Evolution of the Bethesda Way

Post » Sat Jan 16, 2016 3:46 pm


In FO1 your vault has supplies for 150 days. That's 5 months, so no the amount of urgency isn't even in the same ballpark as having to find your kidnapped son. FO2 you can assume you have supplies stored for a certain amount of time, same deal.


The NV main story (finding Benny) can have the same amount of urgency as finding your kidnapped son depending on how you imagine your character reacts to it, you can do that because the game doesn't give you a set reaction for getting shot in the head. In FO4 it does, literally the prologue shows you determined to get your son back from the person that kidnapped him and murdered your wife/husband <- This is urgent for the character we have been given whether you like it or not. The scripted character reactions in the prologue demonstrate it.


If you want to you can disregard all that and imagine you're an alien that descended to conquer the earth or whatever else fits your fancy and very much enjoy your playthrough, but don't pretend the game enables you or encourages you to do that. It doesn't.

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ijohnnny
 
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Post » Sat Jan 16, 2016 10:32 pm

The factions in FO4 are "meh" at best. FNV did player-faction and faction-faction interaction soo much better than FO4. In FNV the story was geared to one main event and some smaller ones so the story was cohesive. In FO4 there are soo many plot holes and so many weird faction decision that don't make any sense. BOS wanting you to destroy the railroad or The minutmen wanting to destroy the institute and the BOS...Or the insitute attacking the minutemen castle in the first place. And the irony of the minutemen demanding you destroy the institute is that you are their Genera/Leader...aaand you have nothing to say whatsoever. Yes....FO4 factions are SOO much "better". Don't understand the NCR being potrayed as the good guy argument. The NCR is a republic....The Legion is an autocracy. Every person you talk to in FNV will tell you the flaws of both, and people don't want to be annexed/be part of by the NCR. FO4 tried to copy what FNV did, but did kinda piss-poor job at that. As for skipping, yes you can do that in FO4 and FNV, but the urgency is different. In FNV you decide the urgency, in FO4 your character/game decides it.

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Da Missz
 
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Post » Sat Jan 16, 2016 3:38 pm


Fo4 Faction are alot better, bc the BoS funtion like it use to work on original Fallout, something that NV misss by a mile, was that u can make any faction work together when the history make 0 senses. Like why the BoS will join the NCR when they wipe their forces from NCR territory is the same for the Khans. NV faction are good but are better that Fo4, and the interaction for some of the faction on NV is just bad.

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how solid
 
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Post » Sat Jan 16, 2016 1:18 pm

What are you talking about? The BoS DOESN'T JOIN the NCR, you can convince them to sign a truce. The NCR wants you to destroy the BoS and kill every BoS member. FO4 factions make weird and stupid actions that make no sense. And the MM are the worst since you are supposed to be their leader, while preston is still making the decisions.

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Danny Blight
 
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Post » Sat Jan 16, 2016 11:33 pm

Heh you think XP noises are annoying, try Idiot Savont and building 50 walls "wha boing kaching wah boing kaching wha boing kaching" getting 2 or 6 XP every wall you build or just cooking all the meat you have, same thing.
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Milagros Osorio
 
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Post » Sat Jan 16, 2016 8:56 pm

On crafting: I would consider building my own weapons and armor from scratch to be crafting. The only things I can craft is chems and food, not sure what game you're playing. Modding is probably the word you're looking for?



Choices that matter? I still have to find a the place where you get to make any of those.



Fallout 4 is a pinball machine of constant Disney playground action and unfortunately not much more. Good clean family fun that won't upset or offend anyone, and it's designed so 10 year olds won't get lost either. Very slow clap.

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Kelly Osbourne Kelly
 
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Post » Sat Jan 16, 2016 6:27 pm

On Factions:



I think the presentation of the factions and their own motivations are presented in a more "mature" way this time around. They "begin in the middle", the same way a well-made film will introduce a new character. Players need to read between the lines to pick up on the nuances that motivate each faction. (I love this, personally, and was happy to have more meat to sink my teeth into than factions in the previous Bethesda games.) Plus, for people looking for more understanding, the initial locations in which you encounter one faction or another are littered with info.



