How come there isn't no dieases in fallout?

Post » Sat May 28, 2011 2:01 pm

there would be cholera, dysentery, on a pandemic scale. People are drinking from toilets for crying out loud.... :drool:
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 2:24 pm

Doesn't Veronica refer to the Pulse Gun as the electronic equivalent to a nasty dose from Gomorrah? (Or something similar) So there are at least (yeast?) STD's in the FO universe..

Edit: Then again, Veronica is almost always telling jokes or being sarcastic so not sure how much faith can be put in that.... lol
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CHANONE
 
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Post » Sat May 28, 2011 1:58 pm

Actually, I've wondered about this myself.

Bethesda implemented diseases into their previous Gamebryo titles (eg. Oblivion), yet they somehow didn't in a gameworld where stuff like cholera and the bubonic plague would run rampant.

Maybe because it'd be too difficult/politically incorrect to have real-world diseases?
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Soraya Davy
 
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Post » Sun May 29, 2011 12:48 am

Actually, I've wondered about this myself.

Bethesda implemented diseases into their previous Gamebryo titles (eg. Oblivion), yet they somehow didn't in a gameworld where stuff like cholera and the bubonic plague would run rampant.

Maybe because it'd be too difficult/politically incorrect to have real-world diseases?
Yeah, remember the diseases from Oblivion? They basically had almost no effect. They were a form of resource attrition- if you were wandering around in the wilderness, you had to carry potions of Cure Disease or suffer stat penalties after extended roaming. In NV, that gameplay role is taken by Food/Water/Rads (and Ammo/Stimpaks to a lesser extent, as your attacks and healing no longer rely on regenerating magic).

Plus, the games aren't supposed to be simulations of reality down to the finest detail- they're designed around the themes of the setting. When you think of Fallout, you don't think of getting dysentry, you think radiation and mutation.
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Undisclosed Desires
 
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Post » Sat May 28, 2011 12:14 pm

Yeah, remember the diseases from Oblivion? They basically had almost no effect. They were a form of resource attrition- if you were wandering around in the wilderness, you had to carry potions of Cure Disease or suffer stat penalties after extended roaming. In NV, that gameplay role is taken by Food/Water/Rads (and Ammo/Stimpaks to a lesser extent, as your attacks and healing no longer rely on regenerating magic).

Plus, the games aren't supposed to be simulations of reality down to the finest detail- they're designed around the themes of the setting. When you think of Fallout, you don't think of getting dysentry, you think radiation and mutation.


would be nice if there were a vending machine in gomarrah for rubber jonnies though... Just saying..
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Svenja Hedrich
 
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Post » Sun May 29, 2011 12:54 am

Having diseases would be hard to put into a game. Ones such as AIDs would go away overtime. Most of the Human population wiped out during the great war. People infected with a disease that will kill them won't last long. Survival of the fittest. Anyone sick in a group of survivors most likely would be left behind to keep the rest of the gorup healthy. Medications would not be around to extend the lives of those infected with something that in time will kill them. So they won't be around long enought to spread it. Large tracks of wasteland for several hundred miles between settlements would restrict travel. One settlement gets the pledge it is not likely to spread beyond that settlement. At least not in the first decades of nothing after the Great War. The years of quite darkness.

Not to say every disease is gone. Just ones that are contagious/fatal. Cancer is still around in Fallout
Spoiler
Jerico in Fallout 3 had cancer and so does Ceasar.
then again cancer is not contagious.

Fallout 2 is full of condems aka Jimmy Hats.

Wtfudge never knew that about jerico .
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Matthew Barrows
 
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Post » Sat May 28, 2011 10:12 pm

I've played RTS and RPG games that incorporated diseases well; but an action RPG doesn't seem the kind of game to incorporate them well ~except as just another kind of poisoning.

In practice... It could conceivably effect skin texture and animation changes, hacking coughs; projectile phlegm and such. Stat changes. Contagious diseases could be made to affect the towns one visits.

In Fallout, it would be fitting to have a quest where one town hires you to spread disease in another... whether your own, or in a canister of some kind.

I'd be impressed if PC diseases added interesting combat actions and new NPC dialog options; (including lynching, banishment, the aforementioned quest; a quest to acquire ingredients for a cure...). Great stuff for a regular RPG.
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Skivs
 
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Post » Sat May 28, 2011 1:45 pm

I think putting in diseases would be one of those "annoying realistic" things, too tedious to put in, and too tedious to deal with for the players.
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lillian luna
 
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Post » Sat May 28, 2011 5:05 pm

Well i dont know if van buren counts but there was the new plague other than that i think there is still cancer and std's

Clearly there are STD's, one of the posters in New Vegas for NCR propoganda warns troops against picking up loose women, as they may be loaded with disease.
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Mariana
 
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Post » Sat May 28, 2011 2:49 pm

