Bethesda: What you got wrong

Post » Sun Jan 17, 2016 10:48 pm

Why would I want to know the long-term impact when I'm still in the process of impacting? It would spoil any storylines that Bethesda may decide to add.

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Lucie H
 
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Post » Mon Jan 18, 2016 12:41 am

This nails it for the most part;



http://www.breitbart.com/tech/2015/11/20/fallout-4-review-bethesda-never-changes/



Bethesda is starting to show some big signs of ageing............please go out there and get some new blood with fresh take of game development and new ideas.....

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Bethany Watkin
 
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Post » Sun Jan 17, 2016 9:45 pm



They formed a new Montreal studio but many of us fear it is merely a mobile division
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Ludivine Poussineau
 
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Post » Mon Jan 18, 2016 1:33 am


In FO 2 and FO 3 Broken Steel you can play after the ending sliders. Could have done the same thing with FO 4.






Because if they add more content via DLC, like FONV did, they can add more ending sliders to reflect the "new story lines". It doesn't spoil anything. Can't spoil what hasn't happened yet, and a ending slider doesn't do that.

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*Chloe*
 
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Post » Sun Jan 17, 2016 5:24 pm

No it doesn't. Just as the civil war may have ended slavery, racism persists to this very day. And not even going to get into what it was like immediately after the war
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Brιonα Renae
 
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Post » Sun Jan 17, 2016 5:43 pm


I will agree to most of that, it repeats what many of us have said.

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RaeAnne
 
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Post » Sun Jan 17, 2016 11:38 pm

To be honest, my favorite part of Fallout 1 and 2 were the ending slides. Especially Fallout 1 when I wans't expecting it.


The sense of closure and realization at how much the game was tracking was amazing at the time. For me, that's as Fallout as Power Armor and brahmin.


I always like a good ending - I actually feel its an incredibly important part of a game.


With DLC it makes sense to continue playing after the end, but those slides usually dealt with the far-reaching impacts of your adventures, not changes you'd likely see within the scope of the game no matter how long you continued playing.
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Rowena
 
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Post » Sun Jan 17, 2016 9:05 pm


If the ending slides don't contain what hasn't happened yet, then what would be their point? We already know everything that *has* happened, and if you want to know how what happened affected a particular person, then go talk to that person. I had a long conversation with Piper about what happened as just one example.

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Sun of Sammy
 
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Post » Mon Jan 18, 2016 12:15 am


Agreed 100%, well, except that I don't think it was my favorite part of the games, it did give a sense of accomplishment, that you can sit back and enjoy(or recoil in terror) at what transpired because of your actions.

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(G-yen)
 
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Post » Sun Jan 17, 2016 11:16 pm


It was a reply to this:



"It would spoil any storylines that Bethesda may decide to add."



Ie. any DLC they add would have it's own sliders(ala FONV). It doesn't spoil what hasn't existed, which in this regards was any storylines they add to the game. It wraps up everything you did with the short and long term effects, which as Nuclear Day pointed out, wouldn't have changes you would see in the game regardless of how long you played for.

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BlackaneseB
 
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Post » Sun Jan 17, 2016 3:33 pm

Bah! I like Bethesda's formula and most of the complaints here are meaningless to me or actually negative. I hope they continue to refine their formula and they will continue to be my favorite game studio. I have small nitpicks but certainly not stuff like slides. I do agree the inventory could be improved a fair amount.

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josie treuberg
 
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Post » Sun Jan 17, 2016 5:53 pm

I just remember in Fallout 1 it blew my mind at the time. I hadn't played a game that did that, and I immediately started a second playthroughs to see what I could do differently.


Even now, games that contain some closure at the end tend to be my favorites. Alpha Protocol, for example, had a nice credits scene as you hear news reports summarizing the "official" explanations for your shenanigans.
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jessica breen
 
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Post » Mon Jan 18, 2016 3:19 am


And that's exactly the problem I have with ending slides. Unless the story is beyond-a-doubt over, then knowing the long-term effects is a spoiler. Bethesda may be leaving the long-term effects for us to find out for ourselves in future content releases that an end game slide could potentially ruin.



The reason they had them in Fallout 3 is because the game *was* supposed to end at the end, and it was only due to numerous complaints that they added Broken Steel to resolve the issue so that it didn't really end. End game slides really don't work well for games with no ending unless they include only short-term things that is more fun for us to discover in-game.

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Penny Courture
 
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Post » Mon Jan 18, 2016 5:04 am


I don't find the ending sliders to be spoilers in anyway. They add weight to your particular playthrough. It is also only "possible" canon events. That is how FO lore has been. The ending sliders of FO 1 didn't spoil anything in FO 2, FO 2 just shed light on which endings were canon. FO 3 with broken steel is still proof that a game can have the sliders AND have the game continue on.

