This is the complete compiled list of my suggestions, organized by category.
GAMEPLAY CHANGES:
Spoiler - Throughout the entire game give the PC the ability to go nonlethal in the style or manner that the popular game, Dishonored had. In which we could take people down with a sleeper hold, tranquillizer darts, or simply using our mind to find a way to get them out of the picture.
- The bounty system the NCR had was interesting. As well as how we had bounties placed on our head by other factions. Would not you say? There were mods that expanded on that, which is where I did get my inspiration on this from.
- This is mostly to Bethesda and less towards Obsidian. You need to really take advantage of your M rating and tell a story and offer gameplay indicative of this. You are now competing with the likes of The Witcher, The Forest, Dying Light, Mad Max, and Homefront: Revolution. in this category. Moreover, I do not have to tell you that they are not as shy and immature as, Todd Howard claims he is. If you played The Witcher II, you know this, and people loved it. They bring up that scene all the time. YOU KNOW THE ONE! So take off the T for teen gloves and get to it. You lost that rating some time ago. Let us see what you can do. Because a little blood and gore is nothing compared to what your competitors are offering. You might hate it or what have you, but it is Catharsis. You experience something you normally would not and it is a kind of relief. This is the reason why people like Edapusrex to give a bit of a theater class rewind. Year after year these advlt mods are in the millions on downloads. I do not mean the overly sixual ones either. I am talking about ones that are tastefully done like the six scenes on Mass Effect for example.
- Have a unique and dynamic weather system. That is also a mod. Make winter seem like winter really is. For instance, the Skyrim mods made it cover all surfaces like you did with rocks and trees, plus they added the prints. Look at Inquisition how they made it to where you can stumble in mud if you are too heavy. Alternatively, make snow slippery and you can fall on your butt. Do not have any clipping. Clipping is not very professional, we see it a lot in your games, and modders fix it! Just do what you did in skyrim with all the weather effects. How the snow just drops over the landscape. Things like this might seem like small details, but they are highly appreciated. If we get in the water and get out, we should be dripping wet.
- Add maintenance to gear. It should all break down with use over time depending on what it is realistically of course. It should not be like skyrim. Just give the players who do not want this feature the option to turn it off or lump it together with the hardcoe mode. As long as you do not make it like dead island you are okay. In dead island things decayed a little too fast. Didn't make sense.
- A vast, immersive, detailed flora and fauna system. See the mods of skyrim to see what I mean. Essentially they added ecosystems, more of each, increased the detail of both, changed the spawn points, made heards, and much more. They made it believable and realistic. There should be a fishing, hunting, and flora collecting mini games to help out some settlements.
- When we need a flashlight the pip boy will still have a light, but instead of not being able to aim it, if we aim down the sights with it on, it should work like a flashlight. At rest, it should work as if a lantern is tied to our belt and should swing with our arm as a real light source.
- For combat, no longer should a higher difficulty just mean more health. It should mean that the enemies get smarter, use better tactics, adapt to changing situations, and are generally more innovative depending on who and what they are. The hardest possible play though would then logically be hardcoe, hardcoe mode. A bandit on the highway depending on age and how long they have been doing this, would be tougher than one that had just started. If we are sneaking and using a bow, crossbow that fires multiple shots without reloading, etc and hit a target with it. The enemies would react to that naturally. Calling out to their buddies that there is an enemy and what type they are and that they are hiding. They would run search patterns, blindly fire if really frightened, use flashlights or torches to hunt you, use last known location, and if they searched it thoroughly for a normal amount of time they might go down to yellow alert but will adapt so that you can't just snipe them from a corner and run and keep this up and hear them say it must of been nothing. If they find blood they react. If you didn’t grab and hide the body they react. If I am attacking them full frontal assault and my gun jams, I am out of ammo, I am even using a gun, etc they should react accordingly and communicate with each other and change tactics. Rushing me when I am out and taking cover when I am pressing. Add a cover system indicative of someone who had no training depending on what skill you want to govern that. Strangely enough, use Homefront revolution as an example here. Certain covers should be destructible based on what weapon you are using. In fact, make the entire world like this, but make that realistic. A 9mm might punch holes through some thin sheet metal, but it will not take down a building and neither would an RPG for that matter. It would just blow the clutter around. If I am sniping from a distance they should react accordingly. Maybe they even have counter snipers. I remember a quote from someone talking about the Vietnam War saying, "The only way to fight a sniper is with a better one." This is another reason why you need volunteers to tell you things like these. It would make your games better. They might even fortify their position by building better fortifications and setting traps and cover. They work together as a team just as you will with your companions.