At the risk of being reported, I'm going to point out that AIDS doesn't exist in FO because it has a different history to ours, one in which there's no reason to believe AIDS ever became a problem.
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Claire Lynham
 
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Post » Sat May 28, 2011 5:31 pm

Wasn't there something about a pre-war plague in Point Lookout?
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jeremey wisor
 
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Post » Sat May 28, 2011 1:35 pm

Whilst the game is rated 18+, the forums aren't and can be read by small children and animals. They're probably responsible for most of the posts here, even.

fair enough. animals? lol
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Eliza Potter
 
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Post » Sat May 28, 2011 12:22 pm

At the risk of being reported, I'm going to point out that AIDS doesn't exist in FO because it has a different history to ours, one in which there's no reason to believe AIDS ever became a problem.

In a world where monkey brains wasnt considered a delicacy. :mellow:
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*Chloe*
 
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Post » Sat May 28, 2011 11:43 am

Judging by the AI, the entire Mojave is afflicted with early stages of Alzheimers and/or the 4th stage of syphilis. It could explain a great many things.

I don't see how you'd add disease to the game, beyond a town quest of "help save the town from a plague by collecting...". Or negative effect enemy effects like rabies from dog bites perhaps...with a way to control or cure of course. (Rabies Fixer!)
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Sophie Morrell
 
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Post » Sat May 28, 2011 12:56 pm

seriously we have too many diseases in the real world without adding them to games
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Isaiah Burdeau
 
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Post » Sat May 28, 2011 2:27 pm

seriously we have too many diseases in the real world without adding them to games


no.
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Joey Bel
 
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Post » Sat May 28, 2011 11:39 pm

I think it would have been good for a quest, but just having random disease when being stung but certain things? Lame.

There should have been snakes in the game.
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Solina971
 
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Post » Sat May 28, 2011 6:13 pm

I think it would have been good for a quest, but just having random disease when being stung but certain things? Lame.

There should have been snakes in the game.


BINGO, and snakes are too over-rated.
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Gwen
 
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Post » Sat May 28, 2011 1:07 pm

There should have been snakes in the game.


They're are.

They've just been horribly spliced togther by some as-yet-unknown idiot who said "Hey...you know what? It'd be a great idea to make an animal thats half-coyote, and half rattlesnake!" Freaking nightstalkers. :pinch:
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Jaki Birch
 
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Post » Sat May 28, 2011 2:45 pm

They're are.

They've just been horribly spliced togther by some as-yet-unknown idiot who said "Hey...you know what? It'd be a great idea to make an animal thats half-coyote, and half rattlesnake!" Freaking nightstalkers. :pinch:

Yeah, I remember. Too Greek Mythology like for me.
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Britney Lopez
 
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Post » Sat May 28, 2011 6:07 pm

Having diseases would be hard to put into a game. Ones such as AIDs would go away overtime. Most of the Human population wiped out during the great war. People infected with a disease that will kill them won't last long. Survival of the fittest. Anyone sick in a group of survivors most likely would be left behind to keep the rest of the gorup healthy. Medications would not be around to extend the lives of those infected with something that in time will kill them. So they won't be around long enought to spread it. Large tracks of wasteland for several hundred miles between settlements would restrict travel. One settlement gets the pledge it is not likely to spread beyond that settlement. At least not in the first decades of nothing after the Great War. The years of quite darkness.

Not to say every disease is gone. Just ones that are contagious/fatal. Cancer is still around in Fallout
Spoiler
Jerico in Fallout 3 had cancer and so does Ceasar.
then again cancer is not contagious.

Fallout 2 is full of condems aka Jimmy Hats.

Jericho had cancer?
How did you find out?
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Sara Johanna Scenariste
 
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Post » Sat May 28, 2011 11:56 am

Simply put: without modern medicine, people who contract diseases don't live long enough to spread them. Plus there aren't many dense population centers (i.e. cities) so even if diseases do spread, they only hit 1 or 2 people.


Imagine 200 years of diseases being unable to spread. Anything that was contagious would eventually disappear. The main sickness would be radiation based illness (i.e. cancer)
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Bird
 
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Post » Sat May 28, 2011 2:28 pm

If you've played Far Cry 2; You'd know why.
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Jessica Nash
 
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Post » Sat May 28, 2011 9:16 pm

If you've played Far Cry 2; You'd know why.


:lol:

In Oblivion they were minor nuisances at worst, and just by having an alchemical ingredient with "Cure Disease" as the first effect made diseases a non-issue. I suppose Bethesda's idea was to replace diseases with radiation poisoning in Fallout :shrug:
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Petr Jordy Zugar
 
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Post » Sat May 28, 2011 9:15 pm

If you've played Far Cry 2; You'd know why.

Oh Jesus, Far Cry 2... That malaria was there for no other reason then to annoy you, I'm sure. No gameplay purpose other then to force you to do missions for the underground.
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John Moore
 
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