Spoiler

For example, you can find a computer terminal and a holotape in the Police Station where you first encounter the Brotherhood of Steel. By reading the logs of Paladin Danse and Scribe Haylen, you get a load of backstory on why they're there and what the Brotherhood is all about. It's not delivered in a "for all audiences" sort of way -- not a computer terminal that presents the tenets of the organization in a numbered list! Instead, you're given logs (written competently enough) that begin to spell out an organization of highly trained, highly organized, and incredibly devoted soldiers that are willing to follow orders (even when they question those orders) with an almost...fanatical zeal.



I was actually a bit disappointed that they sort of introduced the BoS so honestly. I still appreciated the way Fallout 1 did it. You think you've found literal knights in shining armor -- they clear the Wasteland, bring supplies to the needy, offer protection and security -- and they want you to join. It's only after you've signed up that you're introduced to the whole "We hunt down, steal, and horde technology, and we'll murder babies to get it," thing. Then...after you're already one of them...you begin to understand: these guys are nuts!



That, and the more subtle intro in Fallout 4, are a way better introduction than Fallout 3's "We're the Lion's Pride of Brotherhood of Steel -- the baddest, kick-ass unit in the Wasteland!" It's the difference between showing and telling.





Players looking for the simplistic, "This is our faction. These are our beliefs. These are our enemies. Would you like to join?" from Oblivion onward will (I am pleased to say) be relatively disappointed here. Those who do not read between the lines will miss most of the real energy in each faction. After all, these are not factions that are looking for new members to increase their popularity -- these are desperate organizations with a lot to hide.

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Red Sauce
 
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Post » Sat Jan 16, 2016 1:56 pm

Of course I'm not a hater, just a little disappointed that's all. And I realise these are all just opinions in either direction, however I think it's important to critique games like this when anyone feels like they have a legitimate cause to critique them - if for nothing else that the devs might take notice and introduce things that make the game more enjoyable to a broader audience if enough people feel like this is an issue. For future DLC for example, they might think of a way to work in a system where the player is more free to do as they please.



And again, I get that you are physically free to do as you feel, but in an abstract sense because you are supposed to be a caring parent you aren't made to feel totally free. It's more abstractly confining because parenthood is a big deal and a huge responsibility, the responsibilities placed on the player's shoulders in FO3/NV/Skyrim are much smaller and so more readily put off. In all those games I can play as an uncaring [censored] if I want; in FO4 you can't because whilst you can physically ignore your son you can't escape that, because you have a voiced character and Bethesda chose to make your character mention Shaun a lot, there's no real way to access the same range of personality types you could play in previous games.




In terms of the how long have I been frozen question conversations with Valentine make it clear that your character believes he was defrosted very soon after Shaun was taken, and it's only Valentine questioning this which really allows the idea to figure in your character's head. As such this ties back into to the sense things are pretty urgent, at least until Valentine puts that idea into your head, and even then it's only speculation.



To be clear, I did go and explore and scavenge and get set up, but in the end I think there's a much greater pull to do the main quest and I don't feel I explored as much as I would have liked because I felt obligated to go search for my son to maintain that internal consistency necessary to actually role-play a character. If my character hadn't had mentioned him so much, I would have felt more free to continue to do exactly what I wanted in the game - and seeing as I wanted to play a brutal, drug addicted cannibal who had substance abuse problems before the war and didn't much really care for his family I couldn't fully realise that character in the same way that I could in FO1/2/3/NV or Skyrim for that matter.



And in terms of "[y]ou seem to want the ability to play a game according to the vision you have for a character -- and have the game react meaningfully -- and have that reaction be the one you want and expect" - it's really only the first of those three I want, to make a character completely in the vision I have for them without anything already ascribed to their personality like you have in FO4 (you are always - always - the caring parent). Having a game react meaningfully to you doing stuff in a game is kind of a given for any game to be enjoyable, the game reacting in a way to actions of my own choosing as I want or expect isn't at all necessary as it's nice to be surprised.





I think, getting to the crux of the matter, the factions in Fallout 4 have too narrow goals to make me like them so much or to make them applicable to a dearth of different personality types and hence roles you want for your different character. With the Railroad, you kind of have to make a character who's going to want to help out the synths, with the NCR in New Vegas you could play any character who likes democracy.



