I vote story and dialogue, fallout 3 had such an amazing story, the world was awesome. I really loved the story of Fallout.
I vote story and dialogue, fallout 3 had such an amazing story, the world was awesome. I really loved the story of Fallout.
I chose a good story and dialogue. If it doesn't have a good story I'll quickly lose interest; or just beat it one time then shelve it like Skyrim.
The most important thing about Fallout, was the freedom to choose, but that it came with consequences; it was the same in Fallout 2. I don't recall that being much of a concern in FO3.
with the new upcoming housing feature it would be the perfect opportunity to add Romance/Loveinterests to Fallout.
In other words. Make your companions (not the dog though) romanceable and invite them to live with you in your own built house.
but in all honesty if you do it there should be more to it than just wearing a necklace and asking nicely.
Im not asking for a bioware kind of level but atleast quite alot conversations, spending alot of time (flags) and completing a unique quest or something like that...
Ehhhh, but sometimes it's fun to have a home to go to. Like me, I enjoyed the Megaton home with a Pre-War theme in it.
But definitely want no romance in the game. Please keep Mass Effect to itself.
Big open world with a lot of contextual storytelling. Bethesda style.
But...they do. You've correctly pointed out that Morrowind was their last game not full of cliché-filled nonsensical stories full of characters without character who, after a very bland an uninteresting dialogue, do something completely irrational. This is especially true for Fallout 3, a game that comes from a series driven by its amazing writing, which in turn is the reason why it's disliked by many or considered a spin-off or something, like Tactics. And the few exceptions don't change the whole picture by a lot.
But clearly writing is not the reason people play Bethesda's games, so it's all right. I, too, enjoy running around the worlds they make (although I wish it wasn't so compressed, heh), exploring all the ruins or dungeons, finding new stuff...
Last time I checked Morrowind was a Bethesda game, directed by the same person that made the recent games, so how exactly is it correct to say "Bethesda proved time and time again that they svck at writing"? If anything, they proved the opposite. They have proved they can do some fantastic writing(which was demonstrated by certain questlines and DLCs in more recent games too). Saying that Bethesda svcks at writing is just false. Whether they would choose to put more effort into story is another matter entirely.
Heh. It's like you didn't read what I wrote at all.
OK, but I don't see how is that relevant to anything other than that person has just recently proven he doesn't give story enough weight to even prepare an answer for a general story-related question in an interview.
Reminder that I didn't say that. They've just proven it with every game after Morrowind.
That is true. They have consistently proven that they indeed are capable of well thought out stories even with some logical integrity. But that's just not the level of quality they have had over the last three games. It's like digging through a pile of rubbish to find a pearl.
Is it? How? I mean, story is just one part of the whole "writing" business, but it still is kinda the point. They use story only as means to enjoy the world. Fallout 1/2/NV did the opposite, didn't they.
You're the one who cut in, agreeing with Gorguz who said that and who I was replying to.
I was responding to Gorguz's original point that "Bethesda proved time and time again that they svck at writing." My point is, they certainly have demonstrated numerous times that they're capable of great writing. Whether they choose to put more effort into story/writing vs gameplay/world this time around remains to be seen, but they're certainly capable of good writing.
I chose other. It's a micellany of world interactivity (story, dialog and player-AI interaction) and character skills and abilities. Adherence to the lore and the factions follow from the story and from an integral part of interactivity.
It's a pity Bethesda chose to convert Fallout to another hiking simulator.
If you don't want a Bethesda game, you are in the wrong place.
Really, this poll should have included an "all of the above" choice.
Open world done right, and that implies more than big open world but whatever, that's my option in the poll.
I voted large, open world because FO4 is a Bethesda game, but that's doesn't hold for other RPGs, and I can imagine other types of Fallout games. Games can be fun, and can excel, in different ways.
I voted lore, as that needs to be a vital part of the games' design. You can have a vast expansive open world, but if the Fallout lore isn't imbued in it, then it might as well be another game.
What makes up lore?
