Fallout 4 to support different play styles

Post » Fri Nov 27, 2015 10:42 pm


http://www.theguardian.com/technology/2015/jul/28/fallout-4-todd-howard-post-apocalypse-peter-hines

I wonder if we could see again the stellar quest design of FNV...
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Noely Ulloa
 
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Post » Sat Nov 28, 2015 6:55 am

Aha. Get a Charisma of 10 and Lando Calrissian all across the wasteland without firing a shot, stealing people's teeth right out of their heads and even having them say "thanks".

:D

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Laurenn Doylee
 
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Post » Fri Nov 27, 2015 10:06 pm

Figures they'd have this in FO4, it would be unwise to not use the same feature that saved NV from being boring.

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Marion Geneste
 
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Post » Sat Nov 28, 2015 4:28 am

They said the same thing about Fallout 3. I'll believe it when I see it.

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Gracie Dugdale
 
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Post » Sat Nov 28, 2015 12:04 pm

I think New Vegas was mainly an experiment to see the Fallout spirit using their assets and engine. I just hope Bethesda would indeed use some of the results to improve their own quest design.

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Emilie M
 
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Post » Sat Nov 28, 2015 1:29 pm

Making Quests have absolutely nonsensical possible outcomes is not universally considered a "good thing" by all players.

Options are great, but being able to get NPCs to do things that are outlandish and against all reason (despite the RPG mechanics saying it SHOULD be possible) is just bad story scripting. Yes, some of NV dialog options were welcome improvements to questing options, but some were just downright stupid and I have to think were intentionally included to be "see what we did there!", moments so the Obsidian Devs could pat themselves on the back for thinking outside the box. At least have you "inside jokes" have some unintended consequences for the PC.

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Richus Dude
 
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Post » Sat Nov 28, 2015 6:25 am

I fail to see how providing multiple endings to any quest is a bad thing. It gives the player a sense of immersion in their freedom of choice and adds replay value.

Making linear quests is the #1 way to make a game not with playing more than once IMO. Heck, even F1 knew that man.
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Shae Munro
 
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Post » Sat Nov 28, 2015 7:14 am

I think his point was, they shouldn't add quest outcomes that make no appropriate sense for the plot of that quest just because "oh, well we need to have a non-lethal outcome". My opinion is, they should try to avoid plots like that in the first place.

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ladyflames
 
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Post » Sat Nov 28, 2015 5:47 am

REL Dovahkin said this before, the different playstyles essentially boil down to "Strength playthrough" or "Luck Playthrough".

It'll be interesting to see how the character creation pans out and the degree of variation is allows for.

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tegan fiamengo
 
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Post » Sat Nov 28, 2015 7:15 am

There is a difference between multiple outcomes and simply stupid outcomes that can only be some obscure inside joke for the Devs. I'm all for as many possible outcomes as makes sense, but adding one more outlandish one that requires some crazy high Charisma stat cheapens the entire encounter and makes the whole scenario questionable as a plausible story.

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helliehexx
 
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Post » Sat Nov 28, 2015 1:27 pm

Ugh... FONV had horrible quest designs so let's hope we never have such poor writing ever again. Cass' quest is a perfect example, as well as the entire world's settlements. Good Springs not overrun by wild creatures as well as humans due to no defenses and open access to pure water, even when its stated that that is what attracts the geckoes? Cass' quest forcing you to break the law no matter what? Yeah... horrible writing and utter nonsense. No characters with any appeal.

Fortunately, Bethesda's games are about exploration, not quests. If I want excellent story- and character-focused games, I'll play a Japanese games since that is their focus. Not to mention characters who are actually appealing and that I can care about.

Too bad Western companies and audiences are more focused on "action". See the financial success of stuff like "The Avengers" (but you won't see it winning an Academy Award, obviously).

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Kate Norris
 
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