Because New Vegas factions tackled many more of these real world problems of governance that still face many countries today, I think it was much more relatable than "Oh we want to save the Synths" or "Oh we want to get all the tech to save the world from itself". They just aren't very directly relatable to real life, and as the character is fresh from before the war the game is asking you to develop strong idealistic sentiments more or less off the bat for a variety of causes that weren't much in existence pre-war (some, like BoS, you could argue might overlap more with your character's feelings from before the war that technology is dangerous - others like the Railroad are more or less asking your character to care without much pre-exposure to their niche issues).



I also do think that the way the factions in FO4 are very focussed around specific goals makes them more one dimensional than New Vegas where they concern themselves with abstract ideas of governance and the like. This is of course my opinion, and one that really isn't getting any traction around here.





As I said Fallout 1 and 2 weren't in anyway under Bethesda's control and so they didn't necessarily shape the narrative choices in their games, and as Bethesda has since made the decision to not have a ticking clock narrative like in 1 and 2 as seen in 3 and NV (which of course was Obsidian's baby, but I'm sure Bethesda would have signed off on the general choices they were making) we can assume that what they choose to do with their narrative structure is not a reflection on the previous members of the series.



Having said that, let me tell you how you're wrong. In Fallout 1 and 2 you're given very loose timelines in which to complete your actions (months) to find what you're supposed to, and you're told this from the start. While yes, that makes it a ticking clock narrative, that clock is ticking pretty damn slowly and you've been told from the off that's the case, plenty of time to do some exploring. Further in Fallout 1 and 2 it's a responsibility that's been off-loaded onto you and so one which you might try to ignore and resist, in Fallout 4 you want to find your son.



Now Fallout 4, your son in your mind has just been taken (as I mentioned to Plebeian, when your character talks to Valentine he seems entirely unaware that things happened anything but instantly). Your character vocalises upon seeing your partner's dead body, "I'll find who did this, and I'll get Shaun back. I promise." (Yes I bothered to check). As far as you're aware every minute that you spend not finding your son is a minute that he's getting further away from you - the very definition of a fast ticking clock narrative. Is it in Taken where they give that statistic of people who are lost for more than 24 hours become increasingly more likely to not ever be found? Now put that situation in a wasteland and it only gets worse.



Given that your character has vehemently promised to find your son, how do you justify going off on a jolly around the wasteland and directly ignoring the leads you are given - ignoring that promise you made moments ago to your dead partner? And if you talk to anyone, as I mentioned there's many instances where talking about Shaun and your desire to find him is unavoidable (Codsworth for example, but many others too) further committing you to the idea that your character's chief motivation is finding their son. Sure we can just ignore the son and not see it as an issue, but because your character professes to it being such an issue it's damaging to the consistency of how you play that character in that you're defying the thought processes about how you feel about Shaun which you vocalise. And in the instances where you don't directly mention Shaun ("Why are you doing this?" followed by, "That's my business,") as players we still know that he's doing these actions because of Shaun so it really doesn't matter - you're serving that motivation nevertheless. I guess maybe you're not bothered about narrative inconsistency, or playing a character with some internal consistency.



FO:NV and FO3 simply do not compare in terms of having a ticking clock. Sure if you want to play a character who cares deeply about his profession and wants to get the chip back at all costs then it's urgent, and maybe if the character had voiced, "I'm going to get that chip and deliver it at all, I promise," I could see your argument - but the fact he doesn't means that it truly is only urgent if you want to play it like that and you do have freedom to do and interact with whatever you want. There is no implied urgency to your quest like there is in FO4, and when people ask you why you want to catch up with Benny you can answer in a number of ways implying a variety of different motivations (Veronica is a prime example of this, the first dialogue with her). FO3 is much the same, you're character never lays down a promise to track down his dad (at least, from what I remember) and so there's no urgency.



Can you really, really not see the difference here? How Fallout 4 is providing you with motivations whereas Fallout: New Vegas and Fallout 3 let you create your own, and how those motivations if you do want to play true to them are restrictive in doing what you want? And even if you have strong similar motivations in 1 and 2 (and I'll stress, I don't think their narratives are relevant to this discussion as Bethesda are now in charge), do you not also see that the implied timeline of what they're asking you to do is very different in terms of scale - allowing your character much more time to explore and grow as a theoretical person? And further, that in Fallout 1 and 2 your character never actually promises to do the thing they've been told to do, and so might mess around if they didn't really care for their respective communities?



