallowest characters I've ever seen.
Wow ... I would say, "Which games have you been playing that have so many more interesting characters", but either I've checked them out already and found that actually they're
not all that, or they're games where the other aspects of the game would be so offputting that it wouldn't matter how great the characters were, I just wouldn't be interested enough to check out their stories. I certainly find most of the characters I've encountered in Fallout 3 to be extremely fascinating. I certainly find the companions fun, and loved talking to the background-giver characters in Underworld and Megaton. I really enjoyed Sierra's "tour" and the whole Republic of Dave thing. Talking of "depth", I'm not really finding the multi-layered thing in
anything by
anyone, but in terms of broad brushstrokes and very thought-provoking encounters, Fallout 3 is up there with any other game I've played.
You think these environments are varied and detailed? We can ALREADY complain about repetitive subways, and each vault is no different from the last.
Yeah, that's called "accurate". Subways are repetitive. They
are. There's still plenty to see and do in all of Fallout 3's subways, though. Of
course the vaults have similar layouts - they're all made to the same template! - but they have unique stories and quests and things to see and do there. No, I'm talking about being able to go into each individual character home and see - quite literally -
thousands of hand-placed objects. I was playing Left 4 Dead tonight and thinking about how we take it for granted; in Fallout 3 we can go into a house and interact with almost every object, pick it up, use it, whatever. You can't do that in most games. Most of Mass Effect's (since we clearly love that game) interior cells are just plain white cubes in which you can't interact with
anything. In Fallout 3, you can go into a house and sit in a chair, sleep in a bed, pick up
stuff and allsorts. Yes,
those interiors are varied and detailed.
Are those exclusive? ... Cause if so your cats a prude.
:lmao:
On the town density topic - it does seem a bit like a missed opportunity to me to have these settlements with all this backstory and then come to find that there's really very little to "do" there in terms of quests. That is one thing I kind of miss about Fallout 1 and 2 (and even every other Bethesda game I've played, too.) When I first got to Megaton, I was expecting it to be a source of lots of really good sidequests. I was half expecting to spend a couple days exploring everything that place to offer. Instead I did a couple fetch quests, smooth-talked Moriarty, saved Megaton (which was really a brief quest considering how it important it's supposed to be,) and started Moira's quest. And that was about it.
Wow, you must have steamed through it. It took me a good few weeks game-time to do everything in Megaton, and there are still a couple of quests I haven't done.
I just didn't see that as much in Fallout 3 as I was expecting. I'm a quest-geek - I like that sense of achievement.
I think it's just the innovative way of presenting the quests that throws you a little. I still see it as quite a steep learning curve. Every time I go into a cell - any cell - I ask myself,
what do they want me to find here?I don't think I've ever gone anywhere and
not found something interesting, even if it was just Emily Weise's computer log or whatever. Something to raise a smile, even if it's not actually a quest. Then again, like Grayditch, there are plenty of stumble-into quests around. I can certainly see why people prefer to be led by the nose, but I'm also enjoying the whole "let people find it" attitude. Very interesting as a modder, because it totally forces you to reappraise how you do things, especially if you're used to restricting the player and setting things up in a very linear way.
I actually liked the ending. It was unexpected and completely unorthodox. I'm even against Beth's plan to change it -- but whatever.
Thank you! Hooray! I'm not the only one who feels this way!
I totally trust Emil et al to be able to rewrite the ending without screwing everything up, but certainly in anyone else's hands it would be a horrible, horrible mistake.
3-Broken Steel is DLC. DLC that should've been in the original game. Your argument fails because the developers had a major oversight, and are going to charge us for it.
No, it
shouldn't have been in the original game. You just prefer the alternative ending. This is like the alternative ending you get on a DVD. In 99% of cases, you realise why they
didn't use the alt ending in the first place.
Bethesda promised 200 endings. They promised morally tough decisions. Both of these are bull.
No, they promised 200
permutations. I remember Radhamster explaining it with every possible combination of balls of ice-cream on a cone, but I got hungry and forgot what he was talking about. It was very hot that day. I also struggled with some of the choices I had to make.
Mass Effect had better morally conflicting decisions, a MUCH better written story, with MUCH better voice acting, and MUCH better character development.
No, it was about the same in every respect. The
cutscenes made the story seem better than it was because it was all very rousing (with the music and everything) but when Battlestar Galactica tried to echo it note for note everyone said how ludicrous it was and how it was jumping the shark and had totally lost it. Character development? Uhhh ... what? I mean, who? How? The only character I felt any attachment to was Kaiden, and they didn't know
what they wanted to do with him until they just gave up and made him Carth #2. So, really, we have a well-worn story told well through endless cutscenes, very powerfully rendered (because the player has no choice in what they see/hear/do), voice acting which is exactly equal, and onlly the broadest sketches of character (in common with every other game).