- Companion limit should be four total.
- The pip boy should be upgradable.
- I think the lock picking mini game system is long overdue for an overhaul. So right now the way it works is you use a standard lock pick that everyone in the entire game universe is using or bobby pins and optionally a screw driver. Getting a bit old huh? I think this is how it should work. It does not pause the game, it is entirely real time. We either have a lockpicking gun, a leather bound roll out lock picking kit that has a rake, hook, and lubricant of some kind to clean out a really old lock, or both. Lowest level being graphite, next alcohol, and lastly wd40. Additionally some locks that just clip on we should be able to just hold the wd40 upside down and hit it with a hammer. (Which would not be stealthy at all.) This kit should be upgradable based on our skill. You could buy a master lock pick set, but if you didn't have the skill to use it, it would not do much good for you. So you have to have the necessary skill to unlock things now. You can still attempt any lock, but it would be more difficult for you to rake the pins. There should also be more than one type of locking mechanism. Some should be like vaults and have a combination, pass code, etc. Diversify the locks and options to get through them. Like just simply shooting one with a 12 gauge point blank and blowing out the locking mechanism or shooting a hole in a door and then this is animated, he reaches through and unlocks the door himself. Which would not be stealthy. There should be different types of rakes and hooks. Some rakes are not as good as others are because the companies that make them adapted against them. This is where your progression system works. You also would need a different rake for different locks. It would not mean that you could not pick a lock, but if you use the wrong one, it would slow you down in burning through it.
- Hacking. The way it works is you just attempt to gain access to the computer and even the most advanced ones are only protected by a single password with varying degrees of length. Hacking should be multi-faceted and we should use our pip boy to do so. Eliminating the need to use the keyboard altogether. It would work by remotely sinking up your pip boy with the target and then instead of looking through the code and trying to guess which one is the password we simply have an A.I. we programmed or the default one on the pip boy if your skill is below 25. The better your skill, the better your programming knowledge and the more useful it becomes. So our pipboy automatically begins finding exploits in the software or hardware and depending on your skill level is how long it will take you to get through a target if at all possible, but you can attempt any hack. You would just be more likely to be detected if your skill was low because it would take longer. If they are highly advanced than they might have someone or security system monitoring the network and you could be found out that way. So this means we could stealthy and remotely hack. It would be governed by intelligence, science, stealth, and agility. If we are intelligent and are advanced in science, we should be able to get through any firewall, passwords, or security system. Anything electronic with a CPU is our domain if we are good at hacking. We could hack anything with a computer chip or wireless network. For wired networks or if it needs power, we should have to plug our pip boy in unless we have a wireless power upgrade on our pip boy. There could be people we pay in game to program our pip boy's a.I. for us. You could also make it a side quest where someone tries to kill you this way. Much more modern and much more likely for their universe. It is somewhat like eddie on your wrist. So we could have an A.I. companion on our wrist that could help with a multitude of task and would be similar in nature to the suit from big mountain.
- I would also like to see some more puzzle gameplay mechanics kind of like the games where you have to put it all together to move forward.
- Traps: The dead money ones were amazing because they played off player traits of greed. Instead, you could hook this in with procedural generation and depending on player habits adapts the traps to us. Thereby keeping them interesting and not allowing us to cheat by looking them up. We would probably still be able to look some of them up in some situations, because though you might have the correct traps you would not be able to procedurally generate a hand drawn level. I don't think anyway.
- This could come into play with cannibals that have been tracking and watching us for a while or some faction that hates us that has been doing the same and each one depending on how tough or good they are at what they do. NCR/Legion/BOS/House would have been the pinnacle and the low end would be the [censored] nords of skyrim who think the wind shot them in the head with an arrow and say lines like, How am I supposed to know what college he/she meant.