As I have said I get time and time again that you can physically shirk what your character says is the most important thing to them, however it is inconsistent with the role of caring parent we have been given and the point of me playing a role playing game is I want to play the role I'm in well. If you really can't see how there was a difference here, and why I don't like it especially when Bethesda made games where they didn't do it in the past, then I won't bother getting into it any more with you. I won't however accuse you of being a liar and all the other nonsense as you have done with me, sir.




So a faction that is essentially freedom fighters for robots (saying they don't do freedom fighting for others really doesn't make them more complex) is more complex than a faction of neo-Luddites who use brutality but don't actually care for that brutality beyond using it as a means to an end to achieve a strong dictatorship, and have selected fanciful iconography of the Roman Empire as a means unify a population under a single banner through patriotic jingoism. These factions are equally as complex? And just exactly how many character archetypes do fit into the Railroad, beyond freedom fighter? There's literally no reason to join them and invite trouble other than if you believe in their cause, the same is not true for the Legion who you can merc for or join because you like their brutality.



You're again going to be entirely unconvinced, so I'm not going to bother going at this anymore unless you cared to take and a different tact and be less rude. Most of my other feelings about the factions are already summed up with Plebeian earlier in the post. I never said what I'm saying is fact, and to be honest you telling people that I'm spreading lies and misinformation only serves to weaken your argument by making outrageous claims - but I guess if that's how you like to discuss things, by getting needlessly heated and insulting, that's your prerogative.



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Harry Hearing
 
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Post » Sat Jan 16, 2016 4:45 pm

I'm with you. By this point for me, its almost a primal reaction to the deification of NV. I can honestly say it was one of the two most disappointing video games I've ever played. Both were sequels to games originally done by other folks ( the other was the sequel to the magnificent Knights of the Old Republic) I guess I just really hate Obsidian's style taking over other's franchises. I certainly won't throw away my money again. Certainly frustrating when something you hate is constantly being praised as better than some thing you like but tastes and perception are obviously very different.



It does help me understand the FO1 , Fo2 crowd although I tend to disagree with them on all points.

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Jonathan Braz
 
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Post » Sat Jan 16, 2016 6:03 pm


Hmmm.

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Jade MacSpade
 
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Post » Sat Jan 16, 2016 11:11 pm

Seems like the shared bias both of you have against New Vegas, rather than my enjoyment of it, seems to be more of the issue. I know I definitely did not go into FO4 expecting to feel this way, rather instead with a fresh mind.

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Melung Chan
 
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Post » Sat Jan 16, 2016 3:58 pm

On the whole parenting thing, I'm also one of those who couldn't possible care less about some missing brat, and would rather just spend my time badassing around the wasteland without that dialogue option constantly coming up.



A better writing team would have come up with a way that you could progress through the main story line, e.g. by linking the major side quests into it, without actually looking for that kid. You could easily have run into later by chance and gone "Damn, I hoped you were dead", and it would have been an epic reunion where the parent was the one not giving a crap instead of the kid. Or something. Anything that doesn't constantly try to make me care when I obviously don't

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Marie Maillos
 
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Post » Sun Jan 17, 2016 2:01 am

Is that not just your opinion? I have played all of the Beth games and those "poor choices" that you seem so put upon by, are actually not an issue for me.



Dogmeat or a companion getting in your way? Hey, they'd do the same in real life. I mean, honestly, they're not psychic. If MacReady or Dogmeat is following me and I suddenly do a 180 and go the opposite direction and they're in my way, they would be, wouldn't they?



While I agree that the dialogue can leave something to be desired sometimes, a few of your points, I have to take issue with.



1) "Elegance"? Oh please. This is about as good as it gets. I don't expect absolute perfection, why should you? There isn't a game out there that is perfect.


2) "Quality over Quantity" - again, what? There is plenty of both. There are flaws, sure, but, on the whole I want the quantity. It's a Beth game for goodness sake! A few minor issues aren't that big a deal as long as I have a whole big, wide world to explore.


3) Your line: "obviously not configured for PC users" - oh BOO HOO! Frankly, I don't care about you "Master Racers" anymore. You have mods. You obviously have the time. So do it. It's always been that way with Beth. I have both PC & my PS4. I'll stick with the PS4. I don't have the time or patience for PC gaming. Vanilla doesn't bother me.



I don't expect perfection in a quite imperfect world. $100 for an experience like F4, even as it is, is more than worth it for me. And I don't expect it to be anything but what it is.

