» Thu Aug 20, 2009 7:35 pm
Oh, please don't spread nonsense. gamesas hasn't said that Fallout Tactics isn't canon, Black Isle did. And it's a lot of the Fallout Tactics team that are behind Fallout Online if my understanding is correct, so if they want their own game to be canon, then they're going to make it canon, and nothing is going to stop them. All power to them if you ask me.
Besides, the explanation as to why there were talking deathclaw before Fallout 2 is easy, some people just don't want deathclaws as a race, but this is an explanation that cannot be disproved. Okay, anyone who knows the first thing about evolution knows that it isn't synchronised the world over, it's ridiculous to even think that, that's Creationist stuff right there, no, there's a lot of disparity. Even on a single landmass, there's a lot of evolutionary disparity.
Now, the FEV in Fallout 2 figured out that eventually the deathclaws would gain the ability to speak and the intelligence to form their own civilisation, some of them spoke very eloquently whilst others spoke just like the deathclaws from Tactics (I'll get back to this). Now, it's unreasonable to think that the Enclave have scouts all over America, they don't, they were in a very specific part of America. So they only knew of the deathclaws they'd seen, and thus they experimented on them.
The Midwestern Brotherhood however was far, far away, and they'd encountered another sort of deathclaw, one that had evolved the ability to talk, albeit in a rudimentary and basic way, they evolved the ability faster than their more eastern cousins, and perhaps radiation helped with that since radiation according to the laws of physics in the Fallout reality causes mutation rather than death. So the mix of radiation and disparate evolutionary rates allowed the deathclaws of one region to evolve faster than another.
So basically, what you had is the deathclaws evolving what the FEV had given them by their own merits. it's as simple as that. And now consider that the Fallout Online Universe is supposed to be set quite a bit into the future of Fallout. It's also likely based upon the ending of Fallout Tactics, where the Brotherhood have spread out across America and created their own civilisation. That would be awesome.
And as we saw in the ending of Fallout Tactics, the deathclaws undeniably are part of the Brotherhood's ideal future civilisation, in fact, xenophobia/racism was outlawed, so people couldn't hate on them for just being different. That was then, now? Now the deathclaws have probably had the chance to evolve even further, many of them likely having become as eloquent as Goris was, and working toward the betterment of the Brotherhood civilisation.
No, I don't know that Fallout Online will go this way, but considering that Chris is working on it and other not-so-subtle hints that have been provided, it's... just a hunch that's looking more and more likely. And if it is a reboot based off of Fallout Tactics, then the deathclaws will be there. And considering how many people play beast races, it's a good call. Sure you have xenophobic idiots who hate beast races, but if you want a game to sell all the more, it's a good inclusion.
Not so long ago ArenaNet did some research into what playable races they should have in Guild Wars 2, and they found that the top demographics were: Shapeshifters/Giants; Bestial Characters; Midgets; Fae/Alien Characters (but still very human); And Humans. Now, you've got giants covered with Super Mutants, you've got the more alien but still human option covered with Ghouls, and you've got the more bestial option covered with Deathclaws.
In my opinion, considering that these are likely the most played races, to not have Deathclaws, Super Mutants, and Ghouls playable alongside Humans is a real mistake. (And Ghouls have already been confirmed as playable.) I just think it would be silly for them to not entertain this, considering how many fans of werewolves and big, burly horror monsters there are out there, having something like deathclaws available would earn them more.
I mean, my decision as to whether I want the game could hinge on that, as none of the other races have much interest to me, and how I represent myself in a MMORPG is very important to me. A lot of people feel the same way, hence the ArenaNet research. A simple decision like leaving out a possible playable race could mean an outcome of a million subscribers less. People might not like the idea of playable deathclaws, but they would be good for the game itself.
(Fixed some typos, there.)
(My point is is that when you think of all the people who'd be drawn to a beast race - like horror movie fans, therians, otherkin, anthropomorphic fans, and yes, even furries, it seems like shooting yourself in the foot to not simply toss in a race to accommodate them. Blizzard even went out of their way to ramp up their support for this demographic with the Worgen. It might not be a popular choice with, as I said, some more xenophobic idiots, but hey... the game will sell more. Invariably. Can Blizzard be wrong?)
(One last point. Gaming is about escapism, and whilst engaging in escapism, especially in the presence of other people, how one presents oneself is important to them. They feel more comfortable with what they like, and they then feel more connected to an experience and want to stick with it. If this wasn't the case, ten why would anyone play a non-human race in tabletop D&D, why would anyone play anything but humans in World of Warcraft? Like it or not, this is a truth. And there's real money in that truth.)