- Allow us to play as an A.I. (i.e.) an android. They are in the universe now. I don't see why not. Just make sure you fully incorporate it. Really, explore the topic of life with this character and slavery, etc.
-Add a grappling hook and mountain climbing axe that are fully animated and upgradable.
PRODUCTIVITY/MISC:
Spoiler - Take on more volunteers for things like consults, graphics work, coding, bug squashing, real life DJ’s, writers, consultants, etc. Keep it semi closed, in that the volunteers do not go and spoil everything, but you get the benefit of what happens in the modding community. Or the benefit of crowd development. They do incredible things there that everyone should get to experience, like fixing every single bug in all your games. They are that good. They also upgrade the graphics of a game like Skyrim. That is simply incredible. In addition, many games are bringing this concept to life. Like Infamous Second Son's Camera mode, GTA's mapmaker, Halo's forge, and Minecraft. There are many examples. I would even buy some for like 99 cents if you uploaded a few select ones on the Store as DLC. Find a way to make this happen. It has been a little too long. The point is that you are not limited on, "Oh this is a great feature, but we don't have the money." Are you kidding? Go look at the nexus and look at all that talent there. They would kill to work with you. You get free talent and potentially new employees for the ones that really stand out. In addition, if you have someone do some voice acting for say a dragon shout like, Fus rho dah, you release it on the trailer, everyone loves it, please do not change it in the game! It was crazy. That person did a wonderful job and I hear he is the one who wrote that language in a weekend? You really messed up there you have to admit.
- I think this might be a bit of a personal preference here, but I think when you are hiring voice actors you should mostly hire the ones who are also stage actors. Like Pat Stew. To me they are the best there is at what they do. It is all live and they really pour themselves into their work. In addition, I would LOVE to see Gary Oldman do a Bethesda game. That man is incredible and he played Dracula and Zorg! He is right up your alley. How has this not happened yet? I also would not mind seeing Sean Bean do another game as he was phenomenal as Martin. Did not get the credit he deserved there. I totally agree with Todd there. Liam Neeson was great as well, but you did already use him for fallout.
- Gather big data so you can improve the game. A good example, though it is not the same genre per say, is Destiny. They released an alpha first look (not the suggestion) and you could sign up, but they keep track of what everyone is doing, where they are, where they are dying, what they are using, what strategies they are using, ect. They also allow players to in game send feedback directly to them for say proof of a bug or what not. They are not the only one that does this, but it is the best example right now in terms of non-procedurally generated games. Also, keep track of what mods people are using and how they are using them. You would be surprised what all you can learn from this. After all, what is more important? What people say they like? Or what they do.
- Make the game so that it is like what the Division is going to do with their DLC and new updates. You do not have to stop playing; you just download the new update, as you are playing the world changes. It is an incredible concept. The game would stay alive for a long time if you could do this. If I am not explaining this as well as I should, I am sorry. I tried to find where I read this at, but I think it was a YouTube video near last e3.
- Give the player character a choice for what voice we have, not unlike what Inquisition is going to do. In their game, we will have two choices for each gender. You might think you do not choose a voice actor for the PC, but you do. He just does grunts and stuff like that. I hated the one in FNV. He sounded so weird. For the classic loving players who want their voice to be the PC, give the option to have no voice. Everyone wins.
- Make a smartphone companion app for the game. You people are missing out here. Things we could do would be like what the PlayStation companion app does sort of. Allow us to pair up with our Ps4, Xbox, or pc and use it as a touch screen to control some things in the game like the keyboard. Allow us to go through our inventory , customize our gear by adding dyes, paint, add-ons, mods, etc., crafting with built in tools that help us. Level up, read our journals, notes, audio logs, radio, and quest. Have it as a direct way to send feedback to you for the app or game. Add mini games. As you can see, there are many possibilities.
- Project Morpheus, Oculus rift support, Google Cardboard thingy, PlayStation eye, and Kinect support.
- Something I am worried might carry over from skyrim is the blocky faces that modders removed. Please do not do this.
- Make sure that your textures and meshes are as perfect as could be. In skyrim, a mod fixes distant landscapes with one single texture mod. This huge oversight should never been allowed to have happened, but did.