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Dominic Vaughan
 
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Post » Sat Jan 16, 2016 9:11 pm

There's the list of the point I disagree with:



2) FPS combats were actually improved, VATS has just been dumbed down: no time stop + clunky character selection = no tactics involved.



5) Crafting mostly are just stats boost, and have the side effect to drastically diminish weapon variety.



2) Failed.



3) Even more failed. Everything about factions is either kill/not kill. New Vegas had it done way, way better.



Actually I wish there was only half the content of the game if it would make it more polished in our roleplay possibilies and quest outcomes.

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April
 
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Post » Sun Jan 17, 2016 12:45 am


1.) That's primarily what these boards are for! :) (And it does have an effect. Regardless of what it feels like, sometimes, I know the devs listen to their community.)



2.) I really didn't feel this, and I was looking for it -- kind of like looking at a friend when you know they're about to punch you in the arm. It never happened. I felt the weight of finding my son, but I also felt the futility of it. Go to Diamond City? I just nearly died trying to visit a museum! He could be anywhere out there... That put the pressure on pause for me. I never felt the same obnoxious nudging and pushing that existed in Oblivion and Skyrim.



3.) And this I can fully understand. Here's how I would fix it. You exit the Vault, speak to Codsworth, and when he specifically asks you about Shaun, you're given a special dialogue moment:


1 - He's out there somewhere. I'll find him. [Dialogue options will focus on the Main Quest whenever possible.]


2 - I don't know, Codsworth. I don't know what to believe anymore. [Main Quest dialogue must be initiated by player.]


3 - He's gone, Codsworth. My god...he's gone... [Main Quest disabled. Free play.]



Option 1 would be a shorter, more linear execution of the plot: more like Skyrim in dramatic action. Option 2 would be more like Morrowind: you do what you want, and the plot will not advance until you speak to the next particular NPC and specifically bring it up. Option 3 would be a pure sandbox: no main quest at all, just you and the Wasteland and all the secondary quests.



4.) This, I think we'll probably never agree on. While I felt that there were lots of options, and quests/characters were definitely more interesting in New Vegas than FO3...it still felt overly simplistic in its presentation. I always felt the factions were trying to squeeze huge complex issues into a few words and missions. It wound up coming across to me like social narrative that would be presented in an after-school cartoon. (That's too harsh, but I felt it was leaning that way.)



FO4's approach is more limiting, I guess. You do have fewer options, but feel the way they are presented is simply more mature. The only thing I wish is that NPCs would stop chatting at me about plot stuff when travelling (I'm not listening...I'm trying to find aluminum cans...)

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Marie Maillos
 
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Post » Sat Jan 16, 2016 1:38 pm

I can see what you're saying, and it is an interesting interpretation. Personally, I feel like the way your character talks about him still seems more action orientated and/or hopeful to make them seem like they've given up because it was too much of a long shot. Still, it is a more valid way to put things off and not be entirely out of synch with your voiced opinions.




That would have been perfect to be honest, and for all intents and purposes doesn't seem to be too difficult to have written into the game, even in a late stage. Oh well.




I think that you're right in some ways, and I can respect that the New Vegas factions can come across as a bit too preachy and Obsidian could be considered as over-reaching in trying to make factions about these bigger more abstract goals of governance. Likewise, the FO4 factions are about getting things do and do have specifics in mind they want to accomplish - rather than more or less wanting to establish a method of governance as a means to an end (which is at least what Legion and NCR are trying to do) - which is can be refreshing.



However, as you say I don't think we'll agree as I find factions focussed on the bigger picture more refreshing than factions focussing on their day to day goals. Factions at this stage should be nation building IMO given games like FO2, which some seem to want to in FO4 but others don't care much about. I also do appreciate that you don't have to side with a faction in New Vegas to get things done, and I feel like you should've be given that option in FO4 too - to accommodate for people who weren't keen on any of the factions as represented (which, let's face it, with you being pre-war must come across as strange to the character).

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Olga Xx
 
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Post » Sat Jan 16, 2016 4:24 pm


Like New Vegas isn't even a bad game but holy crap are people on these forums trying to make it into the holy grail of writing and the imagine of perfection despite the fact it has numerous problems. Like take the Legion, we're suppose to take this faction for more then just rapist slaver sixist and racist raiders who constantly go back on their word as good because what, they force people to abide by their rules or on the cross you go. Just because a certain way is effective doesn't make it right or good, the Legion is clearly being railroaded into being the bad guys because everything about them is written to be bad.