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I love YOu
 
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Post » Mon Jan 18, 2016 4:16 am

On this episode of armchair critic we have some guy who has never attempted to make a videogame in his life tell one of the most successful game studios how to do their job. Stay tuned for all the excitement!

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Talitha Kukk
 
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Post » Mon Jan 18, 2016 5:25 am


Broken Steel made the Fallout 3 ending slides irrelevant. There are endless complaints to do this day about it. Just because you can do something doesn't mean that it's the best thing to do in an open world game. The FO1 slides didn't make FO2 irrelevant because FO2 was a completely different game and FO1 ended at the end of the storyline. Same with FO2 even though you could still wander around afterwards (though really no point in doing it.)



I don't want to see potential long-term endings for a character I'm still actively playing. It is up to me to decide the direction my character will go from that point, not some game slide.

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Brooke Turner
 
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Post » Sun Jan 17, 2016 6:18 pm

The problem is there's no direction at all, finishing the main story line means nothing apart from the factions you eliminate, there's no change in the way people act or feel, there's no change in hostilities or who will and will not attack you, it's all the same really. So because of the lack of slides and the lack of any real closure to the game we end up with a main story line that just ends on one massive cliff hanger, leaving you scratching your head wondering how the faction you sided with changed the commonwealth, if at all.

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Cheville Thompson
 
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Post » Sun Jan 17, 2016 4:20 pm


And maybe that's the whole point. The game hasn't necessarily "ended" yet. If it turns out that the DLC does nothing, then perhaps I'll revise my view, but until then, I'm interested to see what happens without "end game" slides ruining the suspense.

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rae.x
 
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Post » Mon Jan 18, 2016 6:51 am


The point is to create a main quest line with no real ending at all? DLC isn't going to fix a poorly construed main quest line, I'm sure Bethesda didn't just conveniently create a main quest line with no impact simply to allow DLC to patch it up.

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Je suis
 
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Post » Sun Jan 17, 2016 6:31 pm


Main quests typically aren't the point of Bethesda games. Oftentimes, it is ignored by many players.

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Fanny Rouyé
 
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Post » Mon Jan 18, 2016 2:35 am

Incorrect, Fallout 3 had a very strong main quest line, NV had a decent main quest line, both had clear defined impacts in game, Fallout 4 has none, and Fallout 4's side quests are the most boring of the series, it's only strength lies in it's main quest line, which is great, until the ending, or lack thereof should I say.

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CYCO JO-NATE
 
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Post » Mon Jan 18, 2016 5:17 am

I would take Fallout 4's story and side quests over New Vegas or Fallout 3 any day.

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Chris Jones
 
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Post » Sun Jan 17, 2016 7:30 pm


Fallout 3 was trying to be like the earlier games and had an ending that did not allow players to continue after the game was over. Only after an uproar of complaints by Bethesda fans did they "fix" it with Broken Steel to function more like their other games. Numerous players to this day are playing without bothering at all with the main quest as they do with other Bethesda games. I have a current Fallout 3 game where I rushed through the main quest to get it done and am now focusing on the "real" game.



Fallout New Vegas was developed by Obsidian, not Bethesda. Once the ending happens, the game is done. It's a story-based game vs. the typical Bethesda sandbox game.



If you play Daggerfall, Morrowind, Oblivion, or Skyrim, you will find that the main quests there are generally ignored by many players too. They're basically just larger-than-normal side quests.

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Laura Samson
 
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Post » Sun Jan 17, 2016 10:28 pm



You can.
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ezra
 
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Post » Mon Jan 18, 2016 3:11 am

the REAL worst things xD

#1 Headbob - do you get physically ill while playing? (a lot of people do)
#2 Dialogue OPTIONS - I personally like the new mechanic and cinematic camera or whatever, I think it's a big step in the right direction of a 'real time' way to handle npc conversations in games like this. However, I think we all agree the OPTIONS are pretty bad.
#3 New Crit Mechanic - I have grown to like playing without using VATS at all (which makes the complaint even more valid), but even when using VATS I hated it. I don't understand where or why they came up with this, I prefer the old 'crit' mechanic a lot over the new one.
#4 Settlement Bugs - I like it, great idea and not made essential to enjoy game, however still needs quite a bit of work.
#5 Companion AI - just refer to JIP CCC mod (FONV) for how I would like companion controls and commands; i prefer the command wheel and the ability to give them more detailed commands http://www.nexusmods.com/newvegas/mods/50468/?
#6 Customization of UI - this is something I feel should definitely be done by the developers and not by the mod community

I might be leaving something out, but I feel a lot of complaints are very nit picky and whining about the stuff they actually did rather than what they just flat left out.
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helen buchan
 
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