- Make the sounds as realistic or more so than what companies like Dice and 343 did with Halo. In dice, you have the option to turn on a sound mode called war tapes. They have this because they actually did extensive recordings to capture all the sounds in the game. It is incredible.
- Utilize procedural and generative generation techniques to cut down on the time it takes to do menial task, free up time for more important things, allows more animations, scripted events, and overall increase the world size. The best examples of today would be No Man’s Sky and Left for Dead I & II. In No Man’s Sky the entire universe is infinite and everything will be procedurally generated making the universe infinitely explorable. In LFD they use big data to help them shape the world by removing certain enemies, adding loot, and even new pathways. Generative generation or automatic programming is used to do automatic tedious coding. In some instances, the program can write its own code. In the world of Fallout 4 I am suggesting that it be a hybrid between these three concepts, procedural/generative generation and the work done by the artist. So the game would be less like a constant action thriller theme park and more like what would imagine in reality. So between towns might be big swathes of forest or wasteland that we have to trek across to get to a bandit hideout or mission.
- In first person, we should have two arms and legs. Should be able to interact with the world with our limbs.
- I would like in sneak mode for it to be similar to the game Dishonored, in that we have smart edge detection, and can hide in places you otherwise would not expect.
- The inventory system should be comparable to what The Last of us did, but fallout style and better. All items take up space and have a realistic weight comparable to the real world. There are certain types of inventory holders like backpacks, bandoleers, belts, pouches, etc. If you have them equip, the type of size and weighted items that they can carry are placed there by the player with his hands. Say you have two bandoleers across your chest, a belt, pouches, and a military backpack. Than we can hold ammo in those bandoleers, small items below a certain size in the smaller compartments, and big items go into our backpack, and weapons go in our holsters if we have them. If you do not have a holster, he has to carry it in his hands and store it in his pack unless it is a pistol and then he can tuck it into his belt line. Having more holsters means being able to carry more weapons. We should be able to carry up to four large weapons max and the weight and size limitations mean we would really have to manage our ammo right. If you have a mount, we should be able to place holsters on that too for weapons and some other compartments. If you only have a pack you cannot carry too much with you. When you open your inventory he pulls his pack off his back and sets it on the floor and the menu comes up of every compartment you have on you and if you are nearby your mount that shows up too. It is all simplified like skyrim. It does not pause the game if you are in hardcoe mode and in both it sends your followers into idle unless sharing inventory with them in which case they are standing in front of the PC and we simply hand it to them and behind the menu and they place it where it needs to go. If you use stimpacks or something like this than it queues up but does not show it in hardcoe and when you close the inventory he injects it and its animated. Thereby removing the ability to cheat and adding strategy and skill to it. Moving things around in the inventory is totally animated. You can see the PC and NPC’s move their gear around from compartment to compartment.
- Have Obsidian entertainment work cooperatively with you on fallout 4.
- Allow us to make camp if we have the equipment to do so.
- If you no longer want to work on the game and still have volunteers or staff that do want to allow them to.
- Use kickstarter, indiegogo, steam early access, and if Sony follows through with their plans use Sony early access as well. It would be marketing, you would have to involve yourselves with the community, be direct with the status of your game, update the game, and possibly offer things to people who choose to do these options.
- Make fast travel like a hybrid between morrowind's transports and such and the regular fast travel. If we are playing on hardcoe mode have them auto eat and drink when they need to. Therefore, we do not have to check that constantly. We should be able to fill up canteens and jugs. When we click fast travel, I think it should show our progress on the map, simulate what it would be like, and have the potential to be interpreted by encountering something in the world.
- For music, you should include things from all eras and not just the 1950's. It should be the focal point of it all, but there was time before that and after it in the world. Also in stealth mode if we are listening to music he should put in wireless ear buds that charge over time if we find, buy, or earn them. If not, we are playing music it should give away our position. If we are not in stealth, it should have an effect on the enemy like frightening them. Similar to what the tank crews during World War II did.
- Add in an advanced option menu that is initially collapsed with various fine tuning options for the player to take advantage of, to make the game the way they want it.
- When they game first comes out include a day one DLC that is free and allows us to improve the graphics of the game, thereby eliminating the need to have several disks.
