Post Your Unrealistic Expectations

Post » Sat Nov 28, 2015 6:09 am

Yeahhh, well all the TES games have that. And it is good writing. But the dialog and the quests, there just...not compelling at all, very flat. Morrowind is one of my favorite games, but that's one of the downsides for me. About Fallout 3 and Fallout 4, everyone is complaining about the combat or the first-person gameplay, ect, how about some good writing for a change lol. They had Liam Neeson, and they gave him some terrible lines. Why even waste the money on hiring a great actor when you can't even give him good lines to read, not to mention his character was just terrible and made very little sense.

There's actually a great blog about him that maybe he was the bad guy in the game. Obviously I don't think Bethesda intended that, but the writing was so bad, you could come to that conclusion based on his dialog and his actions in the storyline. Maybe it sounds like I'm being a bit too harsh, but I've been playing Bethesda games for many many years now, and this is one of those things that to me just hasn't been fixed, and sometimes often overlooked.

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Big mike
 
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Post » Fri Nov 27, 2015 11:52 pm

Yeah, the tapes scattered around the Dunwich building really built up the suspense heading into the basemant. I like the way they did that. I think the best writing in the game was in Point Lookout though. That was crazy.

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Sarah Bishop
 
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Post » Sat Nov 28, 2015 12:49 pm

Interesting and weighty RPG mechanics. (meaning, beyond merely serviceable)

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Setal Vara
 
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Post » Sat Nov 28, 2015 1:42 am

Lunar and Martian landings.

Yeah, right.

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Laura Simmonds
 
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Post » Sat Nov 28, 2015 4:34 am

Which would be what in your opinion?

I personally would love tactical top down turn-based combat, multiple endings, and more choices on how to play the game with actual repercussions. That's one of things that I'm noticing is ripe in my playthrough of Fallout 2, although I would say the combat in that game is pretty serviceable from what I come to expect from a quality turn-based roleplaying game.

I would like the combat from Temple of Elemental Evil to be in a Fallout game. That would be excellent.

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Len swann
 
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Post » Fri Nov 27, 2015 11:48 pm

This.

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Javaun Thompson
 
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Post » Sat Nov 28, 2015 6:04 am

No elbow drop = No purchase from me

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Mistress trades Melissa
 
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Post » Fri Nov 27, 2015 11:37 pm

Forums where everybody respects each other.

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Isabel Ruiz
 
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Post » Sat Nov 28, 2015 12:45 pm

Hugboxes and circle jerks for everyone.

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Rach B
 
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Post » Sat Nov 28, 2015 7:19 am

Well, I mean, I'd give anyone on this forum a hug, sure, but that's about as far as I'll go. >.>

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Cameron Garrod
 
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Post » Sat Nov 28, 2015 4:45 am

A multi-facited roleplaying experience that centers around one of the only living humans with full memory of pre-war America at the height of its civilization. A twenty-something protagonist with the insight of a generation two centuries past; from the society that lived in, and maintained their 1950's future paradise, in their year 2070.

A game where the PC's origin can either be of the masses, enthralled by their dishonest government's representation of the world, and its future, and its precautions for public safety; or can be one of the those tasked with perpetuating the myth, and party line, and keeping the masses orderly; or could have been a radical objectionist who tried to expose the myth for what it was, and yet somehow managed to secure a place in a vault, and survive without ~accident...

All and either/or... a PC now cast into the future; stranded in the post apocalyptic remains of their former society ~now bombed into Oblivion. A place where their unique perspective, education, and training can shape the future wherever they go, and of whomever they talk with. The ultimate archaeologist/adventurer who can teach the masses how best not to repeat the past mistakes of their forefathers ~coming straight from the mouth of one. It is a game where they recognize this and react accordingly.

Gameplay-wise a strategy game of careful tactics, including diplomatic selection and avoidance of targets, and factions; as the player weaves their path through the political minefield of the post-war [almost feudal] society; and where the PC has unique standing with the ghoul faction, for having a common understanding of pre-war history ~equally first hand.

Ultimately acquiring a GECK, and enough political influence to unite a number of tribes and settlements to march them off to a new Jerusalem ~established by the player, in the place of their choosing; to become the Hub of society. A post apocalyptic melting pot; where the endgame shifts into Civilization management, but where the PC can actively venture out into it... A bit like Dungeonkeeper/Black & White. And like those games, the PC can be a benevolent ruler, a tyrant, a military dictator, or establish a council of elders.