NCR, while corrupt, is constantly portrayed as good guys with their scientists trying to find solutions to food problems, getting power plants up and running, bringing in trade, building farms, setting up food kitchens for it's people and even trying to give food to the locals and running a refuge camp. Everything about the NCR is trying to improve the condition of the Mojave and make up for their past mistakes whereas what does the legion do? Raid, kill, enslave, [censored]. That's all they do. How are we suppose to make any judgement when it's clear what Obsidian had is a good vs evil situation with the war over hoover dam.

Whereas in Fallout 4 we're given a better understanding of what the factions will do for the commonwealth, they're not all written to be "oh well they're not so bad they just [censored], kill, steal and enslave" each one is given a clear picture of the good side and the bad side as you progress through their missions.
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Latino HeaT
 
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Post » Sat Jan 16, 2016 12:18 pm

...or, as my character decided after the realization that he was put back into cryo (which happens after scripted events/reactions), he was never going to find his son.
He was left broken. There was no sense of urgency for him to find his son. Instead he decided to go back to doing the only thing that made any sense to him in a destroyed world, soldiering.
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Emma louise Wendelk
 
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Post » Sun Jan 17, 2016 1:48 am

5 months isn't even half of a year, 5 months isn't a long time especially when finding a water chip could end up being a fool's errand, so yes there is still a sense of urgency if you create it. You assume that Navarro has stockpiles but it's never outright said, by the time Fallout 2 starts most of the villagers look starving and miserable, they're barely surviving in a dried up valley where there is little to hunt so yes there is a sense of urgency AGAIN IF YOU CHOOSE TO LET THERE BE.

Each game has a choice, do you see the the problem as an urgency? Yes or no. If yes, that's on you. If no, that's on you. You're not being forced to find your son right away just like you're not being forced to find the water chip, the GECK, your father or the platinum chip all right away. It's, again, all on you.
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Epul Kedah
 
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Post » Sat Jan 16, 2016 11:22 am

There was a Main Quest in FNV? I've played it for hundreds of hours and never discovered it, unless, of course you're referring to tracking down the missing delivery and dealing with the thief, but that's just a tiny part of the entire thing!

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jessica Villacis
 
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Post » Sat Jan 16, 2016 11:07 pm

Honestly, I'm glad the factions and main quest are not a minimalist simplification for the sake of allowing as many character types as possible because that would have taken away from the narrative, leaving it shallow and meaningless.



Bethesda will never win this because no matter what they do, we(the collective fan base) will always be pushing in the opposite direction they are. Only those that dislike it will be pushing so there will always be people pushing since Beth can't please everyone.

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Kat Ives
 
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Post » Sat Jan 16, 2016 3:37 pm

The control of Hoover dam and new vegas was the main quest. Tracking benny was just a small part.

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Jeff Turner
 
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Post » Sun Jan 17, 2016 2:06 am


The entire main quest was short. Hell, a good portion of the main quest was the quest giver saying "Hey go do this side questline because reasons" and unless you went with the psychopathic route that makes little sense like killing everyone in the faction because plot plot plot plot you'd end up spending most of the time doing the side questlines rather then the actual main story. You were basically railroaded into doing side-questlines where the only other option out was to just slaughter the entire group because again plot plot plot plot rather then making any actual sense or saying "How about we worry about that later" or pushing it off to the side to do the main quest.

That's what a good percentage of the main quest when you pick a side is, just doing stuff for the other groups.
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Vicki Gunn
 
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Post » Sun Jan 17, 2016 2:44 am

I would like to add


Pros - ability to equip not only your companion, but all the settlers you "have" during the minutemen storyline.


Major instead of Pros - Power armor and the ability to fly for a short period


Major Pros - huge modders community which allows you to customize your Fallout 4 as you wishes.

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Genevieve
 
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Post » Sat Jan 16, 2016 7:13 pm

Not really, there is a difference. In previous fallouts the game told you what to do, and you could decide the urgency. in FO4 your character decides that for you. So if you roleplay as someone who doesn't care about shaun, you can as long as your character doesn't say he's looking for him. Of course you are not forced, but your character want's to and when certain conversations pop up it breaks immersion. That's not on me, that's on the game not giving me options.

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Enny Labinjo
 
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