- Our player and NPC’s should have a quantifiable emotional state in which will make us and other NPC's behave differently depending on what state they are in. It is not difficult to predict what state someone would be in, because there are six-eight basic emotions with a total of seventy-two. A writer, artist, programmer working in synchronous could do this job. You could make it optional or only for hardcoe mode. This is a rather brilliant concept I got from an indie game called Dungeon Crawlers. So if you are going through a den of cannibals and it is pitch black with low visibility and you are running into bodies on meat hooks your heart is racing like a madman (controller vibrating to the beat of your heart) and you're maybe not as good at sneaking or is harder to control to sneak or aim. You run into an enemy, you are a melee character, and he just keeps hitting him even though he is down. (Pissed and scared) It reminds me of sometimes while playing skyrim on the harder difficulties you kill a tough opponent and just really rub it in with your sword when he is dead. This would be much more satisfying adding to an otherwise flat emotional experience. I remember Todd Howard showing a picture of him winning a dynasty of NCAA. This would be like that in a bit, because they actually incorporate emotion into that game. Like if, its fourth quarter or OT and you are the kicker. You might also use procedural generation here to ramp up the emotions depending on difficulty. The highest possible setting hardcoe, hardcoe mode would be the most realistic. You might even use Kinect/PlayStation eye/ oculus/ project Morpheus to track our emotion.
- I also remember another innovative game concept where you start out as a prisoner in the game that is about to be executed and the warden comes in and ask you how you want to go. This is not so much important as the conversation system is. When he asks you this, you can highlight the option and listen to the characters inner monologue behind the decision. The reason why I did not previously suggest this was because I somewhat felt that the inner monologue of the character is us, because that is us in the game in a way. We are role-playing a bit there. However, I think we could do a bit of both IF they go along with the suggestion to add optional player voices for male and female characters (at least two maybe four. Meaning two male and two female voices.)
hardcoe MODE:
Spoiler - We automatically eat and drink food and water in our inventory as needed to a limited fashion. Meaning only when we REALLY need to. So if we wait or fast travel he isn’t stupid and could die of either.
- Climate should dynamically affect the need to eat, drink, and rest. If it is cold, it should affect us and we should have the chance to have the deleterious effects that come with that.
- We should be dynamically affected by weather, dryness, dampness, etc. If we swim we would be soaking wet depending on which part of us was drenched would slowly dry off after staying out of the liquid in question, mud too would affect us dynamically, and sandstorms should slowly damage our gear.
- If we only eat enough to survive, that too should have deleterious effects on the PC and NPC’s. It is called malnourishment. We would appear very skinny after a while. Radiation poisoning should be more dynamic and represent what a truly devastating sickness it is. Depending on rad level and time of exposure, we should see varying degrees of affects. Similarly all affects should be adjusted to be more believable and realistic, but not to a fault.
- Everything in the game is real time. If we are walking and a NPC is talking to us, we can respond while walking using the touchpad on the ps4 or directional pad that is on both ps4/x1 and on pc something similar. If we bring our pipboy up it does not pause time. Etc. No way to pause time in hardcoe.
- The way the save game works is that when we start a new game we get to select hardcoe, hardcoe mode and once started we can never switch out of it on that save. There are only AutoSaves. You get up to ten. Most of the same rules apply to them, but add areas and situations where it does not save to prevent exploits. The obvious intention is to increase the challenge and skill level required. Also, make it to where each AutoSave has one back up behind it that is clean so that if we delete the first corrupt one, we have a backup.
- If you choose to add the advanced options menu only allow us to tweak select options here.
- The PC and all NPC’s have realistic carry weight. Unless we have a mount with extra compartments and we are nearby it we should not be able to carry over 350lbs with all the best inventory gear equip.
- All food, water, and medicine has a toxicity effect if you take too much, drink too much, or eat too much it has deleterious effects. Super Stim packs blur your vision while it is in effect and you have to really plan when to use them. Medicine bags can only be used while you make camp.
- When we die in hardcoe mode and vanilla, it incorporates the multiverse theory into the narrative and informs us that though our wanderer died, there is another alternate reality where we did not die and it reloads the latest save file automatically, but does not say it is loading. Instead, the screen progressively gets darker and darker and as the save loads up the world is slowly appearing around us and boom, were playing again.