** In a way the middle game would be almost like Brütal Legend in some respects; and could even include nominating a ruler from the faction of the player's choice, if they wished that instead.

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Taylrea Teodor
 
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Post » Sat Nov 28, 2015 9:21 am

A set of systems that pose a hint of unpredictability to the actions and situations rather than simply working as gates or slight buffs for already mastered abilities. Such that tangibly define the gameplay. Where, for example, perception actually does dictate sight, smell, taste and feel -- like spotting items or tracks or traps, getting cues if there's a peculiar smell around or if there's something odd about the food, hearing things from further away and being able to evesdrop behind doors and possibly get some info, all that you'd more likely miss with low stat -- where projectile skills dictate character accuracy and not damage (whether through a dice roll, or just weighty spread and recoil), and so forth. Where the character is actually in charge on the attempts made. And the world being riddled with these opportunities. Yeah, I'd mention turnbased combat, but that's going a bit far even for "unrealistic expectations".

Where - in conjunction to the above - the narrative and reactivity branches and ripples throug the game with persistence and with sometimes surprising effects; where the world cares and remembers what you've done and how and reacts accordingly, where the player is responsible for what he has done and is kept accountable for it. Where even a small seemingly random thing might have an effect further down the line to consider.

In a nutshell.

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jadie kell
 
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Post » Sat Nov 28, 2015 3:11 pm

I would like the PC's Perception stat to directly affect the opacity of hidden traps in the game world.
(Perhaps 10% per point; until either a stat check is passed while they are on-screen; or they are directly clicked on to interact with.)

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Vincent Joe
 
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Post » Sat Nov 28, 2015 1:46 am

pfff.. you guys can have your pip-boy edition.. I'm still holding out for the codsworth edition. Comes with a floating robotic man-servent !

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Conor Byrne
 
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Post » Sat Nov 28, 2015 1:20 pm

https://www.youtube.com/watch?v=9NlKPA7HtT4

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Riky Carrasco
 
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Post » Sat Nov 28, 2015 10:43 am

lol, a lot of what you mention sounds like what you would find in any great RPG, except TES, which doesn't really have those things. I was reading this article about how TES was originally imagined as a roguelike. I wonder if maybe that would be a better definition of TES today rather than call it an RPG. At least it would explain the lack of choices and consequences and lack of dialog options in the game. It would also explain the lack of the same things found in their versions of Fallout.

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carly mcdonough
 
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Post » Sat Nov 28, 2015 11:20 am

Somehow having a "servant" delivered to your door in a box seems wrong...

---

Another possibly unrealistic expectation is too keep the definitive end and Ron Perlman's ending slides.I'm really curious to see if the traditional ending slides are still extant.The ending slides are sacrosanct as far as i'm concerned.

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Charlotte Henderson
 
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Post » Sat Nov 28, 2015 12:11 am

TES & FO3 seem to be about wish fulfillment over anything else; and an unrealistic expectation for FO4, would be for it not to be.

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Marguerite Dabrin
 
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Post » Sat Nov 28, 2015 8:59 am

You say that now, but when he's bringing you another slice of pizza & bottle of beer while your playing FO4, I'm sure your tune will change...

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Scared humanity
 
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Post » Sat Nov 28, 2015 4:15 am

That would be pretty nice...

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Bethany Watkin
 
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Post » Sat Nov 28, 2015 10:08 am

:lol:

I suppose servants have their perks :)

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SWagg KId
 
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Post » Sat Nov 28, 2015 12:41 pm

They decide to drop the console versions so they can focus on making the perfect PC game.

I do something in the game that affects something else that ... ... ... affects something else.

Whenever I'm carrying more than 100 caps there a jingling sound made every time I take a step.

When I see a super hot looking bandit I can hit on her ... and she likes it.
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Charlotte Lloyd-Jones
 
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Post » Sat Nov 28, 2015 10:11 am

I hope they force parity on to all versions of the game, especially PC, so as to make the best game for everyone and no-one can claim favourites.

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Charlotte Henderson
 
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Post » Sat Nov 28, 2015 5:46 am

Lol, that's not really a console issue. They've probably tested it and found that it causes problems gameplay wise.

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Rachell Katherine
 
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Post » Sat Nov 28, 2015 4:06 am

Bug free and a decently written story that makes sense.

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Katey Meyer
 
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