» Mon Aug 16, 2010 11:20 pm
This might be a bit on the long side...
So on the New Vegas thread, we've been talking about making equipment and ammunition a bit harder to come by, and it gave me some ideas I think would be more realistically realized in a Fallout 4 game. In short, the most compelling moments I've come across in all the Fallout games have been when I've been down to my last stimpak, out of ammo, and really just struggling to survive. (And in all 3 titles, there's a relatively small window where that occurs, whereas by the end of the game you're pretty much invincible with effectively limitless supplies.) Fallout 2, I've always been a fan of, just for how the beginning of that game starts out. With really starting you out at the very bottom of the equipment ladder, and making it a much longer progression towards better stuff than F1 or F3.
So first things, I'd like to see in Fallout 4 an attempt to stretch out the equipment gain as long as possible. To me, it just meant more to me to have had to really work for those accomplishments. I just feel as if I'd earned it more when I'm walking around in Power Armor and a Plasma Rifle when I remember having started out and thinking the sharpened spear was a pretty good find. This doesn't have to mean starting you out as a Tribal, necessarily. And if you start out in a Vault, you're obviously going to start the game with more than a cheap knife. But perhaps when they were supplying your Vault with ammo, they got a good deal on a rare caliber that just isn't easy to find out in the Wastes, at least not around your immediate area.
And just making things more expensive would be a good step in the right direction, as well. Another thing I liked about Fallout 2 in the beginning was how I'd pool all my meager stuff together just to be able to afford one stimpak or a little bit of ammo. That's not going to be permanent, but you could even make it a regional thing. At the start of the game, you're going to be sort of limited in where you can explore, due to tougher enemies. Maybe the early towns the player is likely to visit at the onset would sort of exploit the player - charging them exhorbitant fees and paying them very little for their work. Depending on the PC's origins, it could be because people have a thing against Tribals, or because they expect someone fresh out of a Vault to be too naive to know better, or maybe they just know that there's nothing the PC can do about getting blatantly ripped-off, just yet.
In general, I think the overall path of the plot ought to sort of parallel your PC's accumulation of equipment. In a game like this, it's inevitable that the player is going to get over the hump and eventually end up with more loot than they're ever going to need. I don't think the end goal of the game should be to kill the one bad guy, or whatever. Instead, have the usual "ending" of the game a bit earlier than that. By that point, your character is pretty much the most powerful force in the Wastes, single-handedly able to take on any task they're confronted with. You would have incredible power to exert your will - make the game at that point more about what you want to do with that power. Because really, no one would have been able to stand in your way if you decided that every settlement in the DC area owed you taxes every month - you're powerful enough to enforce that single-handedly. Or you could have beaten off the Supermutant threat by yourself - with or without the help of Lyons' group.
Maybe it could be interesting if the overall story arc was a bit more... "fantasy" in tone. Just the whole rags to riches thing, In an earlier iteration of this thread, we were talking about how a sort of feudal syem might be a good fit in Fallout. You'd start out as a "serf" dreaming of something more, building up power until you find yourself in command of your own little kingdom. You could plop that into any other sort of plotline, with the accumulation of power just being a bit more of a "meta" element - the context within which the rest of the plot plays out. It just seems to me that if infinite supplies is going to be an eventuality, then maybe the game ought to sort of take that into account...
________________________________________________________________________________
________________________________________________________________
Related to that, I've got a couple other ideas that could go in-line with this. The first of them would be possibly a different way of dealing with the heightened difficulty you'd be facing early on, if you make it originally very hard and slow to progress on the line towards better and more equipment. I think it could be interesting to mess around with ways of not having player death, or making it more rare. Like if you when you found yourself over your head or in a tight spot, if instead of just dying and reloading when you found yourself out of hitpoints, you went into more of a "hovering at death's door" sort of state.
Off the top of my head, this could materialize by giving you a bit of an adrenaline rush when you fall to 0 HP. You'd be unable to fight when in this state, but you'd also be immune to any more damage for a certain amount of time, with heightened speed. To help you get out of that tight spot and find your way back to a safer area. Death could still be a possibility, where you'd still need to heal yourself within a certain amount of time or you'd find yourself bleeding to death or something. But I think something like that might help to mitigate the penalties for having a tougher start at the onset of the game. Heck, it's not like forcing the player to save and reload all the time really has anything to do with how "challenging" a game is.
Along those lines, your Karma level could tie into this in various ways. As in, perhaps those with higher Karma would be more likely to come across wandering NPCs that could help you when you find yourself in such a state. Even going so far as that occasionally when you do find yourself actually dying, you awaken to find that some nice person had come across your near-lifeless body out in the Wastes and nursed you back to health. Someone with less Karma would be much less likely to come across helpful wanderers, however. And that would obviously be mitigated by the fact that they'd have a leg up from taking those opportunities to get more helpful and better loot.
Because I think that might lead to some less obvious Karmic choices in the first place. When you're totally out of ammo, or in need of a decent weapon - that guy offering you a bunch of neat stuff in exchange for the assassination job is going to be much harder to turn down. Instead of the usual "good" and "evil" choices, where you're either a goody-two-shoes or evil just for the sake of it - you could find yourself facing some really tought choices. You might want to be a good guy, but simply by making supplies harder to come by initially the game is going to naturally test you in seeing just how important it is to you to always be on the side of goodness and justice. That goes all the way back to the Mad Max movies. Max is a "good guy," but he also has to worry about keeping himself alive - meaning he does sometimes have to compromise his ethics and look out for himself.
And speaking of Karma. I think that should be treated as such. Like affecting the chances of finding random help, or begging for water, etc. Make it less of a "I don't like you because you have lots of bad Karma points" thing, but more of a universal modifier. Someone who always takes the "low road" would, by the nature of their actions, be living in a less forgiving world than someone who was working to make it a better place by their own actions. I'd like to see the old reputation perks (or whatever they were called) make a return, to deal with how people respond to you. So that if you blow up Megaton, for example, you earn a rep with negative connotations. People might not know you were behind it's destruction, but you still have a rep for being the one guy who managed to live through that - whatever role that think you played it in; people would know that destruction follows wherever you go sort of thing.
And in that way, you could have great Karma, and find yourself getting help from people all the time; but still have lots of bad reputation statuses. You might have decided to do a 180 and make the world a better place, but people still wouldn't trust you because of your past. In short, NPCs would respond to your specific reputations you've earned, as opposed to your actual Karma level.
Anyway, just some ideas off the top of my head...