- Vats does not pause the game in hardcoe for you so you can have all the time in the world to slowly select where you want to hit. Instead, it would work by holographically projecting a lead circle that you can aim at based on what body part you initially are trying to hit, so that you can strike it, and if you are wearing power armor it comes with aim assist for vats. In vanilla, I suggest that vats work like deadeye in most games. In that, the game slows down, but does not stop time. This does not mean you cannot use vats to help you detect enemies. Instead, vats will constantly do this for you by highlighting them for you in the dark and distance. You might consider adding smart rifles as well. This also means that you should make the night and day with photorealistic lighting. Consider just making this standard vats.
- If we have companions, it changes the difficulty of the game accordingly, not unlike Diablo.
- When we mod a weapon it should not pause the game, should not have an arbitrary limit like only three, and it should all be animated. An example again is Homefront revolution from their trailer. He uses his own hands in real time to mod the weapon and it’s fast, but you could make agility and intelligence govern that. We should be able to tape on lights (use of clutter), put in a heavy barrel, flash suppressor/sound suppressor/compensator/etc., underslung rail for grenade launcher, shotgun, stun gun, stunning lasers, tranquilizer dart, poison dart, HE grenade, etc., foldable grip, angled grip, potato grip, etc., taped magazines, ammo drum, laser, taclight. Maybe even add in smart rifles. Something the military is developing and buying right now. I think you are seeing how much you are missing. In addition, these guns should have different firing modes, ammunition types, etc. It should all have its own textures, meshes, and animations that all change the gun’s appearance.
- The power armor should be more like an exoskeleton suit with armor built over it and advanced a.i and oxygen recycler, meaning you can go underwater with them, but you would sink and not swim and they might of even used it as a pressure suit for space EV's. The military would use them for anything from construction and moving heavy equipment to advanced warfare. Meaning there should be many types of the stuff around.
- You need to update the universe a bit more and add in drones as they have become indispensable as of late. They could be something simple like RC cars/planes with mods to enclave/old world tech. They would be used to deliver mail, scout, map, prospect, farming, news (keep track of players achievements), and much, much more. We are still actually discovering their potential.
- One other thing to add would be three-dimensional printing. You can just say that is what was in dead money. Those vending machines. Today we are using these to print off food, clothing, houses, aircraft parts, tools and parts (slated for ISS actually), organs, and much, much more. We are still discovering what we can do with these.
- For medical treatment, I think it should be a combination of things on how we treat our injuries and ourselves. If we get a disease or get sick in the game we should have to drink more water, take antibiotics of some sort, need more sleep, etc. Fractures should be classified by, if it is a complete fracture is when the bone has broken into two pieces. A greenstick fracture is when the bone cracks on one side only, not all the way through. A single fracture is when the bone is broken in one place. A comminuted (say: kah-muh-NOOT-ed) fracture is when the bone is broken into more than two pieces or crushed. A bowing fracture, which only happens in kids, is when the bone bends but does not break. An open fracture, or when the bone is sticking through the skin. If it simple we just set it and inject some sort of nanites or stem cell treatment they would have developed. If we do not treat it we should risk dying. Which is possible. Thanks house for teaching me medicine. Continuing on. . . If we are irradiated we should start to see the initial symptoms like loss of appetite, hair loss, etc and progressively get worse with a very small chance of ghoulification. Add a bit of depth to your system is what I am getting at. It is really cool from what you already have, I was trying to add to it. If it is something complex the player can handle it should be handled at the camp we make. We should not be able to set a broken bone instantly during combat.
USER INTERFACE:
Spoiler - Take a lesson from what we have seen the modders do with the UI. Make one from the ground up for each System. There were many glitches with this for PC people who were getting angry with miss clicking dialogue options, because the highlighted dialogue option was not the center one. There are more but I will keep it brief. Make the UI, “Show it when you need it and hide it when you do not.” Yes, that is a mod.
- For the big map that we will have on our pipboy or if you go with my holographic The Division style map suggestion, make sure that it is as good as it was in the last ones. In skyrim, you neglected to add things like roads. It was not very detailed and so we had to rather guess what would be ahead through the FOW or no FOW.
