The tension for me was winning the 'unwinnable' match, or managing to escape it alive. :intergalactic:
[quote]Still, it was very satisfying to see the step-by-step calculations play out to a win, a win that was more by calculation than chance.[/quote] :foodndrink:
[quote] VATS being still present with the ability to set a sequence of actions according to your action points, makes a similarity that only differs really by the absence of mathematics.
[/quote]VATS was never really present in the previous Fallouts though... VATS seems derived from just FO1's choice to aim (being one possible action during your turn). Another significant difference is that VATS' "percent chance to hit" is radically different, in that Fallout used fixed values based on difficulty and potential effects (including one hit kills); but FO3 seems to just use proximity to the target ~and the head can (at times) be easier to hit than an arm or a leg. This can be seen as more realistic, but breaks the original point of aimed shots. (Aimed shots were a deliberate gamble, and the odds were the PC's skill; these gambles cost you to take the risk ~with VATS risks nothing; and actually gain exploitable damage resistance.)
[quote name='Snabbik' date='04 August 2010 - 09:52 AM' timestamp='1280933570' post='16237982']
The big issue with 3D vs 2D is that it's a heck of a lot more expensive to create rooms / buildings / complexes. [/quote]Once the tile sets are complete, its largely like building with legos to get just the basic layout. Assets are equally reused all over the gameworld ~same as with previous Fallouts.
Its funny, but building a level in Fallout 2 takes a long time. For a skilled 3d modeler, it may be that you could build/get the exact same level with new/original art into FO3 in less time.
[quote]
Players also notice a lot quicker if you do any large-scale copy/paste in 3D environments, where they might give you the benefit of the doubt in a 2D environment. In a 2D, sprite-based environment, making every house on a street unique can be done with Microsoft Paint. In the 3D environment, you have to deal with clipping issues, 3D geometry, pathing, etc. All because you can't control how close the player gets to your game world. If they want, they can get right up close to an object and look at it from multiple angles. So something that would be 5 minutes in a paint program for 2D work with a fixed camera angle and fixed camera distance becomes a 5 hour or 5 day project once it gets turned into a 3D object.
[/quote]This is the Dev's fault. :shrug: Not every 3d game behaves like this (notice the early Resident Evil(s), and Nocturne by Terminal Reality). Nocturne is 3d (including 3d cloth simulation). However, it does not allow for indiscriminate close inspection (and keeps its art quality because of it.)
[quote]
From my limited understanding, the reason that the downtown DC ruins are not reachable except via subways probably has to do with performance. An area of the map, with that density of polygons, that many enemies, that many actors, would lag out the rest of the wasteland if it was actually part of the overland map. By segmenting the DC ruins into smaller chunks, they could crowd more detail and actors in, without worrying about impacting performance when the player is elsewhere. The "grid" system in the game engine helps a lot with this, but I'd imagine that it's still an issue.
[/quote]Additionally, nearly all buildings (in DC or elsewhere) are facades with no interiors... which makes sense given the engine restriction.