Lore isn't just about storylines, names, and events. It's about the very essence of the parts of that game. For example, what makes Fallout, Fallout?
First is decay, decay of the previous world is all around us, this creates a crucial part of the feel of Fallout. The realization that the very places you are seeing unspeakable atrocity was once a very normal place that was visited by Jane and Joe Smith with their children. The rotted plastic smiles on various advertisemants seemingly mock you as you passed them by. They are a stark reminder of a society seemingly worry and care free that was obliterated in a single instant.
Second, dark humor, well with this depressing setting a relief is needed to lighten the mood. This is a game after all. Though even the humor can't escape the taint of such a corrupted husk of humanity. Thus, the humor in Fallout games are mostly bitter sweet. This ranges from seeing a local bystander getting blown away for his own stupidity, to a little old lady having an "accident" by falling down several flights of stairs while a sickeningly upbeat tune blares in the background and then she subsequently is engulfed in flames.
Third, the retro futristic and 50's vibe. When we think 50's Americana, we think of Leave it to Beaver type famlies, with a future much like the Jetsons. Atomic powered robots, cars, crt video phones, bulky terminals built like tanks, and defending against the red menace with unwavering patriotism. This is a society that could have been, if we never lost the optimism of the pre space age. All this makes up a rich environment that is alien, but also somewhat familiar to us.
Finally, the people and factions. With the world seemingly being wiped clean and ruled by pure anarchy, all of it is fair game. Mankind returns to its tribal roots. Your average wastelander doesn't have a knowledge of world history, so our preconceived notions of governments largely has no effect on them. This gives rise to democracies, communes, military republics, to unabashed dictatorships, even cults. Of course these human factions don't just face opposition from themselves. but also irradiated mutants.
All this is what makes up Fallout, what makes up its lore. So, I ask you, without all of this, all of this "lore" before anything else.
Would it be still be a Fallout game?
Other: An amalgam of all the options combined. How much weight people put on each is probably highly varied, but I'll mention "setting/universe" in addition, because I didn't really read "adherence to lore" as that. I read "adherence to lore" as ... consistency in story and setting and how strict you are there. I prefer keeping those 2 separate.
I like self consistency, but rule of cool does win out narrowly.
PS: Tho when rule of cool wins and you need to add something. Do it with good... Do it elegantly...
First an open sand box world done right.
As long as they allow modding, it can be made right.
After seeing the wish list of things at E3 that Fallout 4 already has, I've only a couple of items I'm waiting to hear about.
I'm looking for is having a new, improved, and expanded Fallout New Vegas Faction system.
We already know from Dogmeat that the companions are going to be a lot more responsive and useful.
I'm also hoping they are a lot more alive.
Things like comments and opinions, having hard lines you better not cross, multiple quests. and having to build up the level of trust.
Finally I'm hoping that Bethesda is not too free handing out Special stat points after character creation.
It looks like there will be a real difference between having a stat of 3 and having a stat of 10.
If you can't max your stats by games end, then only certain high level perks will be available depending on which stats you decide to concentrate on.
It should provide some amazing replay value.
Hey,
for me it's story and dialogue - large open world which most people voted for is important, but not if it's just an empty world filled with fetch quests and emptiness (like say Dragon Age: Inquisition -.- as good as that game is, those quests and empty countryside were just a pain to get through)...or to say it in other words: What good is a large open world if there's nothing to do there (and no, if it's only used for Minecrafting (not that I hate that element...hell, I love the idea of having my own community) then no, I don't want it (that's one of the reasons the real Minecraft is boring as hell for me -.-))? - It's no good, that's what (I would stop playing then - like I did with Skyrim, which didn't motivate me at all!)
greetings LAX
boy i'd REALLY like to read the community posts on THAT )
this is SO wrong.
this is what makes games like gta IV - look the other way, phone ringing. obey or be punished.
the ONLY thing a player REALLY should never is BE BORED. and if the only way for a game to acchieve this is to never leave him a second's rest, that's just BAD GAME DESIGN, nothing less.