Hello!
Amusingly, Ausir found me because I was commenting on some Fallout stuff over in the Lore boards here, and prodded me via PM.
I will now shoot myself in the foot, and then put my foot in my mouth, by saying something highly controversial.
There cannot be a definitive Fallout if nobody can agree on what it is. By which I mean, since so many people are so passionate about the game, there exist many people who have individual visions of what
Fallout should be. No matter what you stick a
Fallout label on, someone out there won't like it, or will disagree with its interpretation of lore. Even Tim Cain and Chris Taylor couldn't agree on how ghouls came about.
Disliking a particular installment of the Fallout franchise is a perfectly valid opinion. "De gustibus non est disputandum," after all.
The lesson for devs of
Fallout material here is - be as true as you can be, but strive always to make a great game. If you are 100%
Fallout lore accurate and you make a crap game, then congratulations, you have just made a crappy installment of
Fallout. If you make an awesome game and call it
Fallout and are totally inconsistent with the lore of the franchise, then you're just askin' for people to make comparisons and to dislike the game based on what it isn't rather than what it is. If you make a crap game that is lore inconsistent, then you've probably made a
Fallout console shooter for the PS2 . . .
Back in some interview, Rick Berman supposedly said "Continuity just gets in the way of telling good stories." (He was talking, so the anecdote goes, about why
Star Trek drifted away from internal consistency over the years.) I think that this attitude is sad, because continuity creates versimilitude. People intuitively reject things that are not internally consistent. When you have established something as being part of a story, you need to stick to your guns, because if you suddenly change direction without explanation, people who know the "truth" will start to lose their involvement in the story. Breaks in continuity create hurdles to suspension of disbelief for a participant. (Of course, sometimes you have to break with continuity, because the continuity is bad . . . and sometimes you want to change it because you have a new explanation that lets you take the story in a new direction, in the way that Roger Zelazny did in many of his novels.)
Taking
Fallout 3 for what it is, my only hope is to have a great time playing the game. And I do! I've already sunk time into it. It is not
Fallout 1 because nothing can be
Fallout 1; the moment you make a new location, or a new character, or a new description, you have made something that didn't exist before, and congrats, it's not
Fallout 1. I enjoyed working on
Fallout 1 and I like playing it, so I am just glad to have those happy memories, and now I will enjoy
Fallout 3 as well.
It seems that some people assume that my comment about modding is taken to mean that you shouldn't criticize unless you also do mod-building. Really, what I mean is supposed to be more constructive than that. For everyone who dislikes some iteration of
Fallout or has a bone to pick with some piece of lore or some part of the franchise, now's your chance to show everyone else what you think
Fallout should be. The editor gives you a shot at putting your own vision out there. You can really tell people "I didn't like such-and-such in one of the
Fallout games, here is how I would do it!" and show them. I think that's wicked cool - instead of just talking about how you think something was svcky or you would have done it differently, you actually
can do it differently. This is not to say that peoples' complaints and criticisms are invalid. It simply means that now everyone in the
Fallout fan base has an opportunity to share their vision in a way that is hands-on and direct. Convert people by showing them the awesomeness of your vision!
Anyway, I'm off to brew up some tea and wait for the flames to come in.