- Add more killcam cinematics with various customizable parts to it. For example in FNV we could make it to where the last kill that we are about to get slows down time but does not zoom in, it just uses the players FOV. In Skyrim there were several mods that added to the kill cams.
- More cinematic cut scenes for the game. I think that making them with the game engine is best.
- Everything in the game needs to be properly animated.
- Disguise, hide, or prevent having to load anything. If you need to load something do it in the background. Preload the cells ahead of us and only show things like animated grass if we are looking in that direction. So instead of teleporting into cells it loads up when we are nearby and can reach out with our hand, twist the doorknob/or however the door is closed and push it open and walk into the cell. Once inside shrink what is shown outside the door to what we can see through windows. and we never have to pause the game.
- If we have a power helmet on it should have its own HUD.
COMPAIONS, A.I., & CRAFTING:
Spoiler - Companions need a lot more options, dialogue, and realism to them. Like if we go to sleep in a bed, they should have something to say to us and should do something. Like wait and interact with the environment or stand guard. The point is that there needs to be more thought put into this. There are some mods you could consult for inspiration. You would be surprised what people are doing.
- Since there will undoubtedly be children in the next game, we should be able to have a last of us style child companion that could either be our daughter/son, adopted/biological, temporary companion, or something or the other. They should have all the functions that are in Skyrim HeartFire and then some. Such as automatically helping us find ammo, food, water. They should have the ability to hide during combat (they should be always no combative unless they are eighteen or older, the legal age to join most military’s. Though, you can still hint in the narrative of the game that there are some child soldiers, as we saw in FNV), VAST amount of dialogue that we can never run through in one or maybe even two save games (if you can find a way to make the dialogue different for each play though as GTA often does that would also be a plus.), their own collectibles (Like the vaultec bobble heads or the magazines that Ellie liked to pick up, mini games (Add more onto what you had in Skyrim.), their own crafting skills (Like making food, filtering water, toys, etc. This is a child who watches everything you are doing and they are going to grow up and probably be just like you one day if they are a permanent companion or at the very least and this should be for everyone they take inspiration from your actions and some do as you do. If you are a hero, the children might role-play in towns as you. Do you be out for number one, the moral gray area, or just as pure as the driven snow. We would see and feel the weight of our actions as if it were a mirror following us. The first time we have to kill, they hide, and it is over you think. They would come up to us and have many questions for us. Why did the man need to die? "It was either him or us and I would rather him it be him, wouldn't you, (Name)?" Alternatively, you do not kill him, but maybe just knock him out or some other non-lethal takedown, but you rob him and leave him there with nothing to survive on. "Couldn't we have just left him some water?" In addition, if you take him down and take only what you need they would still have questions. "Why couldn't we have taken more? He tried to kill us!" This mirror literary tool could be used for all companions and not simply just child ones. Depending the NPC’s personality, ideology, faction, or what have you they are going to have a response to your actions. That to me alone would make the game worth playing and would deliver an experience that we see very rarely and it makes everything not quite as detached and puts a much larger spotlight on your play through. Something I believe Obsidian realized with Lonesome road. We needed a mirror of our actions and it really pulled at you what we had to do there and what we did. Our actions had weight and the characters were palpable. We could just as easily of been him. If the player led faction idea is implemented than we can put radio tags on equipment for it to be picked up later.
- I do not think there will be really marriage in the fallout world. At least not outside places like the NCR and I do not know how housing will work. (Just thinking of hearthfire.) But please do not abandon this concept, but improve upon it. It only needed realistic progression and perhaps a skill of its own. Also see Player led faction suggestion.
- I have already talked about how crafting should be real time with the option for it not to be. I have talked about how we should be able to craft from a companion app. I would also like to add what we should be able to craft. Homes, weapons, mods, armor, clothes, clutter items, food, drinks of all kinds. The clutter items are deceptively simple. That is the biggest part. From heating up sand to make glass and doing glass blowing to making nets for fishing or fletching. Etc. Old school oil drilling. Etc.. It should be a HUGE part of the game that we have the choice to take part in and everyone should be doing these things. It brings the world to life. Like how you started making lore wise how people live. Adding farming and the like.
- This all being said, the world should have its own economy based on this. Meaning NPC's go where there work is. They are not randomly in some place they should not be. We would run into prospectors, people fishing, salesmen, guards, etc. They would have a schedule that is far bigger than a few cells. It would be big. Like if we are in Georgia you could get hired on as a guard or deck hand on a steamboat that trades crops up and down the coast or with Europe. In addition, all this economy has a kind of Levolution effect on the world. Remember that word. Levolution. Meaning the world changes in real time/and while were away based on player action and npc action. So if a town is poor they would not have much supplies, people, talent, and some towns might even be completely abandoned because of it like the gold rush. Same for if an epidemic is going around or a murder is on the loose and you have not caught him or npc's have not. Say you get a quest to fix some pipes and say you will and do not and then all these pipes bust and the town goes ghost because they have no water or you take too long and they manage to fix it anyway. This was a fallout 3 quest.
- We have the option to run a player led faction that is like what we see in the game Dragon Age Inquisition. We can implement automatic policy that our faction will carry out. We can have faction bases and NPC’s if given permission will move there and in real-time/or when the PC is away will build or renovate to make their home or business or both if we allow it and don’t decide something else for the NPC or NPC’s in question. We can manufacture goods and have our own services, decree laws, go to war, place bounties, and set various other tasks for our advisors and followers. It is dynamically affected by the world around it and player choice. We could build up a raider faction style compounds all over, Followers of the Apocalypse style faction bases, BOS, Enclave, any faction available, and including nonaffiliated.
STORY:
Spoiler - The one thing I did not like about the beginning of fallout NV was that they abandoned the precept that we are born into the world. This was innovative when Bethesda did this and I really grew attached to my character and connected more with this as if I was just being born into the world and had quite a bit of say so on what I look like and who I will be. Then when we went back later and saw what our actions wrought it resonated even more so. We did not really have that kind of accountability and depth with NV's beginning. Good springs became a town to forget unless you wanted to see the doc or something. Therefore, I suggest that whatever beginning we have that this be the initial start of the game, no matter how short or long that start may be. Thus giving the player the ultimate blank slate and ability to choose one’s own back story if allowed.
- I want to see an exploration of this idea I postulated a long time ago. An enclave/big mountain (just say the research was destroyed and easy connection.)/ Commonwealth or institute/ or similarly advanced faction in the sphere of the game universe realizes the potential behind ghoulification and use their intelligence and expertise to transform themselves into biologically (yet sterile until they solve that) immortals. (Which just means their cells cannot die, but they still can from trauma.) I am thinking an almost bioshock eque quality where we try to create a perfect utopia and discover that the fault is not in our stars, but within ourselves kind of moment. You could use the concept in storytelling where (this is an actual prediction of what could happen to the world's governments), the rich and powerful live nearly forever and cling on to power and hold on to their ideas. Therefore, They would be like the prewar individuals before the apocalyptic incident. Scientifically it is possible for a species to become biologically immortal, (this might get confusing so bear with me.) the species would only need to find a way to stop cellular degeneration or aging. Where during mitosis the telomere on the ends of the cells that allows them to rejuvenate become shorter and shorter and eventually becoming damaged and since they just keep undergoing mitosis, this forms microscopic tumors that feed off blood and can eventually kill you from that or some other factor of old age. The "Ghouls" I postulate only go mad because some of them had their aging stopped because their cells were too badly damaged and caused severe physiological changes. Alzheimer’s to which we now believe in the elderly is just diabetes for instance. Therefore, they would realize this and only allow certain individuals around the correct age. 21-28 or early thirties. (After twenty-five is when these microscopic tumors begin to form. Essentially, too far up the age line, (everyone has them) and that is when these issues come to fruition.) (Potential corruption plot where some pay for it and go partially mad.) It could be a vault experiment. Not all this science should be written out meticulously, but you should visualize it much in the way that Bioshock did. It would be best to have a consultant to help you be able to choose what could actually work in the game and not work.
- Make the story take place over several years instead of it is usual of around 1.2. We should really be able to feel